Wednesday, December 14, 2011
Party Leader verse Player Leader Part I
I looked down calling “Tevian!” although it did not register until I said his name that the boy might not have returned. I felt a small measure of relief when he appeared beside me, covered in soot and blood looking much I must have looked.
The enemy had breached the wall nearby and I had lead the command staff and guard contingent into the fray to push them back. The boys, doing their duty, had followed to run messages and maintain the communication with the other sections.
“My compliments to Captain Arian and Lord Woolsack. Ask them to report at once.” Without a moment's hesitation the boy was gone. For a moment, I envied his youth and energy, and then wearily returned to battle.
“Gentlemen, the enemy breached our defenses. Although they could not maintain their foothold, it is a victory that will embolden them. Their next thrust will be devastating.”
Woolsack was an old man of many years experience, this news came as no surprise to him. Arian was younger, but a competent officer. Both shifted their eyes to the enemy.
“They prepare to pull back, my lord, …” observed Arian seeing the same thing I had seen.
“With enough daylight left to reform and come at us again.” Finished Woolsack, echoing my thoughts.
It did not matter that they assessed the situation the same way I did, nor did it matter what else they were thinking. I did not call them here to seek their advice. What could they give? My men were spent. If the enemy came again today, we would loose the wall. I knew it and they knew it. No I did not seek advice. I called them to issue orders.
“Woolsack, call up the Reserves and Rear Guard. I want every man and every bow on the wall.” I could see in his eyes the resolve to fight to the end, he approved of staying on the wall and not falling back.
“Arian, rig the catapults for maximum range. I want them loaded with the fire oil. All of it. When the enemy blows their recall, unleash hell. We pin them between arrow and fire.”
Woolsack and Arian looked confused. Both understood the orders, but could not see the purpose. Breaking a forward charge they could see, but hitting an enemy pulling out was just wasting our own time to rest and re-group.
“You have your orders gentlemen. Everything. Hit them hard.”
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The men huddled and were afraid. Their horse’s pawed nervously on the ground, sensing their riders’ unease. ‘Suicide’ moaned Kron. They were beaten and they knew it. Falling back to the keep made sense, what the name of the Seven where they doing in the marshalling yard? The entire Calvary was there, and Kron could see only one reason for it.
Five minutes ago, the enemy had blown their recall, the walls above singed with bows and the heavy catapults crashed near by, the heat of their destructive payloads could be felt even here. It would be hell on the other side of the gates.
The clink of a bit, the rub of leather and quite muttering of five thousand men silenced between two heartbeats. Lord Erland entered the yard. Kron watched him as did every man there. Watched as he mounted a charger and moved to the front of the formation.
The terror of knowing that they were going to sally out into the madness on the other side of the wall was gone. The King was coming with them.
“Riders! Stay with me! Hold the line! Our archers support us on either side. The enemy stands before us. Our catapults have blocked their orderly retreat. With horse and steel and courage ... We will drive them into the flames.” He spoke in a normal voice, almost quite it seemed. But every man in the yard heard his words.
The gate swung open and the sally ramps dropped with a crash.
“Let us go among them.” He said calmly and spurred his horse forward.
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Woolsack stood on the wall. The catapults lay still. Eighty thousand men cheered. He shook his head as he watched the riders return. Beyond them the enemy fled. Woolsack looked down and saw his King, bearing a wounded man across his lap back into the city and felt a flush a pride, honor, and most of all hope.
An hour ago, he was sure all would be lost. The enemy had the advantage; they had captured a section of wall. They would have taken it had they come again. First the wall, then the city, and then the keep.
His King had snatched that from them. As the enemy withdrew to regroup for another charge, he had mauled them. Throwing fire into their path and peppering them with arrows, then the charge. That is what had done it. An orderly withdrawal had been turned into a route.
No army who’s moral had broken like that could be made to fight again!
It would be days before the enemy commanders could reform their troops.
Days.
By then the armies of the East would arrive.
They had not survived this day ...
They had won.
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It has been a long while sense I posted, the Holidays at work are brutal. But that doesn't mean I haven't been devoting some time to my blog. The short 'story' and I use the term loosely, is an introduction to a concept I've been thinking about: The Party Leader and Player Leader. The next two parts of this entry (coming in a few days) will deal with each in turn.
I would be remiss if I failed to note that the reason I've been thinking about these issues is that Jean-Baptiste has been elected Party Leader in the All For One game.
