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Posts Tagged ‘Story Now!’

Some brilliant game designs have arrived that encourage invention at the table, which allows play with little or no prior preparation and gives players more creative input into the emergent story.

I realized today that I really miss certain elements of the old way of role-playing, of playing in worlds that were prepared by the GM or a publisher: exploration and discovery.

When you know that the whole world exists outside of your game, that it was created a priori before you decided to play in it, then you are exploring something greater than yourself and your group of friends. The feeling is akin to that of reading The Lord of The Rings for the first time; except not just experiencing it linearly, but stepping into it and turning over the rocks yourself.

Emergent play has its revelatory merits too; you explore your own creative ideas, you experience and are perhaps surprised by your friends’ contributions. Players certainly have more creative input into the action. This kind of play can be extremely rewarding, and I won’t say that one kind is better than the other.

But in extemporaneous play, I never get that sense of awe that comes with stomping around in a world that feels real and permanent and old and full of secrets.

And I miss that.

——————

How could I design some mechanics to evoke that feeling of exploring a rich world, in a story-now game?  This question just launched me into a serious brainstorming session.  But I’m going to work on these thoughts a bit before sharing them.  What ideas do you have?

-J

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2014 is turning out to be a really, really good year for new games.  Not only is Vincent Baker actively and publicly developing the next Apocalypse World game, and so far it looks brilliant; but Ron Edwards (of Sorcerer fame) is developing and publishing a new RPG!  The latter, called Circle of Hands, Kickstartered in March and is due to be published by the end of the year.  From now until the end of the summer, Ron is running an open playtest of the working draft.  What a great opportunity, not just to get a sneak preview of a favourite designer’s latest game, but also to participate in game development with him!  I grabbed the playtest document and assembled a few friends to play it with me.

Circle of Hands is a gritty story-now RPG set in a fictional iron-age land that culturally and technologically resembles Northen Europe around 1000CE.  Not castles but walled towns.  Not kings but chieftains.  Not swords but spears.  There are no non-human races, but there are some fantastic monsters.  The combat mechanics aim to be fast, simple and brutal while bringing a measure of realism never before seen in a fantasy RPG.  And there is magic, oh is there magic.  Gone is the false choice of muscles or brains; if you want to wield magic, you’d better be strong enough.  There are no skinny bookish spellcasters in this harsh land.  Wizards mutter spells through gritted teeth, between spear thrust and shield bash.

Mitch, Peter and Christian stepped up to try out the game with me (David also volunteered, but due to interference by Real Life never actually made it to a session).  They really threw themselves into the true spirit of playtesting.  Although I offered to teach them the rules at the table, they all read the playtest doc ahead of the first session.  They gamely tried the different character options, and worked to test all the mechanics in play.  And best of all, they gave good post-game discussion and feedback.  All of our comments were enthusiastically received by Ron on the Adept Press forum, and lead to some very interesting conversations.  Our names will be in the published game.  We played three sessions in total, and it was a great experience.

What’s the game like?  As promised, fast and brutal.  A scenario is meant to be started and finished in one night, which we usually achieved without having to rush.  The game has an interesting scenario-generation mechanic for the GM, which doesn’t take long at all and results in some very charged situations.  It’s a story-now game, so the GM isn’t meant to plan out what happens.  He creates the initial conditions (location, problem, some NPCs), and then plays to find out what happens.  Game play includes a mandatory social roll for every PC/major-NPC interaction, which strongly influences how things proceed.  This is great, because it makes it impossible for the GM to plan what will happen in a scenario, and leads to some very interesting unexpected situations.

Besides the above, the game stands out for two reasons: the combat mechanics and the magic rules.

Combat mechanics

Whenever you attack OR are attacked, you enter a “clash” with your opponent.  You each roll attack and defense at once, and either one of you can injure the other.  You also get to decide how far you bias your action towards attack or defense.  And then there’s the Advantage die; one and only one character in each clash gets an extra die based on the immediate tactical situation.  There are no rounds, and what we would traditionally call the initiative order is very dynamic.  Whenever you attack or fight back, you go to the end of the initiative order.  If you get attacked a lot, you might never get to initiate any actions, but you could still be doing a lot of damage.  Any time, you can spend a point of Brawn to skip to the front of the line.  But don’t be a spendthrift: Brawn is also your damage modifier, your hit points AND your spell points!  In practice, all this meant for some very exciting combat scenes full of rapid reversals of fortune.  The mechanics are just complex enough to demand quick and strategic thinking.

