Friday, June 12, 2009

A Merchant's Vested Intrested

Credibility. In game theory and business, I learned that one should really have a stake in the transaction, in order to be credible. Looking at the GURPS Traveller I've noticed something odd when I was trying to create the scenario for PCs to enter into contracted service or package delivery- nothing can really enforce them to follow their contract and there is no real way to chase someone down who has breached a contract-short of sending a ship (which is REALLY expensive). In light of a maturing audience and current economic circumstance I've done some thinking to remedy this for the sake of game and business believably.

PCs are entrepreneurs who are severely vested by an enforcer who is capable of physically holding them to an agreement. How can the enforcer do this? By physically holding the ship hostage through a device in the ship that requires the PCs to update every quarter or year (which can be made changed by different contracts and agreements) enforcer's representative office.
How does the Imperium make sure this measure is never tampered?

  1. Exclusive control of military grade and the most sophisticated security measures
  2. Thorough character background check and high character standards (a preventive measure).
Ideally this enforcer would be using the Imperial Scout Service station to allow for updates, and when a full update is needed they have to go to a major Imperial office.

Severe Punishments of Forced Labor and Death would probably be the standard to give greater credibility of such contracts as well as giving the backers due satisfaction and making sure the "character" of such entreps would be sufficient for the task.

I see this as the best way to establish credibility in an interstellar range. A ship that has a verifiable Imperial approval is someone that MANY business will be willing to do work with. Since the pay-off is so high (in millions) for such risks and hazards, it would be only reasonable to have such regulations. Even in the RPG point of view, its actually not a game-killer because its illusory to think that someone will go into business with a credible and unreasonable third party (the Imperial authorities who will enforce it).

I'm currently using my wife's CFA case studies to develop an adventure, of course spicing things up with murphies. My wife is not a fan of RPGs but we both like the problem solving and deductive sleuthing of other businesses quite fun and intriguing. Translating it to RPGs allows me to provide other people and myself with practical skills in a gamer format that makes the pill so much more tasty to (chew and) swallow.

Come to think of it, as a backer the Imperium will see a pretty penny every transaction. No wonder they can afford to maintain fleets if they make money insuring every interstellar deal.

Come to think of it, as a backer the Imperium will see a pretty penny every transaction. No wonder they can afford to maintain fleets if they make money insuring every interstellar deal.








Friday, June 5, 2009

Sorry for the Late Update

I will be taking a bit of break cause I'm sick and Post an answer to this forum questions. Particulary a generic Medieval Setting. I've read a copy of harkwood and I find that todays better understanding of Medieval Life should be applied to the game.

One is that the Town should have a population of up to 8,000-12,000. The Lord's relationship to the Town should be clearly defined, his rank, his retainers, his duties as well as his loyalty to the crown.

Provide a Strucure and Instead of making a bunch of Possible Bad Guys. Illustrate the duties, problems, and challenges that particular area may have for a party of adventurers.

Define Adventurers in the context of the setting: In a realistic setting they would be knights, squires, or sergeants looking for a liege lord. Even allow for the possibly a Mercanry captian and his possee (his exectutive officer, his specialists and officers).

Emphasize that nothing exists in a Void in an RPG and provide examples.

Provide Map (Looking for Autorealm for ubuntu right now).

Thursday, April 23, 2009

Kings, what a sad waste. Salvage it then.

Those GMs who want to run Intrigue games, then I suggest you watch Kings, amongst the many great inspiration sources for a campaign like Rome. Since the show is in decline, It actually makes for a good framework to base a Political Web structure for a game and with the advantage that few people are watching it.

I admit that I'm more for a Rome Kind of Intrigue, but Kings is simpler and easier to work into a classic medieval game. A GM does not need a complicated plot, he needs a one that will work with the PCs and flesh out the world and fun. I'm a GM who used to pour so much detail in NPCs, but Players don't see those details. Not many Players are into that thing, but the GM is and it makes the whole game much more "creative" to him who spun it.

