Sunday, August 30, 2009

The State of RPG-Oriented Chat Apps (VTTs)

For the last few weeks, I've been looking for an RPG-oriented chat app so that I can start play-testing YARPS online with some old friends. I've been running online chat-based RPGs for a very long time, since back in the early '90s when I was a TSR volunteer in their AOL community area (incidentally, I was surprised to find I'm still listed among the Wizards Community Retired Staff, as TSRO Gavin). So I'm somewhat set in my ways where chat-based role-playing is concerned, which in turn means I have strong opinions about the features that an RPG-oriented chat app should have. I've tried the six most popular programs I could find (they're called virtual table-tops, or VTTs, these days), but none of them made me happy.

(For the record, the six are: Fantasy Grounds II, Battlegrounds RPG, d20Pro, RPTools, OpenRPG, and ScreenMonkey.)

I've been in this situation before. Back in 1997, I was so frustrated by the lack of RPG-oriented chat apps that I wrote my own program in Visual Basic, named GameAssist. It was a client/server desktop application that supported different chat modes (IC say, IC emote, GM narrate, OOC), dice rolling (including support for Earthdawn), type-ahead macros, and logging. I and many of my friends have used it for the last 10 years, but the wife and I are exclusively Mac people now. GameAssist doesn't really suit our needs.

But the VTTs I tried don't suit my needs either. They're either too complicated, poorly designed, or both. None seemed to optimize for the one thing I do most when I run a chat-based RPG: typeI should rarely, if ever, need to take my hands off the keyboard! The chat window, and it's features, are far and away the most important aspect of the app (at least to me). Yet the VTTs seem to give the least attention to the chat features, focusing instead on the battle map (along with tokens, fog of war, and other tactical features), rules integration, character sheets, and combat tracking.

Now, to be fair, I don't play with battle maps; I narrate combat. And I'm happy to manage characters and combat they way I do when I run face-to-face: with pen and paper. So it might just be that they're building features for a different audience, one of which I'm not a part (although that doesn't explain the poor design and needless complexity). Anyway, I can live outside the mainstream; it just means I might need to build my own RPG-oriented chat app, again.

Fortunately, I've learned a great deal about software engineering since 1997; I'm pretty sure I could produce something that'd be useful to others as well as me. But what exactly to make? What features should it include? This is my current thinking:

Must Have Features
  • an OS X and windows client
  • multiple chat modes (in character speech, in character action, GM narration, GM description, GM NPC speech, GM NPC action, GM verbatim, and out-of-character) all from the command line
  • networking that works through firewalls and address translation
  • type-ahead, parameterized macros
  • simple logging (everything sent to the chat windows is logged to a local text file)
  • simple dice rolling (e.g., 2d6+1, d100) from the command line
  • GM can embed hyperlinks to images or video in a chat message
  • separate player names and characters names
  • well designed chat window (clear and readable text, distinct messages, colors that don't cause eye strain during long sessions)
  • a simple and uncluttered user interface

Features I Want
  • player dungeon mapping (I don't mean displaying a map; I mean a real-time map with design tools the players can use to map the adventure as the GM describes the locations)
  • player wilderness mapping (as above, but for hex-based wilderness exploration)
  • zero network configuration
  • filtered logging (you can filter out OOC chat, for instance)
  • Earthdawn dice rolling (e.g., Step 6)
  • highest-face die re-rolling (as in Earthdawn, Savage Worlds, and I'm sure many others)
  • private messaging (I usually just use IM, bit it would be nice to have them in the log)
  • playing cards (for Savage Worlds)

There are a few other features I have in mind that I haven't really seen anywhere else, so I'm going to keep them to myself for now.

Building this app would be pretty time consuming, so I might never actually do it. But given how hard it's been to put a face-to-face game together lately, having a good RPG-oriented chat app would be very helpful. It's something to consider, if nothing else.