Till part two, Keep Rolling My Friends.
Wednesday, November 9, 2011
Great Character Revisited
Wednesday, October 19, 2011
Thunk! Message for you Sir!
Resources are story materials, but they also have a mechanical impact in the game. In this way, the game eliminates one of the classical reasons for adventuring, money. It's not important in All For One, the game doesn't revolve around treasure, rather it revolves around the story. The reason for seeking adventure in All For One is adventure!
One of the most interesting Resource available in the game is the Lackey. Given as a freebie, every Musketeer gets a personal man servant in the form of a level 0 Follower Resource. This is Alfred to Bruce Wayne. Not a main character, but important enough to the story to require special note. While the Follower Resource may be purchased by any character, this one (given for free, but improvable) is unique. This lackey is NOT an NPC. Rather, in a neat bit of game mechanics, this lackey is created and played by another player at the table. Think Monty Python's Holy Grail movie. Just about everyone played more than one role in the movie. In All For One each player gets to play two characters; their main Musketeer character and another character's lackey!
The game states "In addition, a Musketeer is a gentleman, and all gentlemen have servants, better known as lackeys". This is a very important distinction between the lackey and other followers. The lackey is a paid employee of the Musketeer (although they don't actually have to worry about paying them as the game assumes the lackey salary is part of normal expenses) and serves at very least as the characters valet. Traditionally this means that the valet does things like laying out their masters clothes, taking care of personal items, drawing baths and shaving their master. Valets were also responsible for making travel arrangements, dealing with bills and handling money matters concerning his master's household. Valets answered messengers and managed their master's schedules. In short, they did all manner of things for their masters. While some of these things might be considered beneath a gentleman, most gentleman employed valets to save themselves time by not having to personally deal with tedious tasks.
I had none of this in mind when I asked the player whose Lackey I'll be making and playing what he wanted for his Lackey. While I was flattered by his response that he trusted me to come up with something awesome, something else he said was the inspiration for this post. He said in real life he wouldn't have any say in the matter. The more I thought about it the more I thought 'no, that's not entirely true'. A lackey is a paid employee. His Musketeer hired this person, after presumably looking for someone to hire. He would have hired someone he likes, with skills and abilities useful and desirable.
Now that doesn't mean I cannot as a player makeup whatever I like that fits the mold. After all it is going to be my secondary character. Why shouldn't I make up just what I like and what will be fun to play? But consideration needs to be paid to who and why the other player's character would hire this lackey to be their servant. The game also states that the lackey should have some skill that complements the Musketeer and the group in general. So asking for input from the other player makes perfect sense.
To that end, it makes sense to figure out what my character Jean Baptiste would want in his own lackey. As a noble, Jean Baptiste would want a lackey that fits in properly with the other upper class servants. Someone who is socially acceptable and a good fit. As far as skills go, Jean Baptiste doesn't have any sneaky or underhanded type abilities, so something like that might balance out the character. Alternately, some sort of herald like skills might complement the character. A lackey who is an encyclopedia of Paris nobles and houses would be an invaluable assistant and great complement.
Now all I need to do is make up my second All For One character.
All for one, and more for me.
Keep rolling my friends...
(FYI - it is inappropriate to allow your lackey to roll for you!)
Wednesday, October 12, 2011
Names have Power
William Shakespeare
Saturday, October 1, 2011
He who has the most dice in their die pool wins!
Wednesday, September 28, 2011
Character - One for All!
I took Archetype Noble. It seemed like a no brainier with the free resource of Status 2 given by the GM. Two other choices here would have been soldier, given his background, or one of the concepts I was toying with in the back of my head was a doctor of divinity and medicine. Common given the time period and not likely to be something anyone else would have come up. Given that I decided to make him a full out Noble, doctor more or less was no longer a choice. That was a layman's profession in the time period. Historically, it did happen very rarely and this is a fantasy game, I didn't feel as a player that I'd want to combine the two.
With a Noble Archetype duty or honor seemed a strong motivation that would work within his background. I went with honor because it's more fun than duty.
The character's stats are a good strong mix of 2's and 3's. I wanted an even mix and strong skills for this character so pushing for a 4 in there would have been an issue. Besides, the cost versus the return in a die pool game like All For One just isn't worth even that little bit of Min/Maxing. Secondary Attributes calculated right off the primary.
