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posts from @dante tagged #tabletop rpg

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Meinberg
@Meinberg

So, let’s talk Dallas, the 1980 TTRPG based on the primetime soap opera of the same name. It’s a wild game, one that does not have any other contemporaries that I’m familiar with. Where the games at the origin of the TTRPG hobby are rooted in a combination of miniatures wargames, free kriegpsiel, and the science-fiction and fantasy communities, Dallas draws from different sources. By my estimation, it seems to drawing more from Diplomacy-style wargames, along with point control maps and (perhaps bewilderingly) murder-mysteries-in-a-box.

Let’s start by talking its gameplay loop. Overall, the game seems to be focused on one-shots (a relatively rarity for its era) due its lack of advancement mechanics. Instead of pursuing the long term objective of becoming the strongest, each player is pursuing the specific goal of their character in the given scenario. From a purely ludic perspective (ignoring any narrative elements for now), each scenario starts with the players being given their characters (which comes with their stats and any special abilities), their targets of acquisition, and their starting resources.

From there, the game progresses through the scenes of the script, typically five of them. In each scene, the Director goes forth, introducing new elements to the board state and manipulating each character’s condition to make sure that there is no runaway winner (or loser theoretically). Then there is a round of negotiations, where the players freely trade resources and information amongst each other, according to mutual agreement. It is highly suggested that players be able to separate into smaller groups during this time to make secret plans.

Finally, each scene has an action phase where the characters use their stats to force other players or the Director to give them resources or information (or in one case, compel unallocated resources to take actions for them). Once every player has taken up to three actions (though also capped by the number of one kind of resource they have), then a new scene starts. Once all the scenes have played, whoever has achieved their goal has won, and in the cases where it doesn’t make sense for there to be multiple winners, the player who has earned the most VPs (most determined via total resources controlled) is the formal winner.

The victory conditions are all about control of specific resources, and are set up in such a way that it is not possible for everyone to have the resources they require. In addition, each player’s goal is unknown to the other players, allowing for a great degree of deception and politicking on the way to acquiring the necessary resources. In addition, it is always possible for a player to forcibly claim a resource, but also players can repeatedly try to affect a more powerful player in order to weaken their position and drain a bonus resource called Power which offers a bonus to rolls.

Rolls are resolved fairly simply but described poorly. A player chooses their action and their target. All characters and resources have an attack and defense value for every action, with the attack values broadly being higher. The defender rolls 2d6 and adds it their total. If their total is equal or higher than the attacker’s score, then the defender is unaffected. In addition, Power may be spent on a one-for-one basis by both attacker and defender to increase their scores. If the defender fails their roll, they can then follow up with a 2d6 roll-under compared to their Luck score (which is rated 2-8 for everyone, all but the luckiest are unlikely to succeed at their Luck rolls) as an addition saving throw of sorts.

All in all, a fairly simple game with lots of room for player cooperation and competition. I’d argue that of the current games out there, the ones closest to Dallas are megagames, with their combination of negotiation and board state manipulation.

Now, where Dallas becomes truly interesting, at least to me, is when the narrative is added back in. Unlike every other game of its era, it is not a Fantasy or a Science-Fiction or a Western or a historical game, it is a contemporary drama, which is not a genre that is not often explored even today. This comes with a much lower emphasis on action, and a much stronger emphasis on interpersonal dynamics.

The resources in play are in fact a combination of other characters in the setting, organizations with influence in the setting, and important objects (called plot devices). Claiming a character or an organization means controlling it, highlighting the sort of emotional and intellectual manipulations at the heart of these sorts of intrigues, and it’s controlled characters and organizations that allow a player to take multiple actions, thus encouraging even the least cutthroat characters to get others on their side.

The actions themselves are an unusual set: Seduction, Persuasion, Coercion, and Investigation. (Thankfully Seduction cannot be used on blood family, but also the rules prevent their use on same gender characters, but this was the 1980s.) Through these four actions, the game is able to achieve a degree of genre emulation that was largely unmatched by games at the time. The difference in the actions, sadly, is relatively limited ludically speaking, but it opens rooms for a kind of RPS of using one’s strength to attack another’s weakness.

Scripts also come with them heavy narrative elements, though it is largely a case of the Director leading the story with how they describe events unfolded. The game does not offer any guidance on how a player might roleplay their actions or negotiations, but it’s easy to see a way where the player leads with their ludic choices and then must find a way to justify them via roleplay, which would be a very interesting twist on the typical fiction-forward approach of modern games.