I'll try to break it down to Templates and Substitutable Elements in my notes, and see If I can organize it in a nice enough way that GMs can just grab the structure and replace-place their own elements in the slots. The thing about plots is that, a well conceived one is simple and elegant. This makes eases the GM's job cause he doesnt need to lead the PCs, they make their own way and lets their cleverness shine. Like in any Project, the GM takes the role of nature and adjudicates if certain risks pan out or not as part of the "adventure" part.


Wednesday, April 22, 2009

Some Mooks Based on a SJG Post

Here is a write up based on Perfect Organisms post. My own take on these mooks, you may note I'm maybe considered fantasy killer. I hope you consider this Quality Content, because I've been having problems lately and I don't know when again I will be able to post. Note again Professionals have a competency expectation of about 90%+, that is why their skills are around 14+, secondary but frequently used or neccessary skills are at 12; basic and underused skills are at around 10.

Tactics 15! remember that Skills are relative to the expectations in a given Era. A Medieval Bandit may not have the tactics of a modern day hobbyist gamer, but in his era it is his professional ability and his survival depends on his tactics. So consider this relative to what is expected in their proper context.

Thug.
Description: A city thug, made up of the dredges and excesses of the masses that makes up a city. Typically they are part of gangs and serve as muscle. Expect them to be stronger and in better condition than most of the populace because they make their living being tough and their gang allows them to take most of what they want. Suffice to say they live a better quality of life then the rest of the city's common folk. One cannot find "Thugs" outside of cities except for the taskmasters and ruffians employed by land owners.

Attributes
ST 11; DX 11; IQ 11; HT 11.
Damage 1d-1/1d+1; BL 24 lbs; HP 11; Will 10 (+2 fearlessness); Per 12; FP 11.
Basic Speed 5.50; Basic Move 5; Dodge 8; Parry 9 (Brawling/wrestling).
Skills
Brawling 13 or Wrestling 12; Holdout 12; Intimidation 13; Knife 13; Shadowing 10; Streetwise 12; Fast Draw Knife.
Equipment
Clothing (Status -1); Large Knife (Reach C, 1d-2 imp / Reach C,1, 1d-2 cut). No encumbrance.

Assassins.
Description: Real Historical Assassins were typically soldiers or professional warriors who were exceptional in one-on-one combat and were very professional. They were never intentionally trained for this particular kind of killing, they just happen to have the set of skills that makes them good at it.
Attributes
ST 11; DX 13; IQ 13; HT 11.
Damage 1d-1/1d+1; BL 24 lbs; HP 11; Will 12 (+2 fearlessness); Per 12; FP 10.
Basic Speed 6.00; Basic Move 6(5-enc); Dodge 10(CR); Parry 11 (CR, weapon).
Skills
Acting 12; Climbing 12; Fast Draw (Arrow, Knife or Shortsword) 14; Forced Entry 12; Holdout 12; Bow, Knife or Shortsword 14; Shadowing 14; Stealth 14; Streetwise 14.
Equipment
Large Knife (Reach C, 1d-1 imp / Reach C,1, 1d-1 cut / Acc 0, Range 8/16, 1d-1 imp), Small Knife (Reach C, 1d-2 imp / Reach C,1, 1d-2 cut / Acc 0, Range 5/16, 1d-2 imp). Combat Load (Light) .

Bandit/Brigand.
Description: These are usually desperate men, opportunists, or a mix. There are many circumstances that turn one into bandits, but certainly most of them had no other life to turn to. This makes them hard men, unfortunately they are not usually disciplined. Typically, peasants who were levied in wars would posses some soldiering and some experience in foraging, survival and combat. A surviving group of bandits or brigands would certainly have some wartime training, to have lasted any duration long enough.
ST 11; DX 12; IQ 11; HT 11.
Damage 1d-1/1d+1; BL 24 lbs; HP 10; Will 10; Per 11; FP 10.
Basic Speed 5.00; Basic Move 5 (4-enc); Dodge 8; Parry 8U (Axe/Mace).
Skills
Melee weapon 12; Bow 14; Camouflage 10; Climbing 12; Intimidation 12; Knife 12; Scrounging 12; Stealth 12; Survival (Woodlands) 13; Tracking 12.
Equipment
Cheap Sword (Reach 1-2, 1d+2 cut/1d+1 imp) or Long-shafted Axe (reach 1-2, 1d+3 cut); Hides and salvaged Armor (DR 2*, torso & groin); Worn Yew Warbow (Acc 1, 1d+1 pi+; +1 Weapon Bond); Small Knife (Reach C, 1d-3 imp / Reach C,1, 1d-3 cut); Combat Load/ Ranging Supplies (None/Light).