Saturday, August 29, 2009

One-shot Sword & Planet Savage Worlds

I want to test Savage Worlds as a possible RPG to use for an upcoming West Marches-style campaign I'm thinking about starting. My favorite way to evaluate an RPG is to run a one-shot adventure (i.e., a single session with no further commitment and with no plan to continue a campaign).

The one-shot adventure is set in a sword-and-planet world (in the style of Burrough's Barsoom stories) where the initial character races available to play are Earthman, Hallranan (the alien, man-like people of this world), Greycats (large, sentient, cats with psionic-like abilities), and Mechmen (ancient, sentient-seeming machines that predate the Hallranan civilization).

The adventure is set less than a year after the Earthmen unexpectedly (and inexplicably) arrived on the planet Hallras. They've learned the local language, some of the customs, and have lived well among the Hallranan. But they've decided to set out to learn more about the planet (accompanied by some local friends they've made) and to find the other group of Earthmen that arrived with them (but set out on a different path.)

The game will be Sunday, Sept. 13, starting at 2PM in the Redmond area (either at Genesis Games & Gizmos or a local player's house)

If you're in the Seattle area and would like to play, please email me at ego _at_ anglicangeek _dot_ com.

Monday, August 24, 2009

Redmond OD&D Game on Friday, Aug 28

I'm running my first true OD&D game this Friday, Aug 28, at my friend Brad Wilson's house in Redmond, WA. There are a couple of seats left, so if you're in the Seattle area and interested in playing D&D as it was presented in 1974, email ego_at_anglicangeek_dot_com for an invite.

Saturday, August 22, 2009

"From four to fifty players"!? Ah, use a caller.

I've been re-reading the OD&D Little Brown Books today, preparing to run my first actual OD&D game next week. Something on page 5 of Men & Magic stopped me cold:
Number of Players: At least one referee and from four to fifty players can be handled in any single campaign, but the referee to player ratio should be about 1:20 or thereabouts.
A 1:20 referee to player ratio!? Wow. 

The largest group I ever ran was at a weekly gaming club back in 1990. We regularly had twelve players, and at times as many as sixteen. But we also had two DMs. One was the primary DM, who was responsible for the scenario's design and execution. The other was a support DM (me) that was primarily just an adjudicator and secretary. As we were all heavy convention players, our scenarios were generally designed for 4-6 hours of play, and largely objective-oriented. It all worked surprisingly well.

Of course, that was 2nd edition AD&D. My solo LBB playtests (and the two actual S&W games I've run) have shown that OD&D plays pretty fast, at least at the low levels. But I'm still not sure I could manage 2o players.

And then, I remembered something else I'd seen in the LBBs, in The Underworld and Wilderness Adventures (page 12):
EXAMPLE OF THE REFEREE MODERATING A DUNGEON EXPEDITION:
The players, equipped and ready, are assumed to have located a set of stairs descending to the first level beneath the ground. The Referee's part will be indicated REF, that of the "Caller" for the players being shown as CAL.
The next page shows an example of play, where it's quite clear that the Referee is only talking directly to the Caller (and it is implied that the Caller is consulting with the rest of the party).

A-ha! The secret to managing that many players is a single caller!

Well, I don't know if that's true, or if that is even the OD&D intent (scanning quicky, I couldn't find any other Caller references in the LBBs). But I can certainly see this making a 1:20 ratio manageable; it essentially makes it a 1:1 ratio. It becomes the party's responsibility to self-organize and communicate actions up to the caller.

If I can ever get a large enough group together, I'd love to try the caller approach. Maybe I can get the help of some OD&D notables to put something together for next year's GenCon.

Yet Another Role-Playing Game System

Like any other gamer who foolishly thinks he's far smarter than he really is, I've talked about designing and producing my own role-playing game system since I've been GMing (almost 25 years). And, like most of the things I talk about, I've never done any work toward it. I'm getting that old familiar itch again, and it's worse than ever before.

I blame the the work I've been doing on the Ultima VI campaign. Make no mistake: I've enjoyed preparing that campaign. But I'm constantly saying things like, "if only the system worked that way," or, "it would be so much better if this was the case." I've spent more time working on house rules than on the campaign sandbox itself.

