REP-Resent

Synthetic Dinosaur Friend

  • They/Them

We have to save the past by going to the future! No, don't ask how that works it's complicated and involves 5D chess.

REP stands for "Raptorial Educational Platform"! I come fully loaded with military grade laser pointers and Powerpoint.


amaranth-witch
@amaranth-witch

Hi cohost! Sleep is eluding me so you get a roulette spin of the “ramble on a subject for a little bit while in bed” wheel to help me relax my brain towards nap time, or at least try to. Apologies for weird typos or non sequiturs, I’ll come back and fix those after sleep.

(I won’t come back and fix those after sleep, I know my vocabulary and I don’t believe sleepy me is going to have any gamer moments that need addressing)

Today’s roulette result is “RPG hot take” and so I have found one! Are you ready?

“I think games should encourage occasional encounters and setpieces outside the comfort level of the player characters. I don’t mean “easier” fights either, which is a pacing tool I’ve seen recommended. I mean games should encourage DMs to deliberately and judiciously pit the players against opposition more capable than they are, and I think if a game is so tightly balanced that any deviation away from evenly-matched breaks the game, that’s bad, actually, and the designer should be ashamed.”

Slightly less dramatic but no less honest, I think that if a game is built on strict competition bands, where players challenging outside their “tier” is impossible, that game had better have either an incredibly robust selection of opposition within each tier, equivalently strong creation tools, or an appropriately generic framework to abstract challenge.

One of the things that D&D 4 was incorrectly accused of, D&D 5 and Skyrim and elder scrolls online are accurately accused of, and many DM’s I have played with engage in consciously or un- is the “treadmill effect”, also known to me as the Kamen Rider Kabuto effect, where the actual challenge of a campaign enters at a static plateau and remains at that approximate level, barely fluctuating at all, until the campaign climax. Character power increases are met with equivalent opposition upgrades, the tools players need to combat new enemy types are never far away from their reach, and tensions remain fairly constant outside of perhaps scripted scenes and initial encounters. This is bad. The players having a 65% chance to defeat each enemy without losing more than 14% of their resources, every time, as a standard, is walking on a treadmill commenting on how nice the gym is this time of year.

“Why do you call it Kabuto effect, isn’t that one of the highest regarded rider seasons, isn’t kabuto a good rider” listen I chose my association very carefully: kabuto is a season with immaculate choreography, brilliant effects, amazing kinetic interactions, deeply moving character moments, actors who gave excellent performances, top tier suit, power and monster design, and a story as flat as a level-checking competition in the middle of slabsville, Nebraska. I don’t believe that every character has to have a “thematically complete arc”, though that’s a different rant, but the narrative tension of Kabuto outside of those character interactions distills to a very Skyrim “if you haven’t fucked up your stats, monsters should always die in 3 hits” approach. Souji Tendo believes he was chosen by heaven, he’s sincere about it, and the entire show is the world backing him up on that belief.

Souji Tendo will never know the thrill of a license level 2 lancer team deploying against a Tier 2 Spec Ops squad led by an enemy lancer built using player rules.


REP-Resent
@REP-Resent

The loop of most ARPG's like Diablo is that you will replace your pants every few hours. You can see the traditional power curve at its worst with the gear system for Divinity Original Sin 2, and if you build a gear-focused system around a strict power-curve you're going to progress-gate what should be dynamic fuck around and find out encounters. Larion would improve on this a lot with Baldur's Gate 3, but the roughness of their design methodology is still evident as they really got carried away with making magic items that mostly follow ARPG design conventions.

If your players are still throwing out pairs of pants well past the 5th session, you might have a problem. Dungeon World handles this through making magic items not enhance stats, but provide the player new actions often with both new benefits and consequences. Many game systems build crafting as this expensive and time-consuming non-venture that you would only participate in via hirelings or during time-skips between major arcs. Few look at items and go "hey, what if the options you have with this get more interesting", because we're still stuck in part with bigger number = more powerful as a hyper fixation.

This ramble got way out of hand so I'm putting in a break.


Modern D&D almost gets away from this, I think Baldur's Gate 3 is the most refined example of a CRPG where having an AC over 20 is actually kind of tough and if you pull it off you are borderline untouchable. In a normal tabletop game, the GM would have to work around this. In my neck of the woods the "uncrackable high AC character" often trades everything for that defensive bonus, and it comes down to theater of the mind threat generation modeling to make that kind of build work out. It's very funny when the invincible wall of platemail is shoved out of the way and ignored, but this speaks to a deeper problem: being hit in combat is viewed as a failure state.