Bandit Leader
Description:
ST 12; DX 12; IQ 12; HT 11.
Damage 1d-1/1d+1; BL 29 lbs; HP 11; Will 11; Per 12; FP 11.
Basic Speed 5.75; Basic Move 5; Dodge 8; Parry 9 (CR).
Skills
Same Skills but at +2 weapon skills, +1 to other skills; Intimidation 14; Knife 10; Leadership 12; Stealth 10; Survival (Woodlands) 12; Tactics 14.
Equipment
Light Mail Armour (DR 4 vs cut/ 2 vs imp and cr; torso & groin); Good Yew Warbow (Acc 2, 1d+1 pr+; +1 Weapon Bond); Same as Bandit Weapon (+1 cutting damage); Thrusting Broadsword (Reach 1, 1d+2 cut / Reach 1, 1d+1 imp). Combat Load, Light.

Barbarian Warrior (Freeman).
Description: Barbarian is basically a culturally relative term. Freemen of different cultures have basically similar backgrounds and skills. Note that more civilized cultures don't have as many freemen as peasants (who are poorer freemen who usually sell their services to landowners). All Freemen of almost all cultures are trained to fight and bear arms, in self defense and in service to their overlord, chief, or community. Note that Freemen are highly motivated, independent and one of the most innovated peoples of any era; I've noted these exceptional quality in their stats.
Attributes
ST 11; DX 11; IQ 11; HT 11.
Damage 1d-1/1d+1; BL 24 lbs; HP 11; Will 11 (+2 fearlessness); Per 11; FP 11.
Basic Speed 5.50; Basic Move 4; Dodge 10; Parry 11/11U (Sword/Axe); Block 10.
Skills
Soldier's Arms (Long hafted Axe, Arming Sword, or Spear) 12; Shield 12; Brawling 13 or Wrestling 12; Fisherman, Farmer or Herder 14; Self Sufficient Crafts (all cottage industry skills like weaving baskets, charcoal making, animal tending, etc )10; Shield 12; Stealth 10; Soldiering 10; Shipman or Survival (woods) 12.
Equipment
Long Shafted Axe (Reach 1, 1d+3 cut) or Cheap Sword (Reach 1-2; Mail Shirt (DR 4 vs cut; 2 vs imp and cr, torso & groin); Metal Helm (DR 4, skull & face); Light Shield (DB 1). Combat Load (Light).


Spearman.
Description. Peasants or poorer freemen are usually levied to serve the role of Pikemen in GURPS mass combat or commonly known as Spearmen. As poorer freemen and the more common sort of folks, they have more mundane stats, especially when these leavies usually occure twice in the life time of a typical peasant.

Attributes
ST 10; DX 10; IQ 10; HT 10.
Damage 1d-2/1d; BL 20 lbs; HP 10; Will 10; Per 10; FP 10.
Basic Speed 5.00; Basic Move 5; Dodge 8; Parry 8U (Spear), Block 9.
Skills
Hiking 12; Shield 10; Soldier 12; Spear 10; Packing 10.
Equipment
Large Knife (Reach C, 1d-2 imp / Reach C,1, 1d-2 cut); Padded Helm (DR 1, skull & face); Peasant Raggs and Padded Jack (DR 4/2, torso); Light Shield (DB 1); Spear (Reach 1, 1d imp). Light encumbrance.