Magic rules

All PCs use magic.  Wizard PCs have access to all of the spells; yes, all of them, right from the start.  Non-wizards select just a few spells for their repertoires.  There are two types of magic: White and Black.  As you might expect, White is all about healing and purity, and Black is demons and necromancy.  But don’t make the mistake of calling them Good and Evil; they’re both terrible.  White magic run amok will purify your village right out of existence, erasing it as surely as a horde of undead will.  All NPC wizards are devoted to one source of magic or the other, and the war between White and Black magic is the scourge of the setting world.  The PCs are unique in that they alone have sworn to use both kinds of magic in balance.  Spellcasting expends your Brawn attribute (as mentioned above), and using too much magic of one colour has permanent consequences.

Circle of Hands has a few other unique spins on the way we role-play.  I won’t try to get into them all now.  Overall, we really enjoyed the game, and as GM I was forced to practice some new techniques.  We and other playtesters did manage to find a couple of leaks in the rules.  Ron is currently re-writing and reformulating several parts of the game.  I look forward to playing it again soon; and to eventually receiving the finished product.

-J

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Just discovered another good gaming blog: Deeper In The Game by… I can’t find his name on the blog — I think he posted on The Forge as Chris Chinn.  I’m enjoying the posts about gaming and GMing.  I’m lost when he writes about anime/manga, but these subjects tend to be in separate posts.

Big Stakes GMing: Gamble Everything
A good, short post about the joys of what I call Story-Now GMing: how to do it and why it’s funner.
NB: “Illusionism” is the new term for “railroading,” I gather.  Kids today…

Improvising NPCs: “X but Y”
A good little formula for creating interesting NPCs on the fly.

Lots more to explore here, the blog goes back to 2007.

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But unlike Ol’ Blue Eyes, I think mine are worth mentioning.  And pondering, and learning from.  My regrets are the big “Dead End” signs on the road to improving as a GM and a player.  I want to remember where they are so I can steer clear of them in future.

I remember the time…

…when Ryan was in a duel to the death with Yrkoon over the Runeswords, Stormbringer and Mourneblade. Ryan was about to be defeated, which would have meant the annihilation of his character’s soul. The stakes were absolutely clear. We all looked at each other in horror – it should have been a great moment – and I fudged a rule to allow him one more round. He won the duel. I think we all felt dirty after that moment, like we’d cheated ourselves.

My mistake was not being willing to let the PCs fail, not trusting in our ability to make failure interesting – even though defeat in that duel would have meant the end of Ry’s character. That kind of curveball is what drives emergent story at the table! I should have been willing to let it happen. Ry would have re-entered the story as another character, we would have turned it into something interesting.  Instead, we went for the hollow happy ending.

I remember the time…

…when, in the first session of a new campaign, the PCs captured and disarmed the guy whom I was going to turn into the master villain! I panicked, I was seeing all my carefully laid plans spiraling down the toilet – and I engineered the villain’s immediate escape.

My mistake was that I took away the players’ agency. They were driving the story by taking bold and provocative action, and I shut them down. I made them adjuncts to MY vision, instead of partners in storytelling. I strongly regret it now.

My other mistake was that I was too attached to my own plans. I didn’t have faith in my ability to still build a cool (but different) story around an unexpected outcome. It would have been simple: this would-be villain was the head of a family of powerful politicians and sorcerers. Kidnapping him as the PCs did would have instantly set off a war between noble houses! And the patriarch’s nephew would have made a fine arch enemy in his place. But I couldn’t see any of that, I had panicked.  I should have rolled with it.

I have more regrets, but those are the biggest that rattle around in my head.  If I can take the lessons from these, then I’ll make big strides towards becoming the kind of GM that I want to be.

-J

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Ah, serendipity! Shortly after posting this, I learned of a game that does something like what I was just proposing. Dirty Secrets by Seth Ben-Ezra is a noir detective fiction game in which the players simultaneously construct a mystery and work to solve it. I haven’t read the game yet, but here’s what I’ve been able to gather from reading AP’s:

In a game of Dirty Secrets, there is one PC (the investigator), and all the other players perform different aspects of the traditional GM’s role: adjudicate rules, create adversity, play an NPC, etc.. Not only that, but the roles rotate throughout the game, including the role of PC. As play progresses, GM-aspect players are laying down clues and creating plot twists for others to integrate. The game is finished when one player (it may have to be the one playing the PC) proposes a solution to the mystery, and either proves it with the available evidence, or can force a confession. Before that final scene, nobody knows “who dunnit.”

