Tag: fantasy

  • Where I Read: Daggerheart (part six)

    Where I Read: Daggerheart (part six)

    When we last left our hero, he was blowing his top over the pointlessness of money-counting in a game where nothing has a definite value. This time, we’ll tackle the actual weapons and armour setting. Will it redeem what came before? Time will tell.

    First, though, there’s a page on “player best practices,” essentially finger-wagging pointers to how you should approach the game as a player. Okay, let’s take a look.

    The first one is to embrace danger. Do not make the boring, safe choice, make the interesting but risky one. Eh, I don’t know about this. To some extent, it makes sense to emphasise that if you didn’t want to have an exciting life, you should have become a cobbler like your mom wanted you to instead. But the way this is phrased gives me less of a sense of “you’ve got to be in it to win it” than one of “stop thinking sensibly and walk into the obvious trap already!” I feel like that’s unreasonable – players should do what their characters would do, yes, but their characters can be assumed to want to survive, so you can’t let it break the game if they act prudently and with forethought.

    The second one is “use your resources,” meaning to look at your character sheet, see what points you’ve got laying around, and actually spend them. Mmm, okay. I’m on the fence about this one. On the one hand, I kind of like meta-currencies and subsystems – they’re fun to work out how to make the most of. But on the other hand, I also know that there are a lot of people who absolutely can’t even with those things, who just want to make decisions based on the fictional situation and not bother with a bunch of fiddly mechanics. I also note that this is very much in keeping with the first practice – this is very much a game where you’re not supposed to immerse yourself, where you’re supposed to remember at all time that you’re telling a story. Which is… fine, certainly there is plenty of pitfalls on the opposite end of the spectrum, but it still feels symptomatic of how afraid this game is of actual emotional intensity. I am starting to conclude that “epic” means something very different to the designers than it does to me.

    Third one, appropriately enough, to tell the story. Most of that I have no issue with – it’s about things like detailing aspects of the game world so that the GM doesn’t have to, and letting them know if there is something in particular you want your character to get a chance to do. But then it goes back to lecturing about how you should make tactically suboptimal choices if that makes for a better story, and, uhm… Thing is, any story is about people trying to accomplish something, whether that’s saving the world or finding some treasure, and they’ll absolutely be trying to make the choices that brings them closer to that goal. They won’t always succeed, but then, players won’t always be tactically brilliant either, so it evens out. In fact, all this hectoring about “think of the story, you philistine, the story!” just feels to me like a fundamental insecurity about your own mechanics, because good mechanics create the incentives for telling a certain type of story.

    The last practice is to discover your character over time. I… actually have no problem with that at all. Huh.

    Levelling up! Levelling up happens when the GM says it does, but preferably no more commonly than once every third sessions or so, and it happens to every character at the same time. Level translates into tier, with level 1 being tier 1, levels 2-4 being tier 2, levels 5-7 being tier 3 and levels 8-10 being tier 4. Every time you advance a tier, you increase your proficiency (which determines how many dice of damage you roll), and you get a new Experience. You can also only raise each core attribute once per tier, so a new tier means that you can get your minmaxing on some more.

    In addition, you can choose a two of a number of other mechanical options to improve, like extra hit points, extra damage, more Stress, higher Evasion… All pretty basic stuff, but it seems to be intended to let you build your character in roughly the direction you want to. You also get the option to multiclass, in which case you get the foundation card of one of the new class’ subclasses and access to one of its domains.

    When levelling up (not just when switching tiers), you also increase your damage threshold by one and you get to pick a new domain card at your current level or lower. You may also, if you like, switch out one of your existing domain cards for another one of equal level or lower. Okay, nice touch, makes it harder to get stuck with suboptimal builds.

    Inventory! You can only use weapons and armour that you have equipped, and you can only carry two weapons (and no armour) in addition to what you have equipped. You can switch weapons in mid-fight by taking Stress. Weapons can be “primary” and “secondary” which seems to be mostly about which one you hold in your dominant hand – a shield is a “secondary” weapon, for instance. You can attack with either weapon if you have two equipped, and some secondary weapons also give extra perks.

    You can also throw weapons, in which case you make a regular attack with them using Finesse, and do damage upon hit. After that you can’t attack with that weapon again until you reclaim it. Uhm, duh? That should go without saying – I recall something about “rulings, not rules” quite early on, and I’m pretty sure that most GMs can figure out that you can’t hit people with a sword that you just flung away…

    There are some notes on what different stats of a weapons means, nothing terribly surprising there. The only thing I’d note is that there’s a distinction between physical and magical damage, and some enemies may be resistant or immune to one or the other.

    Armour – okay, let’s see if we can get some clarity here. Armour comes with a base score, which determines how many armour boxes you get in it, and two base thresholds, which determine whether a hit inflicts 1, 2, or 3 hit points on you upon taking damage. When you’re hit, you can also mark an armour box to reduce that amount by one. Okay, that’s… a little finicky, but I guess it’s straightforward enough.

    If you’re wearing no armour at all, your damage thresholds are correspondingly low – anything that inflicts as much damage as your level takes away 2 hit points and anything that inflicts as much damage as twice your level takes away 3. And of course you have no armour boxes at all.

    There’s a note that you can reflavour armour as you like – a wizard might wear heavy armour, for instance, but it’ll actually be a variety of protective rings and amulets, and the reason why he can’t move around as fast in it is that he’s always preoccupied with maintaining the magic. Fair enough.

    Weapons are listed in tiers. I’m not sure if there is any rules significance to those, or if they’re just guidelines for when the GM should leave some of them around? Either way, there is a variety of magical ones of every tier, but at least on the lower tiers the magical ones mostly differ in what stat you use to attack with them, though there are some exceptions like the Returning Blade, that returns to your hand if you throw it. Higher up, among a ton of weapons that are just the lower-tier ones with “Improved” or “Advanced” in front of the name, there are also things like the Ego Blade, which can only be used by characters with a Presence stat of 0 or lower. Heh.

    Blackpowder weapons are a thing, they require you to mark Stress to reload them after every shot.

    Then there is a section on combat wheelchairs – nope, nope, not touching that with a ten-foot pole – and after that it goes into secondary weapons. A lot of it is simple stuff like shields (add to armour score) and short blades (add to damage of the primary weapon), but there are also some standouts like whips (can be used to force every enemy to back away from you) and grapplers (which can be used to pull enemies close).

    Armour, finally, is pretty much what we just described – they have a static threshold and a depletable number of boxes, and the heavier ones give you penalties to evasion. Higher-tier armour seems to mostly be magical and have some special widgets associated with it, though I’d kind of wish it described how it works. Like, Rosewild Armour lets you mark an armour box instead of spending Hope, so does that mean that Rosewild Armour… steels your resolve in some way? That might be nice and flavourful if it was actually commented on. You know, like it would be in a game that was actually all about the story, man, where you weren’t supposed to care about those boring mechanical bits.

    I mean, this is really what it comes down to, and why I am growing to hate this game with a considerable passion. It’s not mechanics-focused or narrative-focused, it’s got mechanics and narrative forcibly kept apart to keep the one from inconveniencing the other in any way. It’s not a single game, it’s two different games that you’re meant to play at the same time! Insofar as there is a mission statement here, it seems to be the exact opposite to the sort of down-in-the-dirt, zero-narrative, let-the-dice-tell-the-story dungeon-crawler that crusty grognards tend to espouse.

    And in fact, I think that might, in a final analysis, be what the writers mean with “epic.” They don’t mean “sweeping and mythic with high stakes,” which is what I naively assumed back in part one. They just mean “absolutely not in any way gritty or realistic.” And while I don’t always want my games gritty and realistic, any game – or any other form of expression, really – that defines itself solely as being “not that, ew!” is pretty much doomed to suck.

