Showing posts with label game theory. Show all posts
Showing posts with label game theory. Show all posts

Monday, December 4, 2023

d66 Classless Kobolds Linktree (of sorts)

Hello! 

As of Summer this year, I have changed jobs to work as a middle- and high-school Humanities teacher for a classical Christian school. As such, I am constantly buried beneath looming stacks of Great Books written by all of the best old dead guys. Translate that to blogging, and I have increasingly less time to update here than I would like. I mentioned that a while back during a season of overall transition, but here I am, still trying to keep RPG projects on the back burner without them burning or going sideways. 

Stepan Alekseev; possibly casting a charm over my blog to revivify its consistent content updates...

What dawned on me earlier is that I have had a lot of projects and podcast appearances and such which have been lost in the shuffle over the last few years, so I want to take a brief moment to collate my blog highlights in one place. I will endeavor to update this over time as new items are added.

Monday, November 28, 2022

Yes, You Can Resolve Action Without Dice and Do It for Years

A few days ago on the OSR subreddit, a user asked "Why Play B/X?" in the context of many modern games like Into the Odd, Knave, and Mork Borg being excellent at what they do. I had no skin in the game as I have a high regard for B/X and Old School Essentials (though I don't run them), but I got involved in the conversation when the predictable "Sure but you can't sustain an actual campaign" criticism was leveled against the so-called ultralight games currently vogue in the scene. 

It continues to blow my mind how often I hear this about rules-light games.


The specific discussion began like this:
  • User 1: "OSE feels like it has more depth and is more suited for campaign play whereas stuff like Mörk Borg seems to struggle with anything that goes beyond one- or few-shots."
  • User 2: "I ran Mork Borg for three months."
  • User 3: "But can you run Mork Borg for 6 years, like our longest AD&D campaign?"
  • Me: "I've been running a diceless campaign for five."
I was met with skepticism:
  • User 4: "Rolling dice is one of the best parts of role playing though!" 
  • Me: "I don’t disagree, but you don’t need them (or much infrastructure at all) to facilitate engaging, meaningful, and long-term play." 
  • User 4: "How do you handle the aspect of randomness/chaos that dice offer? Or how do you facilitate as being impartial when things happen if you don’t use dice? Also how do players hit or not hit then?"
In response, I realize I wrote effectively a blogpost to cover these questions, so I figured, why not just memorialize the conversation as a blogpost? So here we are. Consider this a sequel to How I Run and Play an Ultralight Game.

Monday, April 11, 2022

d6 No-Hands Character Concepts

It's that time again--secret jackalope! Magos of the Mind#1349 wants "Beyond Humanoid: or guidance for playing something without hands I guess. Can be something like the "Really Good Dog"* glog class or something more original/alien."

We take it for granted that we have two average human hands. You can eat a sandwich, fold your clothes, and stare at your smartphone for much more time than is necessary with typical hands. Take those away, and you get all sorts of curious different conceptions of everyday ambulation and motor control. 

So what do you do without hands? Are you like Zacian, from Generation VIII Pokemon, who is a superpowered dog that holds a straight-up legendary sword in its mouth? That is, admittedly, quite rad.

Thursday, April 1, 2021

How I Run and Play an Ultralight Game

I take it for granted that I know how I run and have been running my games for a few years now according to the "free kriegsspiel/FKR" (henceforth "ultralight") approach. For almost a calendar year since this concept has become increasingly vogue across the interwebs, many earnest folks have raised repeat questions not about "what is this?" but "how does it actually work?" At the risk of being overly ironic, think of this post as an introductory rulebook to a style of play that assumes a rulebook is patently unnecessary. I'm going to make this quick, because that's something I especially appreciate about this method: it's fast, it's intuitive, and it only needs a little nudge to get going. 

Disclaimer: This is how I run my games. This is not "how it always works." It is a (hopefully clarifying) example. The approach here is a varied spectrum. Two referees adopting similar styles may yet produce very different tables. This is, of course, how any two different people running any two different games will pan out, but it's worth stating here since there is not, in fact, "one way" to adopt this method. There are various preferences, emphases, and relationships to consider. So, to reiterate, here is how I go about it.

Wednesday, March 17, 2021

Play Worlds, Not Rules: Design Challenge

I find that I love the free kriegsspiel model not because it is simple (though that is a large plus) but because it all is about intuition and honesty with subject matter. In general, storygames and mainstream modern RPGs and even a swath of the old school community don't appeal to me because portions of the experience are deliberately gamified when they could just be role-played. I've said elsewhere that an adventure game needs little more than interesting choices regarding interesting people amidst interesting locales. 

You've met a person, right? How do you talk to them? Now talk to a person inside of a game in the same way. Context, motivation, and the assumptions of the setting guide your actions and approach, not mechanization. I appreciate arguments made that certain rules and precedures help to emulate genre or setting, but my counter is that those methods are redundant, as even with passing communal knowledge of the setting at the table, everyone can reasonably play anything with imagination and conversation. Rules can be helpful as a framework, but they are not necessary for play. All you need is a world in which to act.

My challenge for you all is thus: 

  1. Pick a genre, setting, or time period 
  2. Write one or two paragraphs on context 
  3. Produce one page of random tables 
  4. Give advice on tropes and how to use them
This is how I put together Galaxy Far Away. Humor me: anyone with even a tangential exposure to pop culture has either seen or knows the gist of Star Wars: A New Hope. Close your eyes and imagine the tropes. 