I still want to work on that game idea that I started to sketch out in the previous post; but I can’t wait to read Dirty Secrets.

-J

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How could one design an RPG that requires no (or minimal) GM prep, and that develops a screenplay-like or novel-like story through play, including interesting revelations and plot twists (things normally planned ahead by the author/GM)?

Perhaps a game could do in reverse what authors do: instead of planning plot twists and then revealing them, the players could invent plot twists during play and then fill in the backstory to explain them.  The backstory develops in parallel with game events.  Startling revelations don’t have to be surprises that someone prepares ahead of time; they can be realizations that occur during play.

I’m thinking of an Indie game: “system matters.”  In other words, the game mechanics should be designed to achieve that specific goal.  What would those mechanics look like?

Maybe all that’s needed is a critical mass of mysteries and characters.  During play, elements of the story evolve or appear randomly.  The players seize on the ambient and emergent elements, and make connections cooperatively.

Example:  The PCs question an NPC regarding one of the mysteries.  The GM rolls to determine whether the NPC was involved or not, was a perpetrator or a victim, is helpful or evasive.  Perhaps there could be a pile of cards instead, with suggestive 8-ball-like prompts for the GM (or the whole group), like “is keeping a secret,” “is desperate to tell their story,” “is in danger,” “is taking orders from someone else,” etc.  After the scene, the GM (or all the players) decide what that NPC’s backstory really is, and how it fits (or doesn’t fit) into the mystery and other ambient story elements.

Similarly, when PCs visit a location, randomly determine what they’ll find there: a trap, foes, an event in progress, a stash, evidence.  Relate it to an extant story element or two.

The sweet spot of this game is after a few scenes, when the players start riffing organically: “Oh!  Maybe the old lady is Orville’s grandmother, and she’s protecting him, and that’s why the bloody clothes were in her shed!”  “Yeah, and that makes Orville the werewolf!”  “Or he just thinks he’s a werewolf!  Maybe the anti-psychotics we found at Jennifer’s house were his!”  “Oh!  A secret romance between Orville and Jennifer!  It all makes sense now!”  “So, we need to find out how the deputy is involved, and where Jennifer is now.  I still think the weird lights on the hill have something to do with all this…”

Caveat: not all initial story elements will end up getting tied into the resulting narrative by the end of the game.  That’s okay.

Is there a game that already does this?

-J

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As the GM, what you need in your hands for the next session is a list of Bangs and a pile of “Assets” (NPCs, monsters, demons, locations and items).  Here’s how you get there.

1. Review Player-Characters’ actions in the previous session.  What do you think they’ll do next?

  • List any new Assets you will need to support what the players (probably) want to do.
    Just list them for now.
  • Think up some more Bangs that you can use to add pressure to their current situations and plans.
    • List any new Assets that you’ll need to support those Bangs.

2. Think about each important NPC in turn (including PCs’ demons). (more…)

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Played our first session of Apocalypse World last night.  Cool!

The World Emerges Through Play

The setting, a post-apocalyptic world, is integral to the game but only vaguely defined in broad but suggestive brush strokes, just enough to inspire the players to fill in the details.  An agenda and worksheets are provided for the first session, which is a neat blend of character generation, setting creation and opening scenes of play.  The GM is instructed not to prepare anything for the first session, but begins play by “following around the PCs for a day” and asking questions.  After character creation, these were the first words of the game:

GM: (Points at me.)  It’s first thing in the morning.  Someone is pounding on your door.  Who is it?

Me: Ya, “Who is it??” I say.

GM: Okay, but who is it?  I’m asking you.

Me: Oh!  Well, it’s uhmm… It’s our hardholder, Rice.  No!  It’s this punk-ass piece of shit named uhh, named Dog.  Rice sent him, she wants to see me.

GM: Okay, cool.  “Wake up!” Dog growls, pounding on the door again.  “Rice wants you.   Now!”