Crossbowman
Description: Crossbowmen were Ideal levies because of the speed of their training, but sometimes some grow a taste of the work and do not return to their peasant life, and opt for the better chances of a mercenary life. They Provide safe fire support for cavalry as their crossbows out range longbows
Attributes
ST 11; DX 11; IQ 10; HT 10.
Damage 1d-1/1d+1; BL 24 lbs; HP 10; Will 10; Per 11; FP 10.
Basic Speed 5.00; Basic Move 5 (3-enc); Dodge 8 (+4 to dodge into cover); Parry 10 (sidearm).
Skills
Crossbow 15; Hiking 14; Axe/Mace 12; Soldier 14; Riding 12; Packing 12; Fast Draw (arrow/bolt) 12; Fast Draw (side arm) 12.
Equipment
Crossbow (Acc 4, Range 200/250, 1d+4 imp); Large Knife (Reach C, 1d-1 imp / Reach C,1, 1d-1 cut); Mail Haubergeon (DR 4 vs cut/ 2 vs cr/ 3 vs imp, torso & groin); Steel Sallet (DR 4, skull & face); Long Shafted Axe (1d+3 cut); Standing Shield (DB2; +4 hard cover) Combat Load (Medium on average, but light when shield is planted).


Guard
Description: Guards are typically peasant soldiers in towns, cities, and villages which are strategically important communities. They are also armed retainers of land owners, although this makes their abilities interchangable with city thugs. According to medieval culture, the worste quality soldiers are left as guards. Those of a higher rank and capability act as sergeants for Landowners or powerful Lieges.
Attributes

ST 11; DX 11; IQ 10; HT 10.
Damage 1d-1/1d+1; BL 24 lbs; HP 11; Will 10; Per 10; FP 10.
Basic Speed 5.00; Basic Move 5 (4-enc); Dodge 8; Parry 9/8U (Sword/Polearm).
Skills
Intimidation 10; Polearm or Spear 10; Sword 12; Search 10; Soldier 12.
Equipment
Glaive (Reach 2,3*, 1d+4 cut / Reach 1-3*, 1d+2 imp); Sword (reach 1-2, 1d+1 imp/1d+2 cut); Hardened Leather Armour (DR 2, torso & groin); Leather Helm (DR 2, skull & face). Combat Load (Light).



Sergeant.
Description: Sergeants are Armed Servants. They are better paid than simple guards and are often freemen who are professional warriors in service to a Land owner. The combination of being armed and a servant, makes them highly prized retainers, equal to what the Romans called Bucelari. The Sergeant presented is serves as a poor man-at-arms. Not common until near the age of gun powder, were sergeants in command of squads. Typically sergeants who were in any command, were called Lieutenant (as it means "In place off"; as they represent their employer).
Attributes

ST 12; DX 12; IQ 11; HT 12.
Damage 1d-1/1d+2; BL 29 lbs; HP 11; Will 10; Per 10; FP 10.
Basic Speed 6.00; Basic Move 6 (5-enc); Dodge 8; Parry 12U (CR; ), Block 12.
Skills
Axe/Mace or Sword 14; Brawling 13 or Wrestling 13; Hiking 14; Intimidation 12; Knife 12; Leadership 12; Shield 12; Soldier 15; Tactics 12; Riding 12 (combat riding 14).
Equipment
Large Knife (Reach C, 1d-1 imp / Reach C,1, 1d-1 cut); Heavy Flanged Mace (Reach 1, 1d+5 cr) or Long Shafted Axe (Reach 1, 1d+4 cut); Steel Cap and Mail Coif (DR4 skull; DR 4/2, skull & neck); Mail Hauberk (DR 4 vs cut /2 vs imp and cr; torso, groin, arms, and partial legs); Mail Leggings (DR 4 vs cut/ 2 vs imp and cr, Calves and Feet); Cavalry Shield (DB 1). Combat Load (Light).

Sunday, April 19, 2009

Post Apocalypse Game: 1st Session Successful

Objectives Accomplished:
  1. Fun. Everyone unanimously had fun. Getting pats on the back, a follow up email, and even having my most staunches critic (other than myself) and hardest to manage player impressed.
  2. I was able to exercise what I learned in Game Theory (Strategic Decision Making) and Project Management.
  3. I was able to prove several of my gaming and life hypothesis.

Over all, exceeded expectations especially when they were set just high enough to have people to try it out and expect fun, but low enough to exceed them and expectations.