  • Where I Read: Daggerheart (part five)

    Where I Read: Daggerheart (part five)

    We’re into a new chapter, and this one is about how you actually play the game. It starts out by explaining that the basic flow of the game is that the GM describe what’s up, then the players and GM talk about it so that everyone really understands what’s up, then the players do stuff and the GM resolves the stuff they do. Fair enough, that is more or less how it usually works, but I still feel like it’s a pretty clunky way to explain it.

    I mean, the Powered by the Apocalypse influence is pretty noticeable in how they try to distil the flow of play into something you can describe accurately instead of just going with the grand old roleplaying tradition of, “eh, it works at our table, you’ll figure it out.” And I’m technically all for that, but, well, some things really are pretty self-explanatory and every bit of wordcount you spend on explicitly describing them just takes time and attention away from the actually complicated parts.

    … if you’re reading this from a point in the future where I’ve finally gotten around to publishing my magnum opus Monstrous Mishaps and you want to point out that I’m pretty frequently guilty of said over-explaining myself, then I can only say… yes, okay, okay, but don’t do as I do, do as I say!

    There’s a piece of example play about a thief running away after stealing from a noble, nothing very exceptional there.

    Next we’re introduced to the concept of “spotlight,” and this actually gets my attention, because it sounds halfway clever: whichever character is acting has the spotlight. Usually the GM just lets it wander around the characters present, but there are also mechanics that can decree things like, “an enemy gets the spotlight.” A sort of narrative approach to initiative, huh? Interesting, interesting… Let’s see how it works in practice.

    Anyway, there is explicitly no such thing as a turn order or a limit to how many actions you can take at once, it’s up to the GM to decide what is reasonable. Being used to PbtA, I can testify that this works a lot better than it sounds like it should. There’s also the mention that not being “locked into combat” makes it easier to contemplate non-violent actions like running away, which I have also found to be true.

    A player acts by making “player moves” that describe what their character is doing, and a GM acts by making “GM moves” which describe, well, just about anything the GM wants to happen, really. GM moves are usually made when a player either fails a roll or rolls with Fear. Ah, so there is some universal effects to the Fear mechanic. Okay, that might work. The GM can also spend Fear to make additional GM moves if he’s starting to feel bored. NPCs or environments might also have unique “Fear moves” that can be activated by spending Fear.

    We are reminded once again that players roll with a d12 “Hope Die” and a d12 “Fear Die,” and when the Hope Die is higher you “rolled with Hope” and when the Fear Die is higher you “rolled with Fear.” If you rolled with Hope you gain Hope even if you failed, and if you rolled with Fear the GM gains Fear and makes a GM move even if you succeeded. Yep, that’s clear enough. If you roll the same number on both dice, you get a critical success, which means that you succeed with Hope regardless of what the result was. You also clear a point of Stress and, if it was an attack roll, do extra damage.

    Hope can be spent to assist allies with their rolls, to get the bonus from an Experience, or activate a Hope Feature. There are apparently two different ways to assist allies, “Help an Ally” and “Initiate a Tag Team Roll.” We’ll get both described in more detail later. You can only have 6 Hope at any given time, so you’re expected to spend it freely.

    Evasion gets another mention, and apparently it’s not just physical defence, it’s what an enemy rolls against for any sort of hostile effect against you. Hmm, okay.

    Hit Points and Damage Thresholds! Okay, here it gets complicated… But basically, you have a certain number of Hit Points, and you also have two Damage Thresholds, one Major and one Severe. If you take some damage, but it’s less than your Major Threshold, you lose 1 HP. If you take damage between your Major and Severe Thresholds, you lose 2 HP. And if you take damage at or above your Severe Threshold, you lose 3 HP. That… seems like a complicated way of doing it, but okay then. Lose all your Hit Points, and you have to make a “death move.”

    Stress is basically mental Hit Points. You can mark Stress as part of a special ability, as we have seen in several places already, or the GM can inflict it on you when things go badly, or require that you mark Stress to succeed at something you otherwise might have failed at. When you’ve marked all your Stress, you become “vulnerable,” which we’ll find out more of later, and also any further Stress you would have marked gets transformed into Hit Points instead. Fair enough.

    There’s a fairly long and unnecessary description of how to make a roll that just goes over everything we’ve already covered, but it does specify that rolling with Hope and Fear does change the outcome of success and failures. Essentially, success with Hope is “yes, and,” success with Fear is “yes, but,” failure with Hope is “no, but” and failure with Fear is “no, and.” And I guess a critical success is something like, “yes, and even more stuff,” but you get what I mean. Somewhat charming, and I can see the appeal, but my experience with trying to come up with layers of success and failure for Storyteller games have made me a bit weary of that much granularity. Oh well.

    There is a sidebar clarifying that there is no such thing as a roll with no consequences – the story always changes in some way, for the better or the worse or a little of both. That much I can get behind, yes.

    Okay, here is the “Tag Team” roll. Basically, once per session you can spend 3 Hope and explain how you and another player perform some kind of combo move. You both roll, and then you choose which roll you want to keep and have apply to both of you. If the action was an attack and you succeeded, you both roll damage and add it up. There is also a more standard “Group Action roll” where someone takes the lead and everyone else can make separate rolls that provide bonuses for the leader’s roll if they succeed.

    There’s a whole lot of text about how to make a attack roll, but it’s all stuff we’ve seen before. The attack gives you which die to roll, your proficiency tells you how many dice of that type to roll, and you add any bonuses to the result. It’s noted again that damage isn’t subtracted straight from Hit Points in Daggerheart, it’s compared with Thresholds to calculate the number of Hit Points lost, and armour and resistances also factor into it in some way that is yet to be revealed.

    Reaction rolls are a special sort of roll that are done when someone else is in the spotlight – mainly, to resist some action of theirs. They don’t generate Hope or Fear, but otherwise work as normal.

    Advantages and disadvantages on rolls… just mean that you add 1d6 or subtract 1d6. Okay.

    The style of play during battle is described, and here I get a bit confused, because now it seems like the spotlight always shifts to the GM whenever a player fails or rolls with Fear (or when the GM spends Fear to take the spotlight). Is that specific to combat, because I feel like this was described differently earlier? But okay, I guess that works.

    Domain cards! You can hold five cards in your “hand” at any given time, while the rest are going to be in your “vault.” The ones in your hand you can use normally, the ones in your vault are inaccessible for now but can be moved back into your hand when you rest or if you’re willing to spend Stress to get them. You might also permanently lose cards, in which case they are removed from play. When you level up, you also get to switch out one card, presumably so you can start using your cool new tricks immediately.

    Conditions! There are three universal conditions that can affect play: Hidden, Restrained, and Vulnerable. Hidden means that you’re out of all foes’ immediate sight, so they have a disadvantage on any rolls against you. Restrained means that you can’t move, but you can still take actions that don’t require you to move from the spot. Vulnerable  (that’s the one that happens when you’re all Stressed out, you might recall) means that you’re somehow off balance or on the spot, so all rolls against you have an advantage.

    The GM decides how a player can get out of a condition, and it may or may not require a roll. An NPC can always free themselves from a condition when they have the spotlight without needing to roll or spend for it, but then they have to pass the spotlight back to a player.

    Countdowns are mentioned as being a way to keep track of when something bad is going to happen, and they can tick down based on whatever criteria the GM sets – any time an action gets made, for example, any time there’s downtime, or any time a player rolls with Fear. We’ll learn more about countdowns later, apparently.

    There is a section on ranges. Apparently this game mixes the lackadaisical modern approach, where ranges come in a few loose categories like “within arm’s reach” and “within a stone’s throw,” and the grognardy old-school approach where ranges are carefully measured up and woe betide anyone who gets an inch wrong. Specifically, each category is given a precise number of inches on the tabletop. This… seems like the absolute worst of both worlds, frankly. And again, what happened to being all about Teh Story?! I should not have to break out the measuring tape for a game where it’s all about the fluffy feelz!