Pretty cool, eh?  See how Mike opened a scene but asked me for the details?  It’s a very clever technique.  The idea is that there’s probably more to each player’s conception of his character and the setting than we have vocalized so far.  The GM sets up a suggestive scene and then begins asking questions.  While I narrated hastily getting dressed, trying to avoid Dog (who scares me) and sprinting for the boss’s office, we brainstormed as a group on what the compound and our hardholder’s quarters are like.  We decided that our hold includes an old hydro dam, and that Rice occupies the concrete trapezoidal control building right next to the reservoir.  The GM opened scenes in similar fashion with each of the other players.  And then…

Me: I burst into Rice’s office.  “You wanted to see me boss?”

GM: “Yes,” she says.  There are four other people in the room.  She looks pissed off.  Now, why did she want to see you?

And it’s on me again.  See, the GM is exploring what kinds of stories the players want to tell in this game.  He’s going to take what he learned in the first session, go home and plan out more locations, threats, NPCs, conflicts, etc. for the sessions to come.

So our first session was fast-paced and action-packed, and we were all surprised and impressed by how much cool detail we were able to create on the fly, just by riffing off each other’s ideas through the loose framework of the GM setting scenes and asking questions.  We defined another dozen NPCs, a rival hardhold, some psychic weirdness, a new danger on the horizon, there was a tragic drug overdose, some stupid shit shot off another stupid shit’s ear… it was great fun.

Conflict Rez: Lightning Fast

The system is simple and brilliant.  The GM never rolls.  When players take action, they choose a corresponding “move” from the rules sheet.  The player rolls the dice, and the move offers a few possible outcomes, often with complications.  For example, let’s say some no-good bikers have grabbed my lady friend and hunkered down in my shack.  I want them out of there, I draw my knives and attack.  We decide that the move “Seize by force” fits the bill.  I roll the dice, scoring a partial success.  The move tells me to choose two of the following options:

  • you take definite hold of it
  • you suffer little harm
  • you inflict terrible damage
  • you impress, dismay or frighten your enemy

I’ll choose two of those options, and the GM and I will narrate accordingly.  Let’s say I choose “you take definite hold of it” and “you suffer little harm.”  (I don’t achieve the other two conditions.)  The GM might narrate: “you burst into the room, there’s a quick knife fight in which you make a good account of yourself but take a deep cut on the arm (take 1 harm), then the two bikers lose their nerve and dive out the back window.  Your girlfriend is alright.  As you bar the door, the bikers are realizing you were alone.  ‘You’re fucking DEAD!’ one of them yells.  They aren’t going away.”

Or let’s say I had chosen “you suffer little harm” and “you inflict terrible damage.”  The GM might narrate: “You burst in, knives flashing.  One biker dies on your blade, and the other takes a nasty stomach wound before managing to drive you back out of the shack.  Take 1 harm.  He slams the door and you hear him drag something heavy up against it, probably the bed.  ‘I need a medic,’ he groans through the door, ‘get me a fucking medic or the girl dies!'”

See how much action and plot movement followed from one roll of the dice?  The basic rules provide eight or ten moves that can be adapted to a wide range of actions, and then each character has a few custom moves that fit their specialty.  For example, “the hardholder” character (leader of a compound) has a move for when her gang fights for her, and “the operator” character (dealer, schemer, opportunist) has a move to use his reputation to influence people.

Very Story Now, very fast-paced.  I’m really enjoying this game!  Can’t wait for session-2, when the shit will really hit the fan.  The Apocalypse World ain’t pretty.

-Johnny 0.

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Tweaks to the Sorcerer RPG, based on experiences from our last game and plans for our next one:
(once again, thanks to the guys in my gaming group for chewing this over with me)

Ad Hoc Bonus Dice

Bonuses, like taxes, should encourage desired behaviour.  According to the rules, ad hoc bonus dice should be awarded anytime for:

  • smart tactics
  • adding detail
  • strong role-playing

You want to encourage players to think about smart tactics.  That’s what makes the difference between “I hit him.  I hit him again,” and “I pick up the big candle and splash hot wax in his eyes, then kick his legs out so Sofia can brain him with a stool.”  It just makes play more cinematic and fresh.

You want to encourage the players to narrate in their own details into the scene.  The GM can’t think of everything.  With everyone at the table adding detail, you get a very rich environment – which means better story-telling and more tactical options for everybody.  Says the player: “The walls are covered with hunting trophies, okay?  Weird beasts.  One of the heads is from something that looks like a rhino with huge tusks.  I pick up the necromancer and try to impale him on it.”  In the next round, one of the other player-characters tears a trophy head off the wall and uses it as a weapon.  Cool!