When I was designing my own RPG, I built in a two-tier heath pool split between a smaller initial healthbar called Stamina, and then your regular healthbar. I also went about using a complicated dynamic upcast system that used mana points, so you had the unfortunate problem of needing to spin a few plates on the admin front. This however did lend itself to one thing that helps defeat the five-minute adventuring day, as Stamina restores from 0 to full so long as 3 minutes (3 rounds) pass between encounters. The idea is that your health pool is your 'real' HP, and it incentivized players to be more aggressive or experiment more in combat.

Dynamic injury systems aren't easy to make, but the one I built effectively operates as a tally of how many times you went from full Stamina to 0 hitpoints (sort of like how Edge of the Empire handles it). Gradually the stats you have which give you all of your +1's and what-not tick down from the score you built your character with, to 0. Once it hits -1 in any attribute, it's progressively more likely that character game-over's for good. Magical healing focused on sustaining players in combat, and the Medicine skill had a progression in the dynamic class system that let dedicated medics remove those -1's and save characters who go down a lot easier. Everything was point buy, so choosing to have a default +1 in an attribute was in part knowing your fall-down buffer was effectively 3 (unlucky) strikes if that attribute was hit.

There was a lot more to how the system operated, but this kind of emphasis resulted in making the player party members "sticky". Rerolling a character is a pain in the ass, and you'll make mistakes or pick fights you might not be prepared for, and that can be fine in the end. Optimization mattered a lot less than doing your in-character research and preparation, in its most refined forms I had encounters structured around a three-phase approach of Detecting/Researching, Positioning/Shaping, and Attacking/Bypassing phases. The structuring between "Fights" and "Scenes" was important too, as a Fight is a very structured kind of scenario where grid paper comes out, but a Scene can be handled completely in the theater of the mind or with representative thematic positioning. Dynamic narrative Combat could happen in Scenes, and Mechanical non-combat Narrative encounters could happen in Fights.

A lot of the game had designated and in-built improvisation rules that could add bonuses or penalties to rolls, complete with player and GM point pools which could introduce elements into a scene. EG, if the party is progressing quickly through some content, the GM could introduce a complication as an action -- very much borrowed from the global GM rules proposed in Dungeon World. This idea of the game being built around the interplay of players and GM making opposing maneuvers both in the setting and on the table helps moderate what can be often adversarial without specification (D&D isn't built for the GM to have a 'win' state, but some can look at it this way because it isn't declared). The GM's 'goal' is expressly stated that they're building out a story first, and their encounters should fit into that story.

I think Dungeon World handles a lot of how it deals with power so-so, after enough play sessions characters can get pretty bloated and it has a retirement system inbuilt that lets you 'start over'. Because of how it handles XP, this loop can hit past 5 or 6 sessions, making Dungeon World's coolest abilities rare as its best moments are typically handled in one-shots. Because of this your thinking has to change a lot, I've struggled to idea craft a full Level 1 to 10 campaign in DW. Part of it is that its items legitimately do not have much to augment, so certain characters will be squishy forever and will die rather quickly as the resolution system kind of favors having high HP and Armor if you play for long enough. This means that a few +1's can become insanely important... but the game is designed such that you shouldn't build in any gear upgrades that can help extend player lifespan.

So DW has a longevity problem, and my opinion is to simply limit how you use that system into a tightly structured premise that can finish narratively before the players start hitting these walls. In place of tiered mechanical bonuses, structure can help build out way more interesting gameplay. Power creep is inevitably a problem in basically every Tabletop RPG I can think of, but the solution is neither "make +1's so important that +2 and +3 are different animals and the jump is rarer than a decent McDonald's hamburger", nor is it "make +1's so minor and routine as to be ignorable". Instead, dynamic interactions and a solidly made baseline can make even unimportant small encounters have a lot of interplay. The problem is always that the GM has to think about what the encounter's goal is, and the players need to be willing to engage with that kind of ever-moving design.