    Muttermuttermutter… anyway, you can move anywhere that’s Close to you as part of another action, but if you want to move further than that you need to succeed at a roll and the GM decides how hard it will be. Enemies can likewise move within their Close range freely, or can move within their Very Far range by using up their spotlight but without needing to roll for it.

    There are rules for cover (disadvantage to rolls against you) and for targeting groups (all members of the group has to be within Very Close range of whatever you aim for) and line of sight and I swear that there is something about all of this that makes me see red. There shouldn’t be all these fiddly rules! Not in a game where everything in the setting itself (what there is of one) is so fluid and undefined! The rules and setting are meant to match, guys! They’re meant to reinforce each other! If you want to go loosey-goosey that’s fine, and if you want to nail down every stray variable that’s also fine, but pick one!

    Aaaarrrrgghh. Isn’t this chapter done yet?

    Gold! Gold is counted in handfuls, bags, and chests, with 10 handfuls to a bag and 10 bags to a chest. But, it also notes, there aren’t actually any prices set for anything in this book, so it’s up to each GM how much gold to hand out and how much to charge for anything.

    But.

    But.

    Buuuuuuut.

    BUT THEN WHY EVEN BOTHER WITH AAAARRGGGGGH AAAARRGGGGGH AAAARRGGGGGH AAAARRGGGGGH AAAAAAAAAAAAAAAARRGGGGGH!!!!!!

    Sorry, sorry, I think I just marked my 6th Stress box and became Vulnerable… But I can do this. There’s just downtime and death left in this part of the chapter.

    Downtime! You can take a short rest or a long rest, but once you’ve taken three short rests the next one has to be a long’un. Each option gives you access to different downtime moves, of which you can perform two during each downtime. They involve things like regaining Hit Points, clearing Stress, repairing armour, and gaining Hope. The downtime moves for long rests are, naturally, a little stronger than the ones for short rests – more Hit Points regained, more Stress reduced, etc. However, whenever you stop moving, the GM also gains Fear, 1d4 at a short rest and 1d4+the number of players for a long rest. Works for me. You can also work at some project, like crafting a weapon or something.

    Death! When you mark your last Hit Point, you have three choices. You can go out in a “blaze of glory”: choose to perform one action of your choice that automatically gets a critical success, then you die. You can “risk it all,” in which case you make a roll and if you roll with Hope you regain some Hit Points and can continue, but if you roll with Fear you die. Or you can “avoid death,” in which case you get knocked unconscious and maybe permanently get your maximum amount of Hope reduced by 1.

    Okay, I have nothing to complain about in the last two sections. But man, this isn’t getting any easier.

  • Where I Read: Daggerheart (part three)

    Where I Read: Daggerheart (part three)

    Okay, so classes. First there’s a page repeating a lot of what we’ve already learned, but it also mentions a few new things. For instance, every class has a Class Hope Feature which lets them spend Hope to do something. Each subclass also has a Foundation Feature, Specialisation Feature, and Mastery Feature, though you don’t get those for free, you have to take them as a card when you level up. Okay then.

    First up is the Bard. They’re charismatic and slightly bitchy arteeeests, and their domains are Grace and Codex – so they know mysterious lore and can express it really prettily, basically. Their Hope Feature is that they can spend Hope to distract an enemy, and their Class Feature is that once per session they can give the party a rah-rah pep talk that grants each other PC a d6 that they can roll, once, to add to another roll or to reduce Stress.

    They can also choose to start the game with either an unsent letter (ooooh) or a… romance novel. Okay, so again I’m noticing that the cutesy postmodern humour kind of clashes with the stated intention of making the game feel epic and evocative… though that is, I will admit, a problem I have with a lot of modern fantasy. The Dragon Prince, I’m looking at you!

    Bards can be Troubadours or Wordsmiths. Troubadours have some abilities related to healing and bestowing Hope, while Wordsmiths have some advantages in terms of boosting actions and reducing Stress. So basically the one is about getting people to chill, and the other is about getting them to excel.

    Next up are Druids, who are your basic nature nuts. Their domains are Arcana and Sage, so they practice natural magic of the forest. They can turn into animals by taking Stress, or by using their Hope Feature that lets them spend Hope to do it instead. They can also pull off minor cosmetic acts of nature-magic, like making flowers bloom.

    They can be Wardens of the Elements, in which case they can channel one of the elements in combat for some perks, like doing damage to anyone who strikes them for fire or raising their resistance to injury with earth. Any Warden of the Elements can channel any element, but only one at the time. Alternatively, they can be Wardens of Renewal, who can restore Hit Points and clear Stress in people.

    There are a couple of pages of animals you can turn into, along with special rules for them. It all looks kind of fiddly, but it certainly makes Druids pretty adaptive – even sticking to just the ones you have access to at level one, that’s a pretty big bag of tricks.

    The Guardian! As mentioned before, this dude’s into Valour and Blade. He protects people, and his Hope Feature is that he can spend Hope to clear out Armour Slots. I guess that means they can take more of a beating. Their Class Feature is that they can turn themselves Unstoppable, during which time they take less damage and do more damage. Each time they do damage, they increase the amount of extra damage they do, but once that reaches a maximum, they drop out of Unstoppable again. Okay, so that’s kind of cool.

    Guardians can be Stalwarts or Vengeances. Stalwarts can tank even better, while Vengeances have higher Stress tolerance and can also spend Stress to cause people who attack them take some damage in return. On higher levels, Vengeances can also select a target to prioritise, and on attacks on them they can swap the results of their Hope and Fear Dice (so they gain Hope no matter what the roll is, I suppose).

    Rangers are cunning hunters and outdoorsmen who use the wilderness to their advantage and fight pragmatically, as showed by their domains of Bone and Sage. Their Hope Feature is that they can spend Hope to make a successful attack hit three different enemies at once. Their Class Feature is that they can mark an enemy for takedown, which means that that enemy suffers Stress when struck and also that the Ranger can turn a failed attack into a successful one, though at the cost of unmarking them.

    Rangers can be Beastbounds and get an animal companion, who levels up as they do, our they can be Wayfinders, giving them more bonuses on hitting things and some extra skill in, well, finding their way to places. There’s a page of rules just for the animal companions, who need to be fleshed-out characters in their own rights…

    … I’m trying to keep an open mind here, but I’m increasingly feeling like this game was written by people who felt like D&D 5E wasn’t fiddly enough. Which, okay, if that’s what floats your boat then more power to you, but… how does that fit in with the whole “focus on the story more so than the mechanics”?

    Rogues… well, they’re what you’d expect. They sneak around and stab people in the back. Their domains are Midnight and Grace, for hiding and lying. Their Hope Feature lets them spend Hope for a bonus to Evasion, and their Class Feature lets them remain hidden even from enemies who should be rights be able to spot them, right up until they attack.

    Rogues can be Nightwalkers or Syndicates. Nightwalkers can teleport from one shadow to another and hit harder when they’re Vulnerable (which we don’t know what it means yet, but I guess it’s meant to give them a “cornered rat fights twice as hard” style), while Syndicates automatically know someone in every new town they come to who they can ask for a favour.

    Next up is Seraphs, our holy warriors. They have Splendour for the healy-healy and Valour for protecting the innocents. Their Hope Feature is a limited healing, and their Class Feature is that they get a bunch of bonuses per session that they can use to boost allies’ rolls, reduce incoming damage, or give them Hope. They can be Divine Wielders, in which case they can fling their melee weapons at enemies and then cause them to return to their hands, or Winged Sentinels, in which case they can, well, fly.

    Sorcerers we have already dealt with in the form of that sample character. They are people with inherent magic that runs in their family. Their domains are Arcane (for inherent magic) and Midnight (for illusion). Their Hope Feature lets them reroll damage dice for damage-dealing spells, and their Class Features lets them sense magic, create minor illusions, and discard a domain card to gain Hope or enhance a damage-dealing spell. They can have an Elemental Origin, in which case they can do some tricks with the elements, or a Primal Origin, in which case they can enhance magic (mostly magic that deals damage – yeah, I’m sensing that Sorcerers are very much meant to be a DPS class).