Bonuses for strong role-playing?  Yes, role-playing is something we want to encourage, but how to adjudicate the awarding of bonuses?  Either you’ll give the same +2 dice to every attempt, or you’ll end up having to say things like “Mike’s role-playing was better than that; no bonus dice for you.”  Let’s avoid beauty contests and take this bonus off the table.  In my group, good role-playing is always a priority so this isn’t an issue.  Alternately, I’d advise GMs to award this bonus only when someone picks good role-playing over some other in-game advantage.  “I know he’s going to cream me if I don’t wait for back-up, but damnit, he killed my partner!  I can’t hold back,  I go in now, guns blazing!”

Once More, with Conviction!

For encouraging derring-do, Ry likes the Conviction Dice mechanic.  In Sorcerer, it would work something like this:

  • Each PC starts the game with a pool of Conviction dice equal to his Humanity score (for example)
  • At any time, PCs can add Conviction dice to any roll: combat, sorcery, ability check, etc. (but not to Humanity checks!)
  • Whenever the PC succeeds at a Humanity (loss or gain) check, his Conviction pool refreshes.

The deal is, a PC doesn’t just use his Conviction dice whenever he needs a boost, even if the situation is dire.  Let Story happen.   He should use them when the situation is really central to his character’s core motivation.

“I can’t fail now that we’re so close to rescuing my betrothed!  I’m adding all my Conviction dice to this roll!”

It’s the stuff that theme music is made of.  But that reminds me of the “Mastering oneself” mechanic that’s already present in the Sorcerer rules.  The difference is: by mastering yourself, you have one last chance at an heroic (but doomed) gesture.  You can only do it when you’re nearly dead.  With Conviction dice, you can choose your moment and be sure to own it.  There’s probably room for both mechanics in this game.  I guess it’s all about what kind of stories you want to tell.  I’m still thinking about this one.

Swing From The Chandelier – Please!

Further to encouraging cool tactics: the game’s damage rules seem to do the opposite.  Let’s compare two possible moves:

A: “I leap, swing from the chandelier and land behind him.”  The PC succeeds with 2 victories, which we apply as a penalty to his opponent’s next action.

B: “I punch him.”  The PC succeeds with 2 victories, doing 2 next-action damage and 1 lasting damage.  His opponent now has a 3-dice penalty to his next action, plus a 1-die penalty that will last til the end of the scene.

Notice in case-B, the PC is more effective when he’s just attacking instead of using smart tactics.  Multiply this effect several times if he’s doing Special Damage.  The damage rules provide a perverse incentive to just attack rather than to look for clever ways to gain the upper hand.

Solution?  I’m still thinking about this one.  First of all, the “smart tactics” bonus, if applied liberally, might even the odds in favour of cinematic action.  One other possible solution might be:

  • 1 bonus victory is awarded to successful actions that don’t do damage (in combat situations)

Well, the game does provide a cumulative 1-die penalty for unimaginatively repeating the same action.  So “attack, attack, attack” has a mechanical disincentive.  Is that enough?  In Sorcerer’s short combats, repeating the same action rarely becomes an issue anyway…

Two Hits

“Me hittin’ you, you hittin’ the floor.”  Fights in Sorcerer tend to go this way: one-round combats in which the loser is down before he can even take a swing.  A character is out when damage exceeds his Stamina score (3-5 usually, or higher for big demons), while anyone with the Special Damage ability is doing 3X+Power of total damage per hit (where X is victories rolled).  Even with 1 victory, a Power-5 demon is doing enough damage to knock out any mere mortal with one blow.  And even if you’re not down, remember that all damage counts as penalties against your scores.  You take a few points of damage, you’re effectively down on one knee.  It’s the “Spiral of death.”

So now it’s an arms race: everybody and his demon has to have Armor and Big if they want to survive past the first round, and Special Damage if they expect to win any fights, not to mention Boost (Stamina), Vitality, Cover (trained killer), etc..  Suddenly it’s not safe to walk out your front door without a Power-8 demon at your back, and it’s a game of superheroes in which “normals” don’t stand a chance.

Solution?  I’m still toying with some ideas:

  • disallow the Special Damage ability, or seriously scale it back
  • delay the spiral of death: penalties don’t accrue until damage exceeds Stamina.  So, penalties = damage – Stamina, and “stunned” doesn’t occur until damage > 2x Stamina.
  • make it much harder to keep a fucking big demon (see related tweak, below)

Your Big Cuddly Friend

Any character with a bound demon is essentially a one man army.  If your demon is Power-8, make that a superbeing.  Really, I think in past games we have been too easy on characters that summon up the equivalent of Satan himself, and order him around like a well-trained attack dog.