When I set out to build my own system I went about dynamic bonuses and penalties, and using a 'degrees of success' system to help make rolling high with low bonuses way more possible, but also environmentally dependent. That makes for a high complexity environment that not all players or GM's are suited for. To the credit of ARPG's, they can be predictable and comfortable for certain types of players. If you're constantly just eyeballing new numbers that go up as the thing you like to focus on, a lot of the mechanics fall into the background. The treadmill design isn't always bad, but it is something that requires the right social context when you're doing something on the dynamic play-field of the Tabletop which comes complete with IRL interactions and complications. Tiered power-level scaled encounters and gear can be done well enough by algorithmic increases, but your party should ideally be into having that kind of structured approach.

There's something to be said about how a videogame is so structured it often needs to have these designed barriers so a game can hit a Publisher's "playtime requirement", how long a game goes and pads itself out can be a problem with economic incentives. ARPG's handle this problem by making a lot of circular treadmills, you're rarely not spinning some kind of plate in a game like Path of Exile, creating opportunities to tie progression in the game to some kind of monetary opportunity. But in the context of a non-profit privately played tabletop game though? It's quite silly when "Donald the Blacksmith" (Level 8) represents the penultimate challenge and your success depends on if or if not your sword is also Level 8. That's stupid.


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in reply to @amaranth-witch's post:

I think there's a common fear and problem with this: That being the fact that players don't take the possibility into account, and thus they don't really prepare for it, and when many games explicitly kill off player characters due to bad rolls or whatever, doing a setpiece like this is discouraged.

Of course, if the game doesn't explicitly kill players on a purely mechanical interaction with their character's status...

Elsewhere in my manifesto are things like “ultimately the interrelationships of the players with each other are more important than the interrelationships of the players with the game or the game elements with each other, even if those relationships are mediated through the game, and so expectations like (character mortality) benefit from discussion over assumption, and can be revisited over time” so I’m definitely already on the same page as you here.

That said, while I think it should not be malicious in any flavor (even the mild flavor of “I want to kill player X’s guy, let’s see them wriggle out of that, I bet it’ll be great”) I do think that the idea of the sacrosanct player character isn’t a great universal foundation and that a lot of really good and meaningful story can come out of the fact that sometimes, stories just end, and we aren’t guaranteed our dramatics.

It’s a very interesting balance to manage, really, and a part of the real art to this whole hobby.

Yeah, there's no right answer to this. However, I think, personally, the problem with death mechanics (oh boy do I have a lot to say about them personally) is that many designers (especially trad designers) don't even think about them as mechanics, necessarily.

Because like, taking out the veil of fiction, the actual, physical, tableside reaction to 99% of character deaths is "Oh well" or "Goddamnit". Because a funny thing I've noticed is that there is actually nothing provided on the side of "when a character dies" in many games.

You're just expected to make a new character who gets tacked onto the party because... That's what D&D has done for 50 years! This entirely ignores the fact that this often leads into super played out and boring situations, including the character with no real goals that align with the party, the character whose only goal is what the party is already doing, or simply a lost twin of the previous character because they couldn't be assed to make a new character.

So rather than them being like ideologically bad or whatever, I just find the execution on the thing to be sorely lacking. And that's why I don't usually even write rules on character death, because it happens when it happens in the fiction, you don't need rules for it, necessarily.

Without even getting into the full player-style enemy, I have come to like the players facing multiple veterans enemies due to them having structure and additional traits which combined with some templates/etc can definitely help give the feeling of players facing enemies of similar power level. Especially as they are tougher without getting the full-on double activation of an Elite which is still a thing I have troubles wrapping my head around whenever I allow myself to think metanarratively about it every so slightly even if I know from a purely gameplay perspective it exist because PC and NPCs don't use the same rules.

Especially if those enemies are coming in fresh and players are at the last battle of a grueling mission.

Perhaps doublemoreso if one of the enemies has the commander subtype which can add another structure and more action economy fun times.

I'm definitelly looking back fondly at that escort battle against the Spec Ops enemies in the last battle of Dustgrave's first mission.

But what I this is definitely you're right: it make it all the more satisfying when players felt like they had to work for their victory and is why I'm more than a little proud that as GM, whenever there was a battle with a turn limit my players only ever managed to heke out their victories on the very last turn where it was still possible to when I was running that module.

Which tbh is the other thing I've like about lancer is how the concept of sitrep when handled well can REALLY shake things up.

It took me a hot minute to figure out why I did the same like - “come on this is objectively so good, it’s not bad tv, look at all the care that goes into it, you love all of the individual bits and scenes and fights, why don’t you…. Ohhhhhhhhhh”