There is an evil human empire with smart uniforms and bureaucracy. Stormtroopers are ubiquitous but only effective in numbers. Common people are either disinterested outliers minding their own business or enterprising vagabonds looking to be a big fish in a small pond. Organized crime is everywhere. Almost everything is janked together, rusting, or smeared with dirt. There is space magic, but it's mostly a philosophical matter and the vast majority of folks have no exposure to it or its lightsaber-wielding practitioners. There are thousands of sentient species, but they all commingle. 500 credits will buy you a cheap blaster. 

I followed that with random tables for gear, intrigue, rumors, contraband, complications, and rivals. The dice and mechanics are effectively invisible, with the destiny/force token bit little more than a meta ruling. How to play: go do things--let the tropes be your guide.

...

But instead of Star Wars, you could pick Earthsea by Ursula LeGuin, or My Neighbor Totoro by Hiyao Miyazaki, or A Portrait of the Artist as A Young Man by James Joyce, or Final Fantasy 6, or the concept of 18th century fur trapping in Canada, or the brief context of pre-isolationist China adjacent to Zheng He, or [insert Saturday morning cartoon], or [insert that one brochure you read one time in a doctor's office], or [insert early hydraulic society's first steps]... you get the idea.

So, bloggers and referees and players and tinkerers, give the above formula a shot and let me know about it. Let's call it at three pages tops.

Friday, January 1, 2021

My Approach to NPCs

I'm not a good player. Or rather, I am not an invested player. I've learned that I find it hard to remain invested in piloting a single character, and ended up vastly preferring the referee's role over the years due in no small part to my enjoyment of playing through a myriad of non-player characters. Making the mundane come alive, and sprucing up the set dressing of the game world--that's the stuff. It's the world-building I enjoy most of all, but not through arduous campaign planning... it's through the needs, desires, and machinations of NPCs and their related random tables.

After coming across Joel Haver's short films about a year or so ago, I've enjoyed them greatly, and recently, he's put out several animated bits that resonate with my approach to NPCs a great deal. Let's watch them and see what we can gather.

Thursday, December 17, 2020

UNIRONIC KRIEGSSPIEL SHITPOST

 


An adventure game needs little more than interesting choices regarding interesting people amidst interesting locales.

Tuesday, September 8, 2020

Free Kriegsspiel: Worlds, Not Rules, Etc.

What's Free Kriegsspiel? That's a silly name. 

Okay, free kriegsspiel (FK) is shorthand for "ancient school" RPG theory. That is, how were role-playing games played before role-playing games were published and "official"? What did they look like before D&D etc showed up in the early 1970s? In a very modest nutshell, tabletop wargames in the 1800s ("kriegsspiel," in German) slowly evolved to a point where military strategists realized that a neutral referee (the "umpire") could help arbitrate fog of war and interpretation of rules, making the game/simulation far more flexible and realistic. These umpires translated hard rules into "free" rulings, hence "free kriegsspiel."

Wednesday, August 5, 2020

(hopefully) Simple and (possibly) Universal Player Advice

As a short, sweet follow-up to yesterday's post on pared-down and generic referee advice, here are seven short maxims for players in any adventure game. Regardless of genre, these ought to prove helpful for framing the expectations of your game and either softening the crunch of tenured veterans or quickly bringing new players up to speed.

Stepan Alekseev, "50"

Agency: Attributes and related saves do not define your character. They are tools. Don’t ask what your character would do, ask what you would do. Be creative with your intuition, items, and connections. 

Teamwork: Seek consensus from the other players before barreling forward. Stay on the same page about goals and limits, respecting each other and accomplishing more as a group than individuals. 

Exploration: Asking questions and listening to detail is more useful than any numbers, items, or skills you have. Take the referee’s description without suspicion, but don’t shy away from seeking more information. There is no single correct way forward. 

Talking: Treat NPCs as if they were real people, and rely on your curiosity to safely gain information and solve problems. You'll find that most people are interesting, and will want to talk things through before getting violent. 

Planning: Think of ways to avoid your obstacles through reconnaissance, subtlety, and fact-finding. Do some research and ask around about your objectives. 

Ambition: Set goals and use your meager means to take steps forward. Expect nothing. Earn your reputation. Keep things moving forward and play to see what happens. Pull the lever.

Violence: Fighting is a choice, and rarely a wise one; consider whether violence is the best way to achieve your goals. Try to stack the odds in your favor, and retreat when things seem unfavorable.


Friday, July 17, 2020

The Picaresque Tale

{A bit of mood music for you}

It is difficult for me to think of old school adventure without thinking about the various Appendix N authors, which then leads me to think a lot about the specific works of Jack Vance, Robert E. Howard, Fritz Lieber and the rest, and that leads me to think about the curious word which has typically fallen out of modern use but is the foundational catch-all for the pulpy, strange, and morally gray hijinks which fill the pages of these stories: "picaresque." The dictionary definition for this old Spanish word (originally "picaro") is as follows: 

"Relating to an episodic style of fiction dealing with the adventures of a rough and dishonest but appealing hero." 

The picaresque tale centers around a wandering individual of low standing who happens into a series of adventures among people of various higher classes, often relying on their wits and a little dishonesty to get by. Barring higher moral design concepts of alignment (law/chaos, good/evil), the majority of the old school adventure game context resides in the picaresque--doing what it takes to outsmart and cajole circumstances into advantages, grabbing loot, pilfering powerful secrets from those in power or those long-dead, and coming out richer, stronger, and probably more broken than you started.

A personal favorite cover and title, especially wed together.