The problem is, in many cases, these house rules are beyond the scope of normal house rules; they're core system changes (for instance, using dice pools instead of single-die tests). Since I've decided to run a "by-the-book" OD&D campaign at work before starting the Ultima VI campaign, I have the time to shift focus and actually work on designing my own RPG system. (Oh, and by design, I mean steal bits and pieces from lots of different places and fashion them into a whole that appeals to me.)

The Guiding Principle

I'll start with a guiding principle:
YARPS will be the system I've always wanted to play; it should make me happy, even if it makes no one else happy.
Yes, it will be named YARPS. And yes, I know my guiding principle is the very definition of a vanity project. 

The guiding principle doesn't actually say much about the system. So here are a handful of goals and intentions that represent my current thinking (with an emphasis on current, as much of this might change).

YARPS must be simple

I think that most RPG designers start with this goal, and yet there are only a few contemporary RPGs that I'd call simple. 

Simplicity is not important in and of itself; the important thing is why it must be simple. Keeping the system simple makes it easier for the GM to add to (and subtract from) the system with minimal adverse effects and player contention. It also intentionally leaves a great deal to the imagination and ingenuity of the GM (and, perhaps more importantly, the players).

YARPS will be designed for sword-and-sorcery campaigns

I intend to use YARPS to run my style of sword-and-sorcery campaign. I'm not planning to make it either flexible (that is, is easily adapted to other styles of sword-and-sorcery campaigns) or generic (that is, usable for other genres). I do hope it's useful for other folks, but it's most important that it's useful for me.

YARPS will use dice pools

I'm an unabashed fan of dice pools. I would need far too much space and time to explain why here; I'll leave that explanation (and the accompanying math) for a later 'blog post.

There are generally two ways to use dice pools: roll for a number of successes against a per-die difficulty number, or sum the die rolls to exceed a total difficulty number. I prefer the latter.

But, as much as I love dice pools, I'm also a dice geek. So I'll find reasons to employ all of the usual polyhedra (such as for effect rolls after a successful ability test).

YARPS characters will be composed of traits and abilities

Traits describe the character. Abilities determine what the character can do.

Traits won't have a numeric score, and will never be tested directly; a character will either have a given trait or he won't. There will be both positive (e.g., strong) and negative (e.g., weak) traits. They will not generally change after a character is generated (although there will be exceptions, such as a girdle relic making a character exceptionally strong).

Most traits will affect an ability test or an effect roll. For instance, dexterous characters might get +1D to archery ability tests, and strong characters might get +1 to melee damage rolls.

Other traits will provide more ambiguous effects. For instance, perceptive characters will notice things that other characters do not. Most often, the effect won't require a dice roll (e.g., the GM decides that perceptive characters notice the portrait's eyes following the characters), but some times these traits will only allow the chance for an effect (e.g., the GM decides that alert characters have a 50% chance of not being surprised by the goblin ambush).

Abilities will have a score (such as 2D or 4D+2) and will be tested against a difficulty number when a character attempts to do something. Any ability can be used without training, with a default score of 1D. The difficulty (and consequence of failure) when using an untrained ability will vary according to the ability (and the GM's discretion). Picking a simple lock without any ability will have a reasonable chance of success, and might only result in damaged tools or a damaged lock if the test fails. Casting even a simple spell without ability will almost certainly fail, and the consequence of failure will be severe, if not grave.

Abilities will increase over time as the character advances.

YARPS characters will be randomly generated

Players will choose very little about their YARPS characters: only name, sex, and experience path (from choices like student, soldier, tradesman, adventurer, apprentice, and religious initiate). The character's traits and abilities will all be assigned by the results of dice rolls. 

After the core generation rolls, players may choose to gamble by making additional experience rolls, with the possibility of some seriously (and severely) negative results. The more additional rolls the player chooses to make, the higher the chance for negative results.