Skills came next. All For One give Musketeers Melee (or Fencing), Firearms, Ride and one other skill for free starting at 0 with only a half point needed to buy them up. I took Warfare as the free bee as it made sense given his soldier background. A skill rating (die pool) in All For One of 4-5 is average, 6-7 is good and 8-9 is great. Given that Jean Baptists attributes are all 2's and 3's, expending 2 points on any skill puts him into the average range, which, theoretically should be good especially seeing how style points can be used to boost things. I took firearms, ride and warfare up to 2's by expending 1.5 points on each giving him a solid average in each. I spent 4.5 to bring his melee skill up to 5 (the maximum allowed for starting character) giving him a rating of 8. More on why later. I went ahead and purchased Bureaucracy, Diplomacy, Perform and Brawl to round out his starting skills. Bureaucracy because he's a noble and soldier, helps deal with the administrations and organizations of the world. Diplomacy because that handles leadership (he was an officer) and etiquette (he's also a gentlemen). Preform because that covers dancing (a lively tune, I'm inspired to dance). And Brawl because I learned very early in the test combat that if you want to hit someone, strength alone isn't going to do the job!
I don't see Jean Baptiste as a master swordsman, and with a rapier in his hands, his starting die pool would be 10 dice. That is above good and rated as excellent. During the play testing, 10 dice against an average opponents 5 dice was a bit of overkill. So why do it? Some of what I've heard from my fellow players and the GM has lead me to believe that I can expect a certain amount of Min/Maxing in the game and to be frank, I was worried that in combat situation designed to be challenging for those Min/Maxed characters, Jean would be left behind. So I maxed a little to give him a better chance to be just one cut below the killing machines. I expect to see players stepping into combat with die pools of 14-18. As I stated before, against an average opponent (5 dice) this is waaaayyyy overkill and a total waste of points that could have gone somewhere else. On the other hand, somewhere along the lines, the GM is likely to throw that right back at us to provide 'a challenge' and with 10 dice, Jean might at least be able to defend himself.
Resources and Talents came next. You get one or the other. Jean already had rank 0 Rank and Follower for being a Musketeer, and the free Rank 2 Status that comes with a +1 bonus resource. I chose wealth for the bonus so I could live a little. A man's got to have some standards in Paris. I decided during the background creation phase, that I wanted Jean to have a home outside of the Barracks so I took a Refuge resource rather than a talent.
A character flaw was next. I decided to go with Merciful as nothing else really fit my vision for Jean Baptiste and I wanted a flaw for him. So despite his great melee score, he is not a man who is willing to kill lightly. Plus I figure it will make for great role playing dealing with the other musketeers, who shouldn't be killing either.
Finally, some experience points to spend. These are suppose to represent the character's development from being an experienced Musketeer. I could have gotten a talent or another resource with these, but looking him over, I felt he was lacking some Musketeer like skills. I boosted his Brawl up because if he's not a killer, he has to have some way to deal nonlethal damage. Then I got investigation and streetwise to represent some experience with life on the streets of Paris. Done.
Keep rolling my friends.
The devil is in the details.
Saturday, September 3, 2011
Supplement Rant
See, generally speaking, I hate rule supplements
I understand that game companies and individual designers make their money by selling books. I don’t begrudge them that. I will purchase the core rules for any game that interests me, happily handing over my hard earned cash for the entertainment, adventure and imagination that these books offer. Furthermore, should a game come out with some sort of supplement for, oh say a unique setting or a book of equipment, I will often times hand over more cash for it if it interests me.
It’s when these supplements include more rules for the game that I start getting pissed. I don’t want to lug three or four or five rule books around to play a game. I don't want to index my character sheet to reference which book stuff is in.
When designing a game is it too much to ask for the designers to put some thought into the process and include all of the rules in a single rulebook? Then publish their fluff books?
Sure, I get it when a game comes out and several years later, the game designer, having though up a whole lot of new and cool stuff wants to release a supplement for the game. I am actually ok with that. I’ll buy that book.
I am fine with releasing a generic rule set, then specific setting and source material and specific rules in another book.
What I don't need is six supplements with twelve pages of addition rules, skills, feats, training and or equipment packaged with two hundred and fifty pages of background, fluff and filler! Put those twelve pages into the core rules where they belong and if your background, fluff and filler book is interesting enough, I'll buy it.
