Game the Game: The Dice of Our Lives

There are many essays, and even whole websites devoted to discussions of game design, I am going to add to it, in my own way, but instead of delving into the realm of GNS theory, I want instead to talk about dice.

Dice are cool.

Dice are fun.

Many gamers have fond memories of rolling a d20, and hoping against hope for a natural 20.

It is an incredible feeling, getting that 20 at just the right moment.

4e_dungeonThe newest version of that game many of us hold fondly in our hearts has recently been released, and it uses a d20. However, unlike (most) previous iterations of this game, this d20 can do fun things. Instead of having to add in modifiers, positive and negative (and waiting for Alan to add them all up, or for some Madden math [defined as announcing your total several times, each time adding in yet another positive modifier: “I rolled a 10, plus my BAB of 3, 13! Plus my weapon bonus of +2… 15! Pause Plus my flanking bonus… 17! And so on.]) The 5th edition of D&D asks players to sometimes roll two d20s, and depending on the situation, keep the highest or lowest. This is their Advantage/ Disadvantage system.

Discussion of it being too subject to GM fiat and player manipulation is neither here nor there, it is a change. Cool(er) things can happen now, less reliant on the math, and speeding things up.

The game I wrote, does some similar things (and for those keeping track at home, predates this innovation). In my game, players may roll multiple dice, and keep the best (if they are doing well) or worst. And, if the get a natural 12 (yes, the game uses d12 instead of d20s, and I didn’t want to assume everyone would understand what a nat12 was), even cooler things happen, mainly that their final total will be bumped up quite a bit, depending on the level of the Trait they are using. The more powerful the Trait, the more significant the increase. In play, it is always fun and exciting when this happens, big numbers are exciting and dramatic.

So, feeling the crunch of an AoG deadline, I thought I would briefly go over my top three systems for dice mechanics, and one honorable mention!

13th Age, a favorite here at AoG uses that one d20 roll, but often has cool abilities that kick in at different points, perhaps if the natural die result is greater than 15, perhaps an odd number greater that 11, all sorts of coolness. Now, take the Advantage/ Disadvantage system from that 5e game, and you have the super awesomest FRP ever!

Brave New World, one of my favorite systems for awesome excitement, where the drama of a dice roll directly influences the drama of the action that follows. Roll a number of d6s, natural 6s explode, every 5 points above a target number, one can activate tricks, which means your action does super awesome cool stuff. I love it! This is what I wish a lot of systems did, although the narrative isn’t as dramatic as an Exalted roll where one announces their attack (perhaps by standing on a chair, gathering up 24 dive, and rolling them with authority), what sucks in that system is if you miss. I like that success determines the effect! Not declared effect and then roll for success.

Monsterhearts, a child of the Apocalypse World phenomenon, is, IME and IMHO, the most elegant spinoff “Powered by the Apocalypse.” Why? Not because of the subject matter, but because of the simplicity of every action being defined in a very small number of ways, and the die roll for that action having very specific outcomes. It forces the players into a very rigid way of thinking, which is so rigid as to be freeing. I do love this game, and not (necessarily) because of the content matter or implied setting, but because of the real sense of danger every die roll brings, because of the simplicity in executing the result of those die rolls. There is no escaping danger in Monsterhearts, no dump stat.

The One Roll Engine used in several different games is a beautiful piece of design. One roll determines where you go in the initiative order, where you hit, and how well you hit. It is a really bold idea and execution. However, with Hard Dice, every attack is a head shot, which makes it very deadly. Granted, that makes game play have a very distinct feel, but isn’t 100% there for me, but it is a lot of fun, and very innovative.

Now, having my words out there for all internet eternity, I try and be careful. Are there dice systems I don’t like? Sure, of course. This makes me human. And can I write long dissertations on why I do not like them? Yes. But, I won’t, because, in life, we can be positive, or we can be negative, and I am going to focus on the positive. Maybe you like a system I do not, and maybe we could have a long “discussion” about the merits and flaws of said system. I do enjoy these discussions as long as they are positive and contain civil discourse. But, for now, I am going to focus on the positive. And, at the end of the day, when you sit down to roll dice, the system you like is the best system for you, and I will always support you for that. Because, I always try and remember, the most important part of RPGs is that G, it stands for Game, and a Game is supposed to be fun, and no one should tell you how to have fun!