Random character generation isn't used much anymore, and I have a feeling this won't be a popular aspect of YARPS. But some of my fondest role-playing memories include the lemons that Warhammer Fantasy Roleplay, Stormbringer, and Traveller gave me. I find great satisfaction in playing a role I didn't choose, and playing it well. (I think there is a connection here to my preference for sandbox-style campaigns, but I can't quite articulate it.)

For example, a player starts with a name, Rewdan, and a sex, male. The player decides to use the apprentice experience path. After several random rolls, Rewdan ends up looking like this:
Apprentice Rewdan
Traits: fast, literate, noble, perceptive
Abilities: animal-training 2D, counter-spelling 2D, inscription 2D, spell-casting 3D, staff-fighting 2D
Rewdan's player then decides to gamble by making an additional roll on the experiences table. A good roll gets Rewdan the pick-pocket ability at 2D. Happy with this result, and feeling lucky, the player chooses to make a second roll. The second roll is not so good, and Rewdan is stuck with the crippled trait (meaning Rewdan can't walk at normal speed without an aid, and can never run). Rewdan's player decides to accept Rewdan without any more additional experiences.

In YARPS, character ability will never replace player skill

YARPS will have perceptive characters, but not perception tests. Players will search for traps by directing their characters, not by rolling dice. There will never be any sort of find, search, spot, or perception test. A character trait might provide additional information or clues to a player, but it will always be the player's responsibility to put the information to good use while exploring methodically, asking the right questions, thinking through a scenario, and describing precisely what his character is doing.

For example, Apprentice Rewdan is exploring a tomb said to belong to a long-dead Archmage. He has already found and bypassed two simple traps: a door-triggered pitfall and a poisoned door handle. Because Rewdan is perceptive, the GM tells the player that the door before him is grimy and discolored like all of the previous doors, but that it is also scorched at its edges. Rewdan suspects that this Archmage had a penchant for door traps, and assumes that this door is also trapped. He looks for a mechanism at the door's edges and in its hinges, and finds none, so he suspects either a mechanical trigger on the other side or a magic trigger. Rewdan uses a telekinesis spell to push the door open after moving far away and out of the door's direct path. As the door opens, the doorway is filled with magical fire, but Rewdan is safely out of range. He can now proceed into the next room where the tomb's chief treasure, a lost and highly-valued magic book, awaits.

YARPS character advancement will be between in-character play sessions
Players will earn advances according to how well they play their characters and what they accomplish during the in-character play session. These advances will be used in a distinct round of play that happens between in-character play sessions.

When an in-character play session is finished, the party will decide how much downtime they want to spend to increase their characters' abilities. The amount of time required for advancement will increase as the ability score increases (that is, it takes longer to make an ability 5D than 2D). 

Increasing an ability will require a test (a roll of the dice). If the character spends the proper amount of time (and the circumstances are right), the test is very likely to succeed. The further from the ideal time expenditure and circumstances, the less likely the test is to succeed. After a certain number of failed tests, the character is considered to have peaked for that ability, and can no longer test for an increase.

The challenge will be to keep this simple. It already sounds too fiddly. But I've never liked systems that allow you to increase ability without an accompanying expenditure of time and circumstance. And I think it could be fun to make a sort of mini-game out of character advancement.

For instance, the Apprentice Rewdan has just finished exploring the tomb of the long-dead Archmage and has returned with the lost Tome of Timeless Cantrips. Rewdan earned three advances: one for the play session, one for by-passing the fiery door trap, and one returning with the book. Rewdan and his party decide to spend some time in a small town near the tomb.

Rewdan's player tells the GM that he wants to advance Rewdan's spellcasting ability from 3D+2 to 4D. The ideal time to spend on this advance is six months, and the circumstances require a capable teacher and a unique gift. The GM rolls and determines that the town has a capable teacher. Rewdan asks his party if they will spend six months in this town, but his fellows remind him that they are due to appear before Lady Riddere in three months at the Feast of the Nightless Day. Rewdan's player decides to give the tome to the teacher and attempt the advance with half the ideal time. The advance test is not likely to succeed.