Any demon whose Power exceeds every one of its master’s scores (typically 5 or 6 max) should be fucking hard to handle, should be a stronger narrative force than the PC himself. The demon should be constantly pushing its sorcerer around, demanding that it’s Need be fed, demanding that the sorcerer’s plans feed into its Desires, and being difficult whenever it’s not getting its way.  Binding a Power-8 demon should be seen as suicidal even by other sorcerers.  Any stability should be short lived.  For as long as that uber-demon is around, the sorcerer/demon dynamic should become the main conflict of that PC’s story.

Demons aren’t cuddly.

Sorcerer players, let me know what you think of these tweaks, and share any house rules or experiences of your own!  Cheers,

-Johnny 0.

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I’m preparing the setting for a campaign based on the excellent Elric Saga by Michael Moorcock, a set of books that I just can’t recommend highly enough.  And although the Elric novels were a big inspiration for the Sorcerer RPG, we’re not sure that Sorcerer is the right system for my Elric game…

This is a highly charged project.  I love the source literature, and my expectations for the game are sky-high.  The potential for a mismatch and disappointment at the table is definitely there.  So I’m taking a close look at my expectations before this goes much further.

Mike, Pete, Ry and I spoke about this at length, and my thanks to them for sharing their perspectives.  Any great ideas in here are theirs, any stupidity is mine.

I Want Sharks With Frickin’ Lasers On Their Heads

I have to admit that I have some pretty specific things that I want to happen in this game.  Here’s the big one.  A PC finds himself facing an overwhelming enemy; defeat is clearly in the cards.  He somehow buys himself a few minutes, casts his mind out into the multiverse and contacts just the right supernatural ally.  If his foe is a swarm of giant insects, he summons the Beast Lord of the Iguanas, which appears and eats them all.   If his foe is the Elohoin, a race of flesh-eating warrior women from an alien plane, he summons their sworn enemies the Grashnaks from across the void, who take up the fight with relish.

Basically, I want to see on-the-spot sorcery that turns the tide of battle.  And let’s leave aside the mechanical difficulties of this in the Sorcerer mechanics as written, cuz I have some ideas.  But for now, some quality-of-play concerns:

If I set up situations that only have one possible solution, then this won’t be Story Now.  It’ll be more like one of those old text adventures: if you have the key, and the old boot, and the crow bar and the gas mask, then you can get through the laboratory safely; otherwise, you’re screwed.  I’ll be hogging all the story-telling responsibilities and the players will just be following along.  A related concern: If I set up the situation, and the players find some other solution, how disappointed am I going to be?  So I have to:

  • create rich environments for set-piece conflicts, so the PCs have lots of things to interact with, lots of resources from which to build solutions.
    “PCs need sets the way Errol Flynn needs sets.”
  • accept that the outcome of the situation is not in my hands.  The players decide the characters’ actions, the dice decide their success or failure.

And remember: NO RAILROADING.  This goes for on-the-spot sorcery as well as summoning Lords of Chaos, visiting Ameeron or anything else from the books.  Okay no problem, I can do that.

Action-Packed

The Elric stories are fast-paced and action-packed, whereas Sorcerer is focused on developing story based around theme and  “Humanity.”  Maybe I should pick a more Step-On-Up system like Apocalypse World or even some sort of d20 hack.  But I don’t want to lose the Story Now… do I?

As far as I’m concerned, the best elements of Sorcerer are Kickers and Bangs, and these parts seem pretty portable.  Can a Step-On-Up system be played with elements of Story Now?  Sure it can.  But… if players know they’re going into a Step On Up game, an Us-vs.-Them cage match where the “Them” is the GM and all his creations, then they’re going to be trying to load their character backstories and kickers with all kinds of advantages for the fights ahead.  They won’t be thinking about creating cool Story.  That’s not the way I want this to go down.

Can Sorcerer do fast-paced and action-packed?  Sure it can.  The game’s conflict-resolution (as opposed to task-resolution) system ensures that combat situations evolve rapidly and in interesting ways.  Headlocks, chair-throwing, flying tackles and swinging from the chandeliers!  But… we’re gonna want to make some tweaks.

Next Up: The Tweaks

 

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