This is annoying people!
Have you ever forked over forty bucks for a core rule book, then thirty more for a players guide, then thirty more for class supplement book, then thirty more for a racial powers handbook and after spending a hundred and thirty dollars the game company announces a new edition!
Other than a grab for money, what it the point of a new edition?
“Oh, we are fixing the flawed game system to make a better experience during play.”
Really fuckers? You didn’t notice that the game system had problems before you released twenty, now obsolete, rule supplements?
I will say that most game companies don’t make it their business plan to screw over their consumers. There is this game company, a bunch of spell casters who live by the seashore, you know who I mean, who's whole goal is now a blatant grab for as much money as they can squeeze out of their players!
This company, who was very creative and innovative back in the day, had a good game with lots of supplements, source material and history. Then they changed their core rules. Predictably then came the releases of supplement after supplement.
Not only do these supplements have additional rule material, but it’s the same recycled crap from the last rule system! What happened to creativity? What happened to imagination? This is role-playing isn’t it? Isn’t imagination supposed to be part of that?
How is this new version of the Dracula rip-off setting any different from any of the other Dracula rip-off settings you have already published?
We are gamers' people! I don’t know what I’m more insulted over; some company recycling a setting for their new rule system or lazy gamers who buy it. Again!
It’s a fucking setting! Nothing has changed!
Don’t drink the Kool-Aid people!
‘But they included setting specific rules for the new system, I have to buy the new version.’
No you don’t moron! It’s the same fucking setting! Things work the same way! Make up the setting specific rules based on the new rules and old supplement! This isn’t Tax Law! You don’t have to follow the official version!
'But if we make up our own rules, they might be flawed and upset the balance of the game.'
You know what? GOOD!
I want my game unbalance! I don’t want a simple, mathematically liner progression that makes the threat level my character faces exactly even throughout his entire career. If that were what I wanted, I’d never accept advancement and stay low level! The GM could give the monsters different names, different descriptions, a couple swappable special powers and we could have the same fight over and over and over again!
I like being the low level porn star spell caster, relying on the warrior type to keep me alive till it's time to blow my wad in one encounter!
Nap time for the mage!
I also like working my way up to the high level caster when the warrior type gets to stand by and watch while I blow shit up!
And if you just cannot deal with having your carefully crafted, balanced game disrupted by a flaw in the rules you made up… then fix it. This isn’t that hard people.
Murphy’s law states that if you mess with something for very long, you will screw it up! What do you think all these supplements are doing? Messing with shit! Knowing they will screw it up. Why? So they can declare the system broken and come out with another new edition and recycle all their old crap yet again!
Fortunately the GM decided on core rules only, so we're all good. Sorry about the rant.
Keep rolling my friends.
Sunday, August 28, 2011
Min Maxing
Friday, August 26, 2011
Musketeers assemble!
Friday, August 19, 2011
Typecasting
Monday, August 15, 2011
The Character Creation Section
Friday, August 12, 2011
All For One
My processes started with avoiding one of the biggest flaws of character creation; making a character that won’t live up to expectations. So I read the rules. All of the rules (except the GM section of course), including side bars and flavor text. Because I’ve never played in the ubiquity system I needed not only a grasp of the mechanics of the game, but also the setting and flavor of the game. Then, I spoke with my friend who will be running the game to get his vision of the campaign. While a lot of that is still up in the air at this point (I’ve read more of the book than he has), I think I have a good idea of what the game will be like. At very least I have enough information to start working on some character ideas.
Before reading the book I came up with a character concept based solely on our groups' initial discussion of the campaign. I knew it was going to be a time period, swashbuckling type game in which we will all be playing a Musketeer. I had no actual intention of using this concept, but wanted to see what I could come up with using the ‘rule of cool’. Here is the concept:
- I decide that this character was going to be an Englishman who was born in the Orient. Everyone else is likely going to be French, so I went with something different.
- From a young age, he was trained in oriental arts to be a spy for Lord Buckingham. Because ninja's are always cool. And for a sword-fighting game what could be better?
- After working in France as spy, he comes to realize that Buckingham and Richelieu are both without honor so he defects and becomes a spy for the King. A little motivation for the character here, already have a built in animosity for the two biggest baddies of the time period.
- Later he is recruited into the Musketeers.
- He is a hand-to-hand or stealth assassination guy; his Ninja arts take the form of stealth and magic-like affects. Combat style and skills defined here.