    Warriors are more big fighty types, though they have a bit more of a “swordsmaster” or “warrior philosopher” vibe than just “I hit people onna head.” Their domains are Blade, for the swording, and Bone, for the intelligent swording. Their Hope Feature is a bonus to attack, and their Class Feature is that they get an attack of opportunity when their enemies try to retreat from them.

    Warriors can have the Call of the Brave or the Call of the Slayer. The Call of the Brave gets Hope and Stress-relief when failing a roll with Fear or when performing a ritual before engaging a superior opponent. So basically, you’re at your best when you’re doing something that’s clearly a bad idea but you’re going to do it anyway because it’s HONOURABLE!!! Heh. I kind of like that, to be honest. The Call of the Slayer can build up bonuses every time they roll with Hope that they can then spend for a powerful strike. Hiyah! Okay, I’ll grant you that I like this class a good bit better than the standard D&D Fighters…

    Wizards, finally! They are nerds who can do magic because they’ve done their homework. Their domains are Codex (for magic books) and Splendour (for healing, since in this game they’re the ones who do that, too). Which makes sense, honestly – like I’ve said before, I don’t really get the whole D&D convention whereby wizards can’t heal. Curing diseases is, like, the first thing that people expect from a wizard! After that it’s love potions, fertility, and putting curses on people you don’t like, in no particular order.

    Anyway, the Wizards’ Hope Feature is, somewhat interestingly, the ability to make an enemy reroll an attack or damage roll. Their Class Feature is that they can do minor magic tricks and that whenever they roll a particular number on their Hope and Fear Dice, they gain Hope or lose Stress, since they’ve spotted an auspicious sign. That’s sort of neat.

    Wizards can be of the School of Knowledge, in which case they can draw additional domain cards and can use their Experiences by gaining Stress instead of by spending Hope. Or they can be of the School of War, in which case they get extra HP and when they succeed at an attack while rolling with Fear they do extra damage.

    Next up is ancestry. There’s a lot of frankly tiresome hand-waving about how everyone is a unique individual first and foremost and yay the brotherhood of sentient beings and look, we’re totally not racist, honest! Yes, yes… Anyway, each ancestry gets two features, so let’s dive right in.

    Clanks are robots or golems – some sort of manufactured creature, either way. They can look pretty much like anything. Their Ancestry Features are that they were built for a purpose that aligns with one of their Experiences, so they get an additional bonus when using that Experience. Also, they rest up faster than feeble organic creatures.

    Drakona are humanoid dragons. They can look more draconic or more humanoid – from just being people with scales and sharp teeth to having tails, snouts, back ridges, and vestigial wings. They have protective scales and can breathe some element, like fire, lightning, or ice.

    Dwarves are… well… Dwarves. They can embed gemstones in their skin, though, for extra sparkliness. Also, their nails are tough and stonelike, and dwarves like to polish them and carve them into facets. Their features are about taking damage really well.

    Elves, likewise, nothing much to see here. They do develop a “mystic form” when they devote themselves to the protection of the natural world, though, which can manifest as them having freckles that twinkle like stars or ivy growing in their hair. I’ll give the game this much, there has been a considerable effort spent on impressive visuals… Anyway, Elves can get an advantage on initiative and can perform an extra “downtime move” while resting.

    Fairies, on the other hand, are a little different from their usual depiction. Here, they are actually insectoid to varying extents – much like the Drakona, how much varies between “pretty girl with chitin instead of skin” to “big humanoid beetle.” They all have some variety of insect wings, though. They also range in size from two feet to seven feet. They can spend Hope to reroll their own or an ally’s action.

    Fauns are goat-men with powerful legs and stately horns. In much the same way as the Fairies and Drakona, they range from “human with horns and hooves” to “goat that inexplicably walks around on two legs.” They can jump and kick really well.

    Firbolgs are honestly pretty similar to Fauns, in that they’re half human and half horned animal, only the animal part is usually something a bit more dignified than a goat.  Firbolgs who look like half-bulls are also known as minotaurs. By any name, they have a 1 in 6 chance of shrugging off Stress gain and also get a bonus to charging enemies.

    Fungril are… okay, I think I’m spotting the theme here. They’re mushroom-people. They grow elaborate caps on their heads that they can decorate in various ways. Their Features are that they can speak telepathically (through their “mycelial array”) to speak with other Fungril, and by touching a corpse they can extract one memory from it.

    Galapa are turtles. Okay, I think this is getting a little old now, and I’m not even halfway through the list… They have shells that offer them protection from injury, and they can retract into them to be even safer (though then they can’t move). Galapa shells can be carved into decorative shapes or reinforced with metal, though it’s a slow and painful process.

    Giants are big dudes, though maybe not as big as you’d expect – they’re somewhere between six and nine feet tall. They are born without any eyes, and new ones may appear or disappear on their faces throughout their childhood, with them finally ending up with between one and three of them. They get extra HP and reach.

    Goblins are little dudes with great big eyes and ears. They also come in every colour of the rainbow. They are good at keeping their balance and spotting danger. Gotta admit that the picture of the little Goblin witch on this page is kind of adorable…

    Halflings are small people with prominent ears, noses, and feet. The fluff text mentions them possessing acute hearing and smell, but that’s not part of their Ancestry Features – instead, they may reroll a 1 on their Hope Die. Also, at the start of extra session, everyone in a party who has a Halfling in it gains 1 Hope, because halflings are good luck. Heh. That’s kind of nice.

    Humans are maybe not quite Humans as you know them – they apparently regularly live to be a hundred, so I guess Daggerheart Humans are supposed to be one of those older and nobler races that modern man is but a fallen remnant of, sort of thing. Otherwise they are what you’d expect – they can take more Stress, because of the good ol’ human spirit, and they can reroll failed Experience rolls, because they adapt well to new situations.

    Infernis are humanoids with horns… Seriously? Another kind? That’s three now. Okay, I am definitely starting to feel like this game has a clutter problem. Save some for the supplements, guys, that’s where the money is! Oh well. Infernis are descendants of demons from the Circles Below. Aside from horns, they also have fangs, and occasionally forked or arrow-shaped tails. They look demonic, and when they get angry they start looking extra demonic, enough to get a bonus to intimidate. They can also take Stress to turn a roll with Fear into a roll with Hope, because they fear nothing.

    Katari are cat people. You know the drill by now, they can look more like cats or less like cats, they can look like different sorts of cats, bla bla bla. I mean, I do approve of this approach from an ease-of-play standpoint, because it means you don’t have to internalise a ton of specific lore – you can just say that Katari are cat people, and whatever people picture when they hear “cat people,” that’s perfectly correct. I’m just kind of losing interest in all these ancestries that are all “human mixed with something else” and carefully avoiding specifics. Oh well… Katari are very agile and have retractable claws.

    Orcs have tusks and green, grey, blue or pink skin. Some have no body hair at all, while others are giant fur balls. They get extra resistant to attacks when they’re down to their last HP, and they can gore people with their tusks.

    Ribbets are the frogs. See, I was all set to be excited about them, but the game sort of ran the formula into the ground before we could get here… Variations include webbed fingers, warty or smooth skin, and any number of vibrant skin colours and patterns. They have a long prehensile tongue and can breathe underwater.

    Finally, Simiah! They’re monkeys or apes. They’re good at dodging blows and climbing. I refuse to spend more words on them than that.

    There are also rules about being a mix of two ancestries, because Lord knows we don’t have enough choices as it is… It’s pretty basic, though, you just pick one Ancestry Feature from each of your two ancestries. So if you really want to be a walking fungus with a turtle shell, that’s a character you can play here.

    Next part is communities. Which I seem to recall there are at least not that damn many of.