The game comes with three pre-written Scripts (which are more outlines than actual scripts) and a whole host of side characters, some of which are used by the Scripts, others of which the game leaves for the Director to make their own Scripts for. Finally, the game comes with a history of Dallas, both the real world history and the fictive history as seen on the show. All in all, these help the Director at least to create a stage for writing their Scripts and telling their stories, while weaving a complex ludic stage for the players to interact with.

All in all, Dallas is a fascinating game, and one which deserves to be further studied by TTRPG designers, to see what tools they can add to their tool box from within it. I don’t think it’s necessarily a good game, especially without further roleplay guidance I worry that it would be too easy to play it purely ludically. I do think, though, that it has many lessons left to teach.

For me, it’s got me thinking again about doing a worker placement TTRPG.


@dante shared with:


really interesting writeup. emphasis mine:

Ten years later, Wizards of the Coast is about to publish a revised (not-)edition of D&D Fifth Edition. Most of the discourse surrounding the new version has been about what has changed on a mechanical level since 2014, and whether these are actually improvements on the game as a formal system. This is the wrong way of looking at the whole thing. The new 2024 version of Fifth Edition is less about the system per se than about D&D having a totally new target audience and culture of play than it used to have in 2014. It is an acknowledgment and endorsement of the game’s now-predominant play-style.

Second Edition, however, was barely an evolution of its predecessor. Like the 2024 version, it was rewritten from the ground up to clarify and improve the rules but—more importantly—it codified the game’s culture shift from Gygaxian sword-and-sorcery to romantic fantasy (expressed in traditional campaigns like Dragonlance). Possibly the ‘biggest’ change, one that perfectly characterizes Second Edition in contrast to First Edition, is that players receive experience for good role-play and story participation rather than for hauling treasure out of dungeons. Besides that, the cultural shift was expressed through the new edition’s high fantasy illustrations of inspiring adventurers and epic monsters (less gritty and pseudo-naturalist than its predecessor). Despite formal compatibility with its predecessor, Second Edition was a total departure aesthetically, culturally, and thematically in ways that reflected the game’s dynamic player culture.

my thoughts below!



tabletop gaming... a world of endless possibilities. though if you're playing with me it's usually about some sort of clandestine organization of nobles vying for control of a fantastical metropolis. there's always a city and there's always a conspiracy of nobles. are they good, or evil? who can say. that's where the endless possibilities come in.........



manwad
@manwad

I obsessively read RPG blogs.
Here's some that slap.

How many hit points should we have?

This shit changed my brain chemistry. It gave me shinigami eyes. It made me the designer-thing I am today.

It details that across many different games, early on, you die in 3~ solid hits. In more lethal games, you just die harder, often ending up at 1 or 2 HP before getting blasted by a highroll d8.

It also posits that a tankier character just takes 1 more "hit" of damage, and that's usually enough to make 'em feel beefy.

It then backs it up with math across like 12 different games.
It's so good.

Using Delta Templates

This one details a mechanic called Delta Templates, abilities earned through specific actions in fiction.

It goes over the process, how to make every little component from its trigger, to categories of advancements and how to make 'em. It's real neat.

HD 1, AC Leather, Sword 1d6

In which goblinpunch details the wonderful world of enemy behaviors being the main driving force behind enemies who feel different to both run and encounter.

By using the same template of stats, as well as some neat tech where the maxroll of a HD spits out a Different, Cooler Kind of Guy, he masterfully shows how behavior above all can define an enemy.

Nested Monster Hit Dice

Another brain chemistry altering post.

Mindstorm details a monster creation system where monsters are made up of individual parts, each performing different functions, such as being tied to specific attacks or abilities.

I've made a couple games based on my own flavor of this system and IT WORKS SO GOOD ITS MY FAVORITE READ THIS!

Space is a Dangerous Place

I fuckin' love Slight Adjustment's games.
They're diceless FKR where you finagle the solution with your GM while you have a solid set of silly tools to deal what whatever problem besets you.

In this one you can play as what I dubbed an "adventure game cursor" in the NSR discord, which was added as a title.

Enough Dweeb Adventures

Wizards of the coast scathing critique my beloved.
Rips into why wizards of the coast adventures suck, but way more importantly, it contrasts them with sickass adventures from other indie designers, detailing what they do well and why.

My favorite is the constant discussion of how godawful WoTC names their NPCs.


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