Identified Weaknesses: All except the first are only personally identified.
  1. Being able to manage players: specifically keeping them with in a time budget and to reduce argument.
  2. Schelling Point Identification and Utility (Improving this will speed up the game)
  3. Being able to see weaknesses in the players plans (make it more challenging and dynamic range of challenges)
  4. How to Keeping track of ongoing penalties (important with #3)
  5. Practice execution of game prep implementation (build up too slow)
  6. Preparation of NPCs to be used (keeping track of NPCs; idea, Card and Random internet pictures using Google facial Search)
Why am I this meticulous: It is better for a player to tell me what's wrong with my game, than the players lower their expectations, than my games suffering, than me assuming everything is alright, and eventually from losing players and eventually not being able to run a game. Another reason is that, It is better for players to think you are working hard on a game, so that they can appreciate it more and they know that the GM is continuously trying to improve. A third reason is that, I can really explore and practice Game Theory and Project Management.

This is a blog of someone who has too much game in the brain.

Reflection. I'm not the type of GM who will repeat stories about the adventure. Strangely I'm too old for that, I'd rather talk about where I went wrong, how could I heighten the player junkie-high and how can I ease my preparation.

Personal Promise: If I ever become successful enough to afford my own assistant, he will prep my NPC cards and paraphernalia for me.


Wednesday, April 15, 2009

A Second Opinion and Edited Courtiers

Secret Rolls: Role-playing Strategic Decision Making. Normally, Players may look at their rolls. I would not change this method in combat . In Character Decision Making, maybe I should start doing so.

What would happen if in all tasks where the out come is never immediate, the GM does not let the players see the roll? If this takes away the fun of rolling their own dice, let the Players roll it, keep it in a cup or container and conceal it until after the result would be apparent. Only the GM would be allowed to see it. The GM will then describe the result. Bring a lot of dice if you plan to do this. In such rolls, the GM must be able to describe the task as easy, challenging, difficult or hard, or very had or nigh impossible.

Characters with the same appropriate skill in a given task may be allowed to have their own opinion in the course of action. They also get their own roll and it will also be hidden from them. They will not know if they are wrong or right, and it is purely up to the PCs personality to act on this information.

Predictably, players will err on the credibility of the lead character, based on that character's level of skill. this is not meant to confuse the players, its supposed to give them insight into their own judgments and the probability of them being wrong or right.

Note: This system is appropriate only if the GM has a already streamlined resolution process.

Courtier Edits. I realized I was a bit too vague with some suggestions: specifically, how a PC's strategy skill affects the Players execution. I tightened the bolts a bit, anyway these are all in constant flux and are subject to revisions as I plug the holes of these ideas.

Monday, April 13, 2009

The Courtier: The Power Brokers

What is a courtier?
This is a character role that has been mostly ambiguous and confusing to many gamer, including myself at first. A courtier is essentially a power broker. Their job is to facilitate a connection and to successfully close negotiations, at a benefit for themselves.

This job is fairly complicated and has a set of skills that may be unusual for an adventurer. Still, the kind of drama that it introduces in the game is very much worth effort if the GM and a player in the group is up for it.

Power brokers in the Game. Power brokers are a way to allow the PCs to me more pro-active in the events of their game-world. Instead of waiting for missions and reacting, they are pro-active and have their own agendas in a different context in a regular game.

A GM can have one broker in the game. Ideally, just one is enough to enhance the game experience immensely and so not to overwhelm the prevent the GM from having to weave a too complex a plot that he has enough time to prepare comfortably.

Courtiers in your game, are tasked to set the agenda, instead of the GM setting all of it up. They could be caught up in trouble they have made or are out to make trouble of their own. They have need for the other PCs as protection, their special skills and the ability to execute his plans while managing basic and social affairs for the PCs.

What Courtiers Do Step by Step:
Step 1: Gathering Intelligence
Step 2: Processing or Analysis
Step 3: Strategic Planning
Step 4: Execution
Note: typically a Courtier has his own assistant who is his steward, aid or valet. Usually the assistant takes care of basic management tasks for the Courtier in order to free his mind to anticipate future problems, his next course of action, and dealing with key persons.