  • Where I Read: Daggerheart (part two)

    Character creation! You start out by first choosing a class and a subclass (of which each class seems to have two to choose from). Bards can be Troubadours or Wordsmiths, depending on whether they sing healing songs or engage in “clever wordplay.” Hmm. Weaponised punning, huh? I am cautiously intrigued… Druids can be Wardens of the Elements and throw elemental magic around, or Wardens of Renewal and heal people.

    Guardians seem to be your basic big guys with swords, except they’re different from Warriors, who are further down. They can be either Stalwarts or Vengeances, I guess depending on whether they’re pure tanks or leaning towards damage-dealers. Rangers can be Beastbounds (you get a pet) or Wayfinders (you get to hunt and kill things). Rogues can be Nightwalkers (who can sneak) or Syndicates (who know a guy).

    Seraphs are another class that’s not quite standard D&D, though the closest analogue seems to be paladins. They can be Winged Sentinels, in which case they fly, or Divine Wielders, in which case they get a legendary weapon. Also, the Winged Sentinel seems to be the flying knight chick from the cover.

    Sorcerers can have an Elemental Origin and “channel the raw power” of an element, or a Primal Origin and focus on “versatility.” So brute force versus finesse, I guess? Also, the picture for the Elemental Origin Sorcerer is the frog dude from the cover. Aw yeah. Still calling dibs on playing a frog!

    Warriors can have the Call of the Brave or the Call of the Slayer. The former “[uses] the might of [their] enemies to fuel [their] own power,” while the latter strike with “immense force.” So I guess maybe the Call of the Brave gives you some kind of bennies for being hit, maybe? Not sure. Finally, Wizards can have the School of Knowledge to be super-nerds, or the School of War if they basically just want to throw fireballs.

    I don’t know about this, to be honest. I feel sort of like I’m drowning in options here, and some of them are really kind of samey-sounding. I mean, that’s a problem I have with D&D to start with, and they’ve made it even worse here. But we’ll see, perhaps the classes are more distinctive in their actual writeups.

    Having chosen a class, you get a Class Feature, which is on your sheet. You may need to choose one of several available Features. Hmm, okay.

    Next you choose your Heritage, which is made up of ancestry (what species you are) and community (what your folks did for a living, basically). Your ancestry gets you two features, and your community gets you one. There are eighteen different ancestries (including the regular spread of Human, Elf, Dwarf and Halfling, some more unorthodox ones like Giant, Orc and Faerie, and some that I have no idea what they are, like Clank, Fungril and Katari) and nine different communities, but they’re not described here. One of the ancestries is the Ribbet, which I assume are the frog guys. Ribbet, huh? I take it that for all the talk of epicness, this isn’t a game we’re supposed to take entirely seriously? I mean, don’t get me wrong, I’m all for that, but I’ m sensing some tonal mismatch.

    Next is your Traits, which are Agility, Strength, Finesse, Instinct, Presence, and Knowledge. It’s basically the regular D&D ones, except they’ve broken Dexterity into two and mashed Strength and Constitution into one – both of which are, to be honest, excellent ideas. You assign an array of +2, +1, +1, +0, +0 and −1 among your Traits, in best Powered by the Apocalypse spirit.

    You also get some fixed values. Your Evasion and Hit Points are both based on your class, and everyone starts with 6 Stress and 2 Hope. Stress is Hit Points for your brain, basically – you lose them when you start cracking under the pressure. You gain 1 Hope every time your Hope Die shows a higher number than your Fear Die, while the GM gains 1 Fear every time the opposite happens. In both cases they can be used to power some not-yet-described effects. Evasion is what it sounds like – it’s your defense stat. It’s noted that it’s up to you how you describe your defenses, so for instance a wizard might describe as a magical force field that attacks shatter against. That’s a nice touch.

    You get to choose either one two-handed weapon or two one-handed weapons to start the game with, from the Tier 1 list. The weapon you’re wielding determines the type of dice you roll for damage, while the number of dice is determined by your Proficiency (which starts at 1).

    Likewise, you can choose one set of a Tier 1 armour. Armour is mentioned as having a “damage threshold” which determines how much damage you can take before you lose HP. That’s phrased a little ambiguously, and it’s kind of implied that it’s not as simple as “roll damage, subtract armour, lose that many HP,” so that’s another thing we’ll see how it turns out. Armour also has something called “Armor Score” which I think gives you a limited number of times when your armour can reduce how badly a hit hurts you – essentially, the armour takes some of the impact, but it breaks a little from it at the same time. Okay, cool, cool…

    You also get a basic set of adventurin’ supplies, a bit of gold, a Health or Stamina Potion (restores HP and Stress respectively) and one special item from your class. That’s another detail I approve of, buying gear is my least favourite part of chargen in any game.

    Next you get to choose two Experiences, which are kind of like FATE-style Aspects – they’re ideas that describe your character’s background, talents or approach, and if you can argue that one is relevant to a roll, you can spend a Hope point to get +2 on that roll. I’m not sure I see why it’s necessary to spend something to make use of a trait that’s always supposed to be true, but then, I have pretty much the same gripe about FATE… Either way, there are some guidelines about making Experiences both specific and flavourful, all decent stuff but nothing out of the ordinary.

    Your class, it turns out, is composed of two different “domains” that it shares with some other classes – for instance, the Bard class has Grace (being quick on your feet) and Codex (magical study), while the Rogue class has Grace and Midnight (shadows and secrecy). You start out with two “domain cards” taken from your available domains, with each card giving you certain skills and abilities. Interesting approach, and it does somewhat justify why there are so many classes – they really are meant to overlap a little.

    Finally, you are supposed to describe your connections to the other PCs, which you can do with questions provided by your class. Another bit of PbtA-ing there, I guess, though not a bad one.

    Next follows an example character, the Elven Sorcerer Marlowe Fairwind. Her Experiences are “Royal Mage” and “Not On My Watch.” As a Sorcerer, her Class Features apparently include sensing magic, creating illusions, and doing something very crunchy called “Channel Raw Power” that apparently lets her surrender one card to gain Hope or empower a damage-dealing spell. Her backstory is that she’s in the King’s service and she’s apparently the only one who can save him from some mysterious danger, but he refuses to tell her what that danger is. Okay, that’s kind of cool.

    There’s a list of the domains, some of which are more intuitively named than others. They are: Arcana (inherent magic), Grace (charisma), Blade (weapons), Midnight (shadows and secrecy), Bone (bodies and combat… yeah, I don’t know, I think this is going to turn out to be a “monk” thing, but I’m not sure), Sage (knowledge of nature), Codex (scholarly magic), Splendour (healing and necromancy) and Valour (protection).

    There’s a flashy image that shows how the classes overlap in terms of domain, though it’d be easier to follow if the names of the domains were written out instead of represented by images… but okay, I see here that the Guardian is poised between Valour and Blade, while Warrior is between Blade and Bone. So I guess Guardians protect people with weapons, while Warriors are more about just kicking ass. Well, that’s a distinction… I guess… A Seraph lies between Valour and Splendour, so yeah, they’re paladins, basically. Wizards, perhaps a little more unusually, are between Splendour and Codex, so it looks like they’re healers in this game and there’s no such things as Clerics. Fair enough, I never did get the whole “arcane casters can’t heal” thing that D&D insists on. Also somewhat interestingly, Sorcerers share Midnight with Rogues, so apparently they’re supposed to be a bit sneaky in this game.

    There’s also an example of a domain card and some explanations of how to read it. Every domain card has a level and a domain, and you can only choose cards you have the right domain for and are of an equal or higher level than. There are also some rules for “recalling” domain cards, since apparently after level five you will have more cards than you can hold at any one time, so you need to choose a loadout whenever you rest. There are three types of cards, abilities (which are non-magical), spells (which are magical) and grimoires (which are bundles of small spells). Other than that, it seems you just follow the rules written down on the individual card. Okay then. Next up is the list of classes.

  • Where I Read: Daggerheart (part one)

    Where I Read: Daggerheart (part one)

    Hello and welcome to my readthrough of Daggerheart, one of those new-fangled roleplaying games who turned up while I wasn’t looking. I figure giving it a thorough look might be a good way to find out where things are at the moment, so here we go.