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GAME THE GAME: Yet Another GenCon Wrap Up, Part I

Yet another GenCon wrap-up, how compelling, and how timely, posted weeks after GenCon was over. And look, a Roman Numeral, indicating there will be more than one of these. Woo-hoo!

This will just be a two-parter, so keep your sweats on.

Wil Wheaton didn’t even say hi to me, though he did get an early copy of the Monster Manual (as did anyone who was a platinum card holding member of the D&D club, apparently). Through my geeky network, I have heard that Wil decided several years ago to stop coming to GenCon on the man’s dime, but wanted to come on his dime, so that he could do what he wanted. I respect that. I saw some pics of him playing games with real people, go Wil! His track seemed to be the cool kids track, drinking Froth of Khan, hitting the parties, all that fun stuff. I am ok with that. But all he has to do is drop me a line, and I will craft the most amazing Star Trek adventure ever with WCrusher as a power hungry madman set on destroying Star Fleet.

Enough fawning over Wil.

tarrasque1_enworldThe night before GenCon, at an undisclosed location (because Pittsburgh seemed to be a city designed by MC Escher, I literally couldn’t tell you where we were!), me and some long-time and new friends decided that midnite before departing the next morning at 7am was the perfect time to fight the Tarrasuqe! The 5e Tarrasque had been unleashed upon the world.

So we made some 20th level characters and Ian tried to kill us all (some things never change, no matter what the system).

My friends over at the Round Table podcast are going to be doing the same thing in a couple weeks and podcasting it.

If you plan on doing this, go half-orc Barbarian. They don’t do a ton of damage, but they are a perfect foil for many of the Tarrasque’s nasty attacks.

With that said, you are all wondering, how was it?

Dull.

4e combats were dynamic and ever-changing, this felt like a 2e combat, in that most characters were doing the same thing every round.

It took about two hours, but we did it. We beat the Tarrasque. Go team! And Ian was left again shaking his fist!

Onto Indy!

I drank tea with honey and lemon every morning. I didn’t lose my voice.

I ran five games (more on those in Part II).

I tried a breaded pork sandwich (it was tasty, though it didn’t change my world.)

I geeked out at the 13th Age booth, gobbling up all the stuff they had, buying copies for my pal Morgan who I met last year and couldn’t make it (I also grabbed all the Pathfinder pins for him, save Saturday because I was off in no-man’s-land running games from 10am to midnite).

I missed my chance to buy a copy of the Walking Dead branded Bang! Lesson here- if there is something you want, get it on Thursday!

I felt awful for the company who had a coupon for a very cool looking free die at their booth and had no dice to give away as they were stuck at customs or some such. They were very nice, they had a neat looking board game, but my heart goes out to them.

I picked up my copy of World of Dew that I had backed on kickstarter.

I played in half an Apocalypse World game (why half, I had to leave to run my own game, and the story didn’t need me for the second half). The MC thought the Driver skin didn’t get enough love so ran a driving based scenario. My character was the archetypal Man With No Name whose allegiances are unknown, brought in to solve a problem.  Yet another Yojimbo remake. What disappointed me was I didn’t get to see the Biker exert his control over his gang. What amused me was my taciturn interpretation of my Driver was perceived as me not participating.

I wanted to sneak into a Numenera game (I call it “vulturing”, hanging around a game that is full and hoping some one doesn’t show). Well, the GM didn’t show, we were all chatting, one of the other players was actually at GenCon running scheduled Numenera games for Monte Cook and Co. and offered to run a game for us, as we were all there. Super generous offer, but my schedule didn’t allow for that kind of time. But, this was an awesome gesture, gamers coming together and gaming! Sidenote: folks not showing up either to play or run games is more common than you might think: fatigue, family emergencies, too much partying, missed flights, etc.

I met up with my friend Andy who I had met last year, and we had quite a bit of fun. He was demoing his board-game in the first exposure hall.

But that will segue nicely to Part II. Making friends, long-form convention games, and campaign continuity!

And I came across this:

Barak_GTG