One advantage of building the passage of time into the system is that it helps the GM manage the character's wealth. When the players decide on the length of downtime, the GM will determine the cost, according to their standard of living and activities. Not spending enough means a lower standard of living (and the chance for problems such as disease or abuse); a high standard of living might have it's own problems (such as taxes or theft).

YARPS will separate character advancement from character stature

As you've likely deduced, YARPS won't have defined classes (rather, a character will simply be a unique collection of traits and abilities) and won't have defined levels (rather, players will advance their characters ability by ability). I like this; it's what I want. But I also want in-character levels that are a recognition of the character's stature.

Character stature will increase by doing two things: increasing one or more abilities to a specific rank, and accomplishing one or more in-character feats.

When a character achieves a new stature, he receives an in-character title (e.g., Knight or Wizard) and some benefits (e.g., a Squire or Apprentice).

For instance, Apprentice Rewdan is tired of being an Apprentice; he wants to be a Wizard. To do this, Rewdan must advance his spell-casting ability to 5D, build a small tower (costing at least 10,000 gold), and must defeat a Villain (yes, the bad guys have stature, too). Rewdan commissions the construction of a tower in his home city and sets off to investigate rumors that the crazed and diabolical Wizard Thanojan has returned from exile and is loosing long-bound devils.

YARPS combat will be abstract, fast, and deadly

I don't like to use tactical maps or visual aids when role-playing, for a number of reasons (best left to a separate 'blog post). So YARPS combat will be abstract and easily narrated. That's not to say you couldn't use a map and minis, but YARPS must play well without these.

A single combat should not take very long. My goal is that a combat involving six characters of experienced players facing twelve opponents without oddities or complications take 15-20 minutes. My recent experiences with 3.5e and 4e take triple that time, if not even more.

Combat should be deadly and a risk for characters. If an unarmored character takes a mighty blow from a deadly weapon, they will be incapacitated and dying without intervention. Even an advanced character should never be more than one mighty blow away from death without some mitigating factor (like armor, a spell, or some other supernatural effect).

YARPS' design is still very murky

There are still a number of things for which I need to settle on a design:
  • how much damage a character can take, how that damage is measured and recorded, and how it changes as the character advances
  • how armor affects an ability attack test (this is, if my character attacks with sword-fighting, how does the opponent's armor influence the ultimate outcome of whether my character hits, and for how much damage)
  • how spells are learned and how often they may be cast
  • loads of other stuff that hasn't even crossed my mind yet
Designing YARPS is going to be loads of fun, albeit a lot of work.

Saturday, August 15, 2009

Warhammer Fantasy Roleplay Meets a Grim End


Last Wednesday, Fantasy Flight Games announced the third edition of Warhammer Fantasy Roleplay. To me, it was confirmation of something we Warhammer FRP fans have suspected since the FFG deal was first announced: Warhammer Fantasy Roleplay as we knew it is no more.

WFRP was one of the first games I played when I ventured out of D&D's increasingly muddy waters back in '86 or '87, and next to D&D it's the game I've played the most throughout the years. My soft-bound WFRP was one of my most prized possessions; it was the one book I'd never lend away or let leave my side. It was the very last book to leave my old gaming collection, and nearly the first I acquired when I started to build one anew.

I watched as WFRP drifted from publisher to publisher, all the way from Games Workshop, through Flame and later Hogshead, and finally to Black Industries/Green Ronin. I appreciate what Green Ronin did for the game, even if I'm not a fan of the combat and magic changes in the second edition. Whatever else you want to say, it was clear the Green Ronin folks loved WFRP and did all they could to do right by it.

And then, Black Industries was shut down. FFG acquired the license to all Games Workshop brands to produce board and role-playing games.

And, now, WFRP is no more.