    First off, the cover. It’s very shiny. It portrays a whole bunch of fabulous-looking characters – there’s a knight chick with wings, a dude who seems to be all mouth and no face, a mechanical Necron-looking skeleton with a staff, and what seems to be a humanoid frog with a glowing hand. Huh. Okay, if I can play a magic frog, I’m totally gonna, just for the record.

    We’re on to the introduction. Daggerheart is a game of fantasy adventure where you explore exotic locations and save the day. It “provides the tools to tell a story that is both heartfelt and epic.” All right, so we’re definitely aiming for the flash and sizzle more so than the grime and gore, then. Fair enough. It also “takes a fiction-first approach” and “focus on the story [it’s] telling rather than the complexity of the mechanics.” Oh dear, that gives me a sense of foreboding, but it might just be my emotional scars from spending my formative years with Storyteller games that tended to combine over-complicated mechanics with a snotty contempt for anyone who wanted to actually use them… We’ll see, maybe this one will be better with 30 years of extra wisdom to draw on.

    More emphasis on “epic battles and emotional narratives.” Okay, I’ll grant you that I like both those things. Well, to be exact, I like kicking ass and looking really pretty doing it, and so far the game seems like it supports that.

    There’s a long list of inspirations (or “touchstones,” as it calls them). The roleplaying games include a couple of Powered by the Apocalypse ones, along with Lady Blackbird and Shadowrun. Under literature, we have A Song of Ice and Fire, Sabriel, A Wizard of Earthsea, Lord of the Rings and The Wheel of Time. Okay, that does suggest fantasy worlds where magic is a little more mystical and semi-spiritual, rather than just being a matter of flinging energy around.

    The video games session includes Elder Scrolls, Dragon Age, and… Borderlands. Okay, the last one is an interesting choice. Let’s see if I can spot the connection as we go on.

    The core mechanic is that you roll 2d12+modifier against a Difficulty. There is a special wrinkle, however, in that one of your d12s is your Hope Die and the other one is your Fear Die, and things can happen depending on which one rolled higher, irrespectively of whether the roll succeeded or not. Interesting. You also roll damage dice when you hit someone, to see how much you ruined his day.

    There’s a note on the Golden Rule (that is, you can change any rule you don’t like), and Rulings Over Rules (which here means that rules only apply when it makes sense for them to apply). Sure, sure…

    There is a rundown of what’s in the book. The first three chapters are called, respectively, “Preparing for Adventure,” “Playing an Adventure” and “Running an Adventure.” Heh. I do like the symmetry of that. The fourth chapter is the antagonist section, though it also seems to include environments (which can, to be sure, be plenty adversarial in their own right). The fifth is about “campaign frames.” Not sure I understand what that’s supposed to be, I guess we’ll see when we get there.

    What do you need to play? Well, 2-5 players and a Game Master for a start, and also the usual pile of dice. It notes that you need a d100, which I sincerely hope is just a mistake and d100s will be simulated by two d10s as usual, because I dread to think what one of those would actually look like…

    You also need tokens, which are “small objects that represent the look and feel of your character.” Hmm? Like some sort of miniatures? No, apparently not, because it’s mentioned that you’re going to need to place tokens on cards or character sheets to use certain abilities. Starting characters need about seven tokens, more powerful ones may need as many as 15.

    Okay, hang on, here it explains that tokens can really just be any kind of small objects used to keep track of stuff – paper clips are fine, for instance. But you’re supposed to pick something that expresses your character’s unique aesthetic. Ooooookay, that’s a little too precious for my taste, but oh well.

    You also need game cards, which represent your character’s “ancestry, community, subclass, and domain.” So… it’s basically just a cheat note for keeping track of your special abilities and so on? Finally, you need character sheets, and the game recommends getting the class-specific ones from the game’s website. Hrmpf. In myyyyyyy day we got a single one-size-fits-all character sheet, and we had to photocopy it ourselves so it was always smudged, and by Jove, that was how we liked it!

    (okay, no, we hated it, but still…)

    Maps and miniatures can be used but aren’t mandatory. Too bad, these days, what with Roll20 and the likes, I actually have an easier time playing with maps than I have playing with all those other kinds of handouts.

    There are a set of principles for play, which seem to be strongly inspired by Powered by the Apocalypse. Well, I’m all for those. They are:

    • Be a fan of your character and their journey.
    • Spotlight your friends.
    • Address the characters and address the players.
    • Build the world together.
    • Play to find out what happens.
    • Hold on gently.

    I do like “spotlight your friends,” which means to find ways that the other players can show off and get their moment to shine. It’s something I try to do when I play, and I don’t think I’ve ever seen it put into words like this before, so that’s nice. I also like “hold on gently,” meaning to think in terms of what would be interesting and evocative if it happened, but not be so married to it that you try to brute-force it. Again, that’s more or less my own philosophy too.

    The full-page picture before chapter one appears to be a anthropomorphic tiger with a monocle, which I admit does bring a smile to my face. So, Chapter one: Preparing for Adventure! We start with a brief description of the setting, or at least the underlying metaphysics (I am going to go out on a limb and guess that this is one of those games that has an implied setting in the form of classes and races and stuff, but the actual geography and history are up to you).

    Apparently the world consists of the Mortal Realm, the Hallows Above, the Circles Below, and the Realms Beyond. The universe used to be ruled by the Forgotten Gods, but they were overthrown by the New Gods and cast into the Circles Below. The New Gods now rule from the Hallows Above, and they have made it so that it’s hard to cross between planes, mostly to keep the Forgotten Gods from coming back for a rematch. There are also the Faint Divinities, who are a sort of demigod servitors of the greater gods. Some hang out in the Mortal Realm, others were banished with their makers into the Circles Below to become demons.

    The New Gods can see what’s happening in the Mortal Realm from the Hallows Above, but to actually go there they need to sacrifice something of great importance. Hmm, that’s interesting – usually it’s mortals who sacrifice something to get a god’s attention. It does say that it goes two ways, though, so mortals or demons can theoretically enter the Hallows Above through some great personal sacrifice. Also, arcane magic used in great acts of evil can open a portal to the Circles Below.

    The Realms Beyond are a catch-all term for every other dimension that’s not one of the three main ones – examples are “the Elemental Lands,” “the Astral Realm,” and “the Valley of Death.”

    There is a section on magic, and here’s where it gets complicated – apparently magic takes the form of cards, and every time you level up, if you’re a magic-user of whatever sort, you get more cards. Does this mean that I’m going to have to read through the cards too? Honestly, you’d think with 400 pages in this thing it would cover it all, but I guess not. Oh well. Guess I’ll just have to consider when to go over them.

    Anyway, there is another section that explicitly allows you to “re-flavour” your spells and abilities, as long as it makes no mechanical difference. Well, that’s nice, I know there was at least once when I was playing a 4E Druid in Dark Sun, and I felt that it was kind of off that my spells included damage-dealing “cold winds.” “Tearing sandstorms” felt more setting-appropriate… Anyway, there is also a reference to armour having “Armor Slots you can spend to reduce damage,” which sounds interesting, so let’s see what that’s all about when we get there.

  • Magey moves

    Magey moves

    This week, I managed to move on with my Mage: the Ascension port and write up a list of GM moves. This is something like my fourth or fifth version of this list – as usual, Mage resist easy summary. But I think this set works with my conception of Mage as a game about mystery, conflicting viewpoints, and the contrast between the magical and the mundane.