- The English, have a price on his head for his betrayal and he’s constantly on the run from their agents. Built in hook for the GM
Cool character concept. I’m sure you already have a vision/expectation of what this character would play like.
Here are the issues: First, the GM is planning on a French political & court romance style swashbuckler game (the book not only supports this type of game, it is actually the default). The English will most likely not be part of his plans because there is enough going on in France that an outside antagonist isn’t necessary. While the GM might throw the character a bone now and then, for the most part, his whole background is a waste of any useful story material for the campaign. Second, the vision for what the character does/acts doesn't relate to the story the GM is planning on telling. A romance style swashbuckler game is larger than life, full of grand fights, heroes swinging from chandlers and duels at dawn. The sneaky guy doesn't fit. A foreigner will be out of place at social event unless he is someone famous or extremely charming. He will be mistrusted in an age of mistrust thus limiting his chances to participate in the social aspect of the game. Third, while I might be able to make this character within the rule system, he’s not going to work well. Fights are suppose to be long, drawn out and dramatic duels; as such the game mechanic doesn’t support a stealth assassination. Also, the magic system really cannot double for anything resembling the ‘Ninja arts’. Throw in werewolves, vampires and demons, and now the character now is really out of place. All in all, the character will be weaker and less effective than intended. He certainly will not live up to the expectations of the original character concept.
Of course this character concept would be a challenge to role-play and that might appeal to some players. However, it also has a lot of potential to become frustrating in this game for everyone at the table. A few tweaks could go a long way towards making the concept work better. However, having read the rules and knowing the system and setting, a much better concept can easily be developed.
In summary; coming up with the concept before doing your due diligence is a mistake, read the book.
Wednesday, August 10, 2011
Who's 'That Guy'?
Tuesday, August 9, 2011
Bio
I get annoyed reading blogs without knowing anything about the author, so I am starting this one with a little Bio on the off chance that someone might read it. Hey, it could happen. I’m Thom (yes, spelled with the ‘h’ and pronounced without it) and I go by the screen name Erland (or Erland Nimz). I’ve been a gamer for 26 years; I’m overweight, bald with a goatee, never kissed a girl and still live in my parent’s basement. No, not really, well, not the last two anyway.
I game weekly (Sunday nights) in a three week rotating game schedule. I play in two games and am the G.M. of the third. I’m a RPG gamer who sometimes dabbles in MMO’s when I have the time. I don't play board games, card games or mini’s, they really aren't my style. From old school red box (although my first one was brown) Dungeons and Dragons to yellow box Marvel Comic’s Superheroes (Karma for RED!) I’ve played a lot of systems and styles. I would best describe myself as a recovering Min/Max Hack/Slash gamer. Not that there is anything wrong with playing that way, but as I have gotten older the setting and story have slowly taken on more importance for me. These days it’s more fun to tell the tale of how I cut the demon’s head off with my +5 Vorpal Sword of Badassness than it is to actually do the cutting.
So that’s me and this is my blog. Why a blog? I’m glad you asked. In my gaming group, one of our weekly games is coming to a scheduled ending and a new game will be replacing it. We decided this before Gen Con 2011 (great time btw) so I have been thinking and getting excited about the new game. I also had an epiphany. I don’t really like my character in the game that’s ending. I like the system and the setting. The G.M. has a great story and plot and the character is actually a cool concept. He’s just not… ‘that guy’.
You know the guy I’m talking about. That character you sit around with your friends and tell stories about. That character from the legendary campaign that loved playing in. That character that you thought about at work or school instead of work or school.
That guy. The Han Solo of characters, the John McClain of characters.
My character in the other campaign I play in (Erick Wujcik Phage Press, Amber, Diceless System) isn't ‘that guy’ either, but he has the potential to be. One of the characters in the campaign I am running (Margaret Weis Productions, Serenity, Cortex System) is ‘that guy’. In fact, that campaign has ‘that guy’ and a couple of potential ‘that guys’!
I want to be playing ‘that guy’; I want all of my character’s to be ‘that guy’.
Being me and having the time to really think about the new campaign, I decided to put in the extra time and effort to think about, research and chronicle the new character. So, a blog. And as I am starting one; I decided not to limit it to an online journal about the new character, but instead to make it a complete role-playing blog. I am looking at it as a chance to expand my hobby by writing about it.