To be fair, maybe FFG will produce a great game. I can't say, and I likely won't ever be able to say, because the announcement makes it clear that it won't be the sort of game I play:
The massive Warhammer Fantasy Roleplay 3rd Edition box, which will retail for $99.95, contains everything a group of adventurers will need to play – four different rule-books, 36 custom dice, over 300 cards, counters, “character keeper” boxes, and much more.
That's not Warhammer Fantasy Roleplay as I know it. It doesn't seem like a third edition; rather, it seems it will be a completely new game based on WFRP (in the same way WFRP was based on Warhammer Fantasy Battles).

I'm sad about this, but not for any reasonable reason. After all, I'll happily go on playing first edition WFRP in the same sandbox I've been using for the last two decades. And, it's not as if I purchased any material from the second edition era (though I guess I should feel guilty about that now). But I'm going to miss seeing it on the shelves, where it might win the hearts and minds of a new generation of gamers. 

I'm going to set up a one-shot WFRP session sometime very soon. The Old World's call is particularly strong today.
The banners wave, high above the fray
and the horns call me forward, to battle, this day.

Saturday, August 1, 2009

My Utlima OD&D Campaign To-Do List

I've been thinking a great deal about my Ultima OD&D campaign the last few days, but I haven't been able to find time to actually sit down and work on it. I have, at least, settled on a setting: Britannia as expressed in Ultima VI (specifically, right after the Avatar sends the Codex into the Vortex). I think this is an interesting time in Britannia's history; there is a great deal of rebuilding to be done, a new race and civilization (the Gargoyles) with which to reconcile, and Sir Cabrius' journey into the Great Stygian Abyss in the near future. Plus, it gives me an excuse to make gargoyles a playable race (and class).

Side note: Interestingly, I'm not the only one who likes the idea of  running a sandbox game set in the Ultima milieu.  Chgowiz, of the Old Guy RPG Blog (which I recently, happily started following) is working on a full-blown Ultima RPG set against Ultima I-III. I'm really looking forward to seeing his finished product, not the least because I hope I can steal some of it. I'm really sad I can't make GenCon this year; I would have loved to try to weasel my way into his play-test. Anyway, he has a great set of 'blog posts on the Ultima RPG that are worth visiting.

I'm waiting for my White Box and Moldvay Basic to arrive in the mail before I settle on a ruleset. (My Cook E xpert came in this week.) I'm leaning toward using Labyrinth Lord with a heap of tweaks, many of which would push it back towards the White Box/S&W (such as removing the Thief class). More on that next week, hopefully.

Anyway, on to the point of this 'post. As I said, I've been thinking about the Ultima campaign pretty much non-stop the last two days. So I have the start of a to-do list running about my head that I need to get down before it runs further than I can catch. Here's what I have so far:
  • Design rules for playing gargoyles
  • Write down the competency (skill) adjudication framework I've been using with S&W
  • Sketch the town of Moonglow
  • Sketch the first level of Deceit
  • Build a hex map for Moonglow's and Deceit's islands
  • Create a rumors/town talk table for Moonglow that will provide hooks for the islands (and a few beyond, particularly Britain)
  • Create Moonglow and environs random encounter tables
  • Create a first level Deceit random encounter table
  • Decide whether to adapt OD&D magic to Britannia or Britannia magic to OD&D; I'm leaning toward the latter, as the Ultima magic system holds a special place in my heart
  • Design some Ultima-ish treasure for levels 1-3
  • Figure out what the economy is going to look like, and what changes I'll need to make to the money system, existing treasure tables, equipment tables, etc.
  • Decide how to represent the classic Ultima classes (Bard, Druid, Paladin, Ranger, Shepherd, and Tinker) as minimal sub-classes
  • Decide where clerics fit in (I'm leaning toward making paladins straight cleric or sub-classes clerics; same for druids)
  • Figuring out to what extent I'll let the players use Moongates for travel
  • Sketching out the location, activities, and agendas for the "celebrities" of Britannia (Iolo, Shamino, Dupree, and many others); if I know my players, they're going to go looking for them 
Hmmm, I think that list grew while writing it. Regardless, if I can knock down a few of these over the next two weeks we can at least get the campaign started. I can't wait.