    • Introduce a tantalising mystery or an opportunity to learn. Every mage desires, in one form or another, to learn – to better understand a world that is strange, complicated and often contradictory. The fundamental GM move, then, is to offer the players something to learn about. Perhaps they stumble on the outer Ripples of a Mystery (see the section of Mysteries for details), or maybe they catch wind of a rare book of lore, a wise spirit, or a master who might share his knowledge with the worthy. It can even be something entirely mundane, such as the location of an elusive enemy. Whatever it is, it should not come cheap; the players will have to do the legwork if they want to unravel the enigma.
    • Add another ingredient to the witch’s brew. The world is a battlefield between billions of competing wills, and even a straightforward conflict between two parties can grow complicated in a hurry. With this move, introduce another factor to the scene that comes from a different Paradigm or with another agenda than any of the extant ones. The factor can be an NPC or an inanimate force, seemingly mundane or overtly supernatural – what matters is that it’s different, making the scene feel more disjointed and chaotic. For example, the players might spot a Dreamspeaker rival of theirs while infiltrating a Syndicate-owned night club, or have their Verbena grove invaded by a little grey-skinned alien. Less dramatically, if the players are arguing with their chantry leadership about some course of action, an impasse might be taken as an invitation by a previously neutral cabal to suggest their own preferred plan.
    • Remind them that they walk a world of dust. The world is a harsh place, full of petty injustice and bleak misery. With this move, introduce some purely mundane problem – a mugger, a flat tire, a failing business, a bad cold. The problem can even be the simple fact that things take time, and that the world won’t sit still while the players spend a week digging through the library for information on their enemy. Magic can solve a great many of these issues, but of course that tends to lead to problems of its own; force the players to choose between dealing with things like a Sleeper, reminding them of their fundamental humanity, or invoking greater debt in the form of Paradox or unwanted attention from using their supernatural powers to escape everyday concerns.
    • Have a carefully laid plan go awry. Mages know better than anyone how easily clever plans can go spectacularly wrong. With this move, what someone tried to do – whether the player, one of their allies, or the enemy they were opposing – has a drastic unintended effect, causing a huge mess that doesn’t do anyone any favours.
    • Offer their heart’s desire, at a cost. A mage knows that the world is his for the taking, but everything has a price. With this move, present the players with an opportunity, whether to get the upper hand in a fight, to discover a clue to a mystery, to win a convert to their cause, or otherwise get something they want. However, either make the opportunity fleeting and necessary to act on immediately, without any chance for the players to hedge their bets, or hint that there will be considerable downsides to seizing it.
    • Let them be touched by the flames. Mages try to avoid physical danger, and most of the dangers they face are of a subtler kind. All the same, it’s a dangerous world out there, especially if you take an aggressive approach. With this move, deal Damage to a player, with a level determined by precisely what the source is.
    • Inflict a slow poison or a lingering curse. Any mage knows that the subtlest cut is the one that will barely be noticed at first. Wounds can fester, poisons can take time to kick in, and curses can ruin your life over a period of days or months. With this move, have a player be poisoned, infected, or otherwise compromised, but only hint at it for now; keep the full effects in store for later.
    • Punish them for breaking the laws of the world. Mages attract the wrath of the Consensus by their very nature, and especially so when they use magic carelessly. This move either causes a player to mark Paradox, or creates a Paradox Effect with a level proportionate to how much Paradox the player currently has marked, or – as is usually the case when a player fails an Arete roll – both. It is also appropriate when a player draws attention to some ongoing Effect, when interacting with something supernatural and volatile, or when in the presence of a Maurader.
    • Challenge or threaten their values. Every Tradition value something, if only because it’s something they rely on for power. Hermetics revere the written word, Verbena places of unspoiled nature, Choristers hallowed ground. With this move, place something a player’s Tradition considers special and powerful in the cross hairs, perhaps as part of a plot by a rival Paradigm, perhaps just as a natural consequence of events. This can be a player’s own foci, a location where their Paradigm is strong, or just an abstract value or ideal that’s being contradicted or suppressed. Either way, this gives them a chance to practice what they preach, and stand up for something greater than themselves.
    • Confront them with folly. The ignorant and deluded can be more dangerous than the outrightly malicious, if only because they are so much more numerous. With this move, have an NPC’s failure to see the world for what it really is either cause trouble for the players or provide them with an opportunity. People who are obviously wrong are people who need tutelage, which can strengthen a player’s Paradigm, but they can also dig in their heels and insist on a disastrous course of action unless the players can stop them.
    • Let them define their own reality. A mage practices his craft as much in his way of life as in his spells. With this move, simply ask the player to describe something, whether a character, a location, or a piece of history. Then take that description and add something to it, preferably something that makes the players’ lives more difficult.
    • Teach them that nothing ever truly ends. The consequences of a mage’s actions echo down the ages, and lessons learned frequently have to be rediscovered. With this move, bring an element – a character, an event, a location, an arcane principle – that had seemed over and done with back into play.
    • Make a Paradigm Move. When the players are dealing with some particular Paradigm, you can make a move unique to it that expresses its flavour and feel. This move can be overtly supernatural or merely philosophical, depending on the situation, but either way it represents a particular idea of how the world is meant to work.

  • The seductive nature of Exalted

    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.

  • The people who live anywhere

    The people who live anywhere

    I turned out to devote most of this week to session prep for a session that never happened – too many players had to cancel. Still, it let me get into doing some actual research for creating Nunnehi NPCs, which was kind of interesting.

    Nunnehi, for those not nerdy enough to know, are the World of Darkness faerie-folk native to the Americas. I’ve never really gotten into them, despite being a big Changeling: the Dreaming fan – the Kithain always felt plentiful enough to fill any number of campaigns. But given that I’m now running a sometime Werewolf campaign where one of the characters is an Uktena and the other character is a Fianna of American-Indian descent, it felt like they ought to show up.

    Which means first scouring Wikipedia for articles on Apache culture and history, since I figured my particular Nunnehi NPCs were residents of an Apache reservation, and then trying to broaden it to some other tribes who are connected to individual Nunnehi Families (like Inuits for the Inuas, Cherokee for the Nanehi, etc). This may take me a while, but I think I’m starting to get at least some kind of foggy grasp of what sort of folklore the Nunnehi come from.

    Things to pay especial attention to next might include traditional foodstuffs – those always tend to set the tone, and might give me more of a sense for the natural habitat my game takes place in, besides (I really do need to get a better feel for junipers and cacti). And apparently there is a series of thrillers by some dude named Tony Hillerman who features a lot of Navajo characters, and that might give me a better sense of their modern, everyday lives than a lot of theory.

  • Let’s make – ze magic!

    Let’s make – ze magic!

    So… what did I randomly end up working on this week? Because the only certain thing is, it wasn’t what I was meant to be working on!

    Yeah, it was my Mage: the Ascension port. I wrote up some more definite Paradox Effects to have a grab bag of them ready.

    Mage is one of those games that are definitely crying out for different rules. Not necessarily simpler rules, not necessarily more complex rules – just anything other than the mess it’s saddled with, which manages to be at once overly convoluted and vague and directionless. It is, accordingly, one I’ve put a lot of work into, and I’m by no means finished yet.

    The heart of the system, though, is the spellcasting rules, which rely on two separate moves, like so:

    WORKING MAGICK

    When you cast a quick spell, describe the Effect you’re after and how you will use your Spheres and Paradigm to achieve it. Then roll +Arete. 7-9, choose 2 options below. 10+, choose 3.

    • The Effect lasts until the end of the scene.
    • The Effect does precisely what you intended, no more and no less.
    • The Effect affects something other than yourself.
    • The Effect doesn’t deplete your mystical will (-1 ongoing to all Arete rolls until you get a chance to rest).
    • You don’t need to mark Quintessence.

    When you perform an elaborate ritual, describe the Effect you’re after and how you will use your Spheres and Paradigm to achieve it. Then roll +Arete. 7-9, choose 2 options below. 10+, choose 3.

    • The Effect lasts for as long as you need it to.
    • No hard-to-replace resource is lost, destroyed, or used up.
    • The ritual doesn’t take a long time.
    • You don’t need to mark Quintessence.
    • The Effect is especially strong, adding +1 to the mechanical effects (i.e., it does Damage-2 instead of Damage-1, clears 2 wound boxes instead of 1, gives +2 ongoing instead of +1 ongoing, etc).