Gathering Intelligence.
Role of the PCs: They must find good sources and interview them. PCs may delegate to NPCs for trivial tasks or for some of the key skills and representation necessary. Cultural and language barriers are common obstacles.
Key Skills:

  1. Relevant Skill to navigate a social sphere. Spheres like: the criminal underworld, Political Arena, Community's Social Life, Bureaucracy etc. (GURPS: Streetwise, Politics, Area Knowledge (Local) or Sociology, Administration).
  2. Questioning skill (GURPS: interrogation, an influence skill and Psychology). This is a secret roll of the GM.
Resolution: After the game briefing, this activity will take 30-45 minutes. This is one of the more carefree parts of the game where Players get to improvise and try to problem solve on the fly. The GM should try to make this part interesting as possible but fruitful still.
Sometimes the PCs just accompany the Courtier or his delegate to these tasks and get into some fun trouble or perform their personal errands. Bottom line is to take this opportunity to let the Players do pretty much what they want for the time being.


Processing or Analysis.
Role of the PCs: A specialist or the courtier can perform this within the party. Outside the party, the PCs must find a someone with the right expertise and must be able to present their information gathered to him.
Key Skill: a kind of Intelligence Analysis or Strategy skill (GURPS: someone with Intelligence Analysis of the proper field, or close enough to the proper field; the appropriate Strategy can default for this). The GM secretly rolls this and translates the situation to the PCs. The PCs are free to take the information or leave it, depending on how reliable they think of their own assumptions.
Resolution: If the PCs are looking for someone then allow for 10-20 minutes, if the PCs are equipped to do this, just a quick roll and few minutes of the GM explaining.



Strategic Planning.
Role of the PCs: The PC's Strategic Skills are there for the GM to highlight all the options and risks they can take and to take care of lesser details*. It is the Players who choose which course of action to take and the level of flexibility they will place in the execution of their plan if they don't trust its reliability (because it is a secret roll of the GM after all).
Key Skills: Appropriate Strategic Planning skill (GURPS: Strategy specified). This is a secret roll. The complexity of the plan will affect execution time and its manageable aspects. Encourage players to put their plan in a written outline. In this quick outline needs the following: Steps Taken, and Roles of every PC in key words and arrows.
Resolution: keep planning in 10-15 minutes. GMs should not punish Player's for their plan by making them be authors of their own failure.
The circumstances modifies the difficulty of the roll. If there is an active strategy working against the PCs, this is an opposed roll. The margin of difference between the PC's strategy's success or failure determines how the GM will arbitrate the situation on the fly. The margin of failure will determine a number of how "murphy" the gm will get, while on the margin of success how "serendipitous" the situation may be. The GM should not that, amount of casualties, resources, and effort lost in the end of the engagement reflects strategic roll. A failed strategy doesnt mean a failed execution, just a more difficult one.
The GM must remind the players that they should be flexible. If this is a complex plan call for a break (10-15 minutes) to prepare execution and consequence notes and to break down this plan to manageable chunks of 30-45 mins and call for a break. Players should not be idle and should be tasked to load out their characters for the execution of their plan. The GM may delegate the players to prep the board and may suggest they rehearse their plan.

Execution.
Role of the PCs: As the Pieces are in Place, the GM executes the PCs plans and the triggers the consequences
Key Skill: The PC's key strengths in action.
Resolution: Depending on how complex the plan is, the remaining game time is taken up by this event. It is possible to fit one thorough encounter in an hour or 45 minutes, or Lesser encounters in 30 to 45 minutes.
Unanticipated consequences may require a break between these encounters of just 5-10 minutes. Unanticipated consequences in the very last part will be wrapped up with the best possible cliff hanger the GM can think of on the fly.

GM skills to be aware off:

  • Time Awareness
  • Fast Briefing
  • Fast Preparation
  • Story Telling
  • Improvisational skills.

Final Note: This is an example of what Courtiers do, but consider that the courtier could be doing this through the course of an arc, with each step being part of the background or the focus of an entire session.

Consider also that Courtiers act best in fleshed out settings, settings with a Power structure Web the GM would hand out to the Courtier Player. This would start as a macro web, and a web of the current role and place of the Courtier in his personal affairs. This is the best guideline for the GM to execute the drama through the adventures.


Things to look forward to: Power Brokers in Mahadlika and My Byzantium.