    Take -1 ongoing to rolls to create a magickal Effect for each Effect you currently have active. Note that an Effect only have to be maintained if it either affects a living being (who inherently exert spiritual pressure to return to their natural form) or if its continuation is considered impossible under Consensual Reality. Thus, witch-light hovering in mid-air must be maintained, but if you use a spell to set a piece of wood on fire, the wood will keep burning on its own once ignited.

    The main power of magick is to change or explore the fiction. If you use magick to create a hole in the ground, then now there’s a hole in the ground; if you use magick to read someone’s mind, the GM tells you what they’re thinking about. Magick rewards creative thinking and clever approaches, not brute force. However, if it really comes down to the nitty-gritty, a magickal Effect can do the following things if the caster can explain how:

    • Create a Damage-1 (Damage-2 for Forces) weapon for its duration.
    • Clear 1 wound box.
    • Give a weapon Damage+1 (Damage+2 for Forces) for its duration.
    • Give a weapon the AP tag for its duration.
    • Grant someone Armour+1 for its duration.
    • Grant +1 ongoing to specific actions for its duration.

    PARADOX

    When you work magic carelessly, Paradox can result. Mark Paradox for each condition that is true:

    • The Arete roll failed.
    • The Effect was vulgar, i.e. obviously magical; couldn’t have been reasonably mistaken for coincidence, a trick of perception, cutting-edge technology, etc. Effects that could be plausibly explained away are called coincidental. This condition never applies in the Umbra or in a sanctum dedicated to your Paradigm. Note that repeated uses within a short period of time can make a coincidental Effect become vulgar; one strange coincidence might be accepted, whereas several in short order can itself be seen as a sign of supernatural power.
    • The Effect was vulgar and at least one Sleeper who is not a sincere believer in your Paradigm observed the Effect take place.

    A character has 15 Paradox boxes divided into Paradox rows of three Paradox boxes each (or 20 boxes in rows of four if the character has Background: Familiar). When the GM makes a Paradox Move, the severity of the move depends on how many rows are fully filled in.

    Paradox is the Consensus punishing you for your temerity in defying it, so to banish it again you must show that you can play by the rules even when it’s inconvenient. Thus, every time you fail an Attribute (not Arete) roll, you clear 1 Paradox box.

    Arete, for comparison, starts at +0 and can rise as high as +2 at the end of a long campaign, but you also take +1 to any Arete rolls that fits your Avatar Essence, and another +1 for any attempt to cast a Rote you have previously memorised. Combined with the way you’ll often have to choose to take penalties to Arete, and the way that Paradox builds up over time, it makes magic something that starts out very powerful as a mage steps fresh into the scene, but gets increasingly iffy as a situation drags on – which feels like how it should be.

    All in all, this system is working out reasonably well in playtests so far, and gives me plenty of opportunities to both make my players feel powerful and to mess with them – both of which are things that I, needless to say, especially enjoy…

  • It’s a Miracle!

    It’s a Miracle!

    I actually managed to work a little on Starlight Dreams (or whatever it’ll turn out to be called) this week. I’ve gotten some distance through sketching out the rules for Miracles. So far, I’ve only gotten two out of the five “Harmonies” that auturges can wield written out, but I think I’m starting to get a feel for it. Here’s what’s up so far:

    MIRACLES

    Players can perform Miracles by spending Esteem. A Miracle is a way to immediately create a Fancy, without the need for any kind of roll or even for a description of how it’s done – the Fancy just comes into being through an exercise in divine will. The kind of Esteem spent depends on what the Miracle is intended to do. The Guide is the ultimate authority on what the Esteem cost of a particular Miracle should be, and complex Miracles may require a combination of different parts of Esteem. The following is a guideline:

    • Righteousness Esteem is spent to harm, move, or enhance something.
    • Charity Esteem is spent to heal, protect, or control something.
    • Beauty Esteem is spent to create, hide, or beguile something.
    • Serenity Esteem is used to heal, enhance or protect yourself.

    The amount of Esteem needed to perform a Miracle depends on how impressive the Miracle is intended to be. The following is a guideline:

    • 2 Esteem: a tiny flicker of divine power, enough to create a Passing Fancy.
    • 4 Esteem: a sturdy magical work, enough to heal or inflict a point of Stress, or create a localised Enduring Fancy.
    • 6 Esteem: a display of true godhood, like the creation of a single Whim of distinct personality and agency or a specific location within an existing Sphere.
    • 8 Esteem: a breathtaking act of greatness, enough to awe an entire population or create a temporary Sphere-spanning effect.
    • 10 Esteem: the permanent creation or fundamental alteration of an entire Sphere.

    A player can only perform Miracles that fit the theme of yts Harmonies. Thus, a player needs the Harmony of the Body to heal wounds, the Harmony of Growth to make a forest sprout from the ground, the Harmony of the Abstract to make two feuding parties immediately make peace, and so on.

    Harmony of the Abstract:

    • Righteousness: terror and fury. The auturge ignites negative feelings, then blows on the sparks until they become an inferno. Enemies can be struck with fear, and allies can be infused with zealous hatred that grants strength to their arm. Whims created through Righteousness and the Abstract tend to be dark, spectral creatures, more living nightmares than solid beings, who exist solely to whisper horrors in people’s souls.
    • Charity: hopeful gospel. The auturge spreads feelings of hope and love, of sanctity and purity. Yt can cause hatred to fade away and bitter feuds to be dismissed as a passing madness, forge bonds of heartfelt friendship and weave tapestries of deep reverence for what has been blessed. Whims created through Charity and the Abstract tend to be pristine angelic figures that embody the gentlest of virtues.
    • Beauty: just law. The auturge lays down edicts that will shape nations, dictating the actions of Whims. Populations can be divided into tribes without any other alterations of their inherent natures, and different behaviours can become either unthinkable or mandatory for any Whim who regards ytself as virtuous. If Whims are created through Beauty and the Abstract, they tend to be stern judges or lawkeepers, existing to guide the just and punish the guilty.
    • Serenity: esoteric lore. The auturge creates layers of knowledge that, if studied, grants ability – whether to control the world, or to master the self. While wise magi and master warriors cannot be conjured out of thin air, a pathway for regular Whims to become such eminent beings can be laid through Serenity and the Abstract. While this can provide an auturge with powerful servants and populations that grow and improve on their own, it also holds risk; Whims who stray from the true path can easily become dangerous Glooms.

    Harmony of the Body:

    • Righteousness: tooth and claw. The auturge causes ytself or another creature to grow fearsome natural weapons; slashing claws, rending fangs, horns and stingers and talons. Alternatively, yt can grant brute animal strength to ytself or yts chosen, making them capable of greater physical feats. Whims created through Righteousness and the Body are, naturally, likely to be ferocious predators of whatever sort.
    • Charity: creature comforts. The auturge heals open wounds in ytself or others, or grants biological nourishment and protection like warm fur, thick scales, nutritious milk, or even the taste of yts own living flesh. Whims created through Charity and the Body vary greatly in their appearance, but they are almost always in some way cuddly and lovable.
    • Beauty: feral grace. The auturge grants ytself or another creature the ability to move unhindered in the environment, whether that means racing, climbing, digging, flying, swimming, or any other means of getting from one point to another. Alternatively, yt can provide other means of adapting perfectly to the environment; camouflage or the ability to thrive in great heat or cold are some examples. Whims created through Beauty and the Body tend to be vibrant and graceful creatures with colourful plumes, glistening scales, magnificently patterned fur or other splendid adornments.
    • Serenity: animal instinct. The auturge sharpens yts own or another’s senses to impossible levels, or bestows quick instincts in areas where careful thought is more a hindrance than an asset. Whims created with Serenity and the Body tend to be skittish and observant, often with great arrays of eyes and feelers that let them perceive all that is going on around them and to react with lightning quickness to it.