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Independent Game Forums => Half Meme Press => Topic started by: Paul Czege on November 13, 2003, 03:48:09 PM

Title: lab: EPICS wrap-up
Post by: Paul Czege on November 13, 2003, 03:48:09 PM
So, with three sessions played, and for various reasons, I pulled the plug on the EPICS game:[list=1]
Title: lab: EPICS wrap-up
Post by: jscottpittman on November 14, 2003, 01:15:42 AM
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So even though the characters were hardly defined at all, somehow half of them were seriously miscast. It seems to me now that my critical mistake was thinking "define through play" was synonymous with "define yourself in response to delivered antagonism." Despite the uber-sketchiness of starting characters, players still have preferences embedded in them that they're not going to compromise.

It almost sounds like you wern't using the Motivation of each character, or ignoring the rules during play. If the plot line requires a good guy, by all means have the character use The Good Fight or Eye for an Eye motivations (or any of the Motivations for Actor-played characters - they're all "good guy" motivations). Most AD&D adventures don't work well if you let the players roll up evil characters (or even neutral ones).

One thing I did notice was your very detailed plan of your adventure, and how your adventure did not go well at all if one detail went out of place. I doubt very seriously any game system could hold up under that type of test without the "game master" making changes in response to the players actions and choices. Role-play game's stories constantly change as they are played - otherwise you just have an outline of a story that cannot be altered by player decision.

First of all, what if Balthazar was doing the same thing as Bui? Suely that single action does not define the characters as the same any more than the three musketeers have to be the same exact character. If he had the Reluctant Hero motivation, he might see what he was doing as wrong and change his ways at the end of the story - the Motivation of the character should influence the types of stories you place the characters in and how they react to those stories. Actors who don't follow their Motivation should receive less, if any, Survival Points.

Second, if you thought that a Facet the Actor was trying to add to the character would seriously ruin a plot, just refuse to allow the Facet.

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And this I place at the feet of EPICS: preserving antagonists is godawful hard. It was, honestly, a pain in the ass across all the characters' storylines. If you give an NPC a high Influence, a PC pretty much can't do anything to them...can't hit them in combat, can't tell a lie to them and have it be believed, can't threaten and get them to back down, nothing.

Easier ways to deal with this problem will be covered in the next EPICS book. However, I will say that using your antagonists with a little intelligence will often make them very much more challenging. Great examples of this are found in classic adventures of AD&D. Ravenloft (the original moudule) discusses this in detail when the PCs are forced to fight the vampiric villian of the story. A single villian would be easy to defeat - unless he did have a higher Influence than other characters, henchmen, or a planned escape.

As far as your non-combat situation are concerned (bluffing, lying, etc), these answers to problems have nothing to do with Influence. They are role-played out (with no rolls), and if the Director thinks the idea is clever and would work against the Antagonist, the idea works and the character would receive an Out of the Frying Pan Survival Point award. Page 11 of the EPICS book states that if the action taken cannot have the result of lost Survival Points (and talking can't), the Director simply decides what is best for the story.

Skill Checks (as mentioned under Actions) are no longer used, if you were using that refrence to detirmine that you needed to roll in such cases. This is clarified in detail in the next EPICS book. References to Skill Checks were left by mistake in some areas of the EPICS rule book and should be ignored.

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So, what's the solution? Maybe it's a combination of things. Matt Gwinn suggested NPCs could be preserved better by having more Survival Points than just (Influence x 2) + Power.

Page 9 of the EPICS rule book states that the Director can give an SCC any amount of Survival Points he likes. It's a good idea, too, if he wants a villian to survive a fight against multiple heroes. Remember too that villians can escape as part of a story - not just heroes. The villian jumps off a nearby cliff, disappearing apparently to his or her death, and the Director calls for an end to combat. The fight is over and the SCC escapes. Note that if the Direcotor has placed a villian in a situation where there is no escape against many heroes (or one with equal or higher Influence), then he deserves to have the villian die if combat breaks out!

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Regardless of whether the character has enough Survival Points to soak it, pay them to take the wound.

Losing Survival Points and taking Wounds are two different things. When an Actor takes a Wound, he gains Survival Points, and does not have to "soak" anything. He may decide to take a Wound in response to losing Survival Points (as this often makes sense), but can take a Wound even if he has lost zero Survival Points. He would actually have more SP than he had at the beginning of the battle - his rolls just become harder.

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I like the "define through play" aspect of the game, but it produces such sketchy starting characters that they fail to capture the interest of the audience of other players. As a group, we've had a lot of success with the way group character creation and Kicker mechanics prime everyone to be interested in the stories of the various characters. EPICS, however, gave us starting characters that lacked a meaningful suggestion of theme-addressing protagonism. And further definition of them through play, over the course of three sessions, hardly made a dent in the yowling void of how boring the characters were.

I find this to be a lack of role-playing over a favortisim of combat-playing most of the time. I ran EPICS in quite a few test runs before releasing it and found that characters were much more entertaining during play than in most RPG systems. Sure, most characters can be highly entertaining on paper, but I have seen the best detailed charcters fall flat during actual play.

In addition, I will ask the question - aren't most characters boring through most of the first few shows of any series? Star Trek: TNG was almost cancelled in it's first season and the characters were horribly boring and flat. I think we all will agree that it takes time to develop characters to interesting "people". Still, if more detiled beginning characters is what you prefer, new ideas on that subject are also covered in the new EPICS book to be released.

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When I discussed the issue with Ron, he suggested I might just throw a torrent of adversity at the characters...

That would work, of course. But in-character conversation has no replacement, over looking for the next battle.

Wrapping up my comments, I would like to say that it seems that Motivations seem to need more focus, as well as role-playing over dice rolling. The Wound rules need to be looked at closer as well by the Director of these sessions. Many of the guidelines and clarifications in the new EPICS book seem to be what your sessions were lacking.

-Scott
Title: lab: EPICS wrap-up
Post by: Mike Holmes on November 14, 2003, 04:01:56 PM
Scott, that was a well reasoned response, I'm glad you've posted it.

The post is also incredibly ironic for reasons of which I doubt that you're aware (unless you're some sort of evil genius). I can't wait for Paul's response. :-)

Mike
Title: lab: EPICS wrap-up
Post by: Paul Czege on November 17, 2003, 03:20:06 PM
Hey Scott,

Sure, most characters can be highly entertaining on paper, but I have seen the best detailed charcters fall flat during actual play.

Yes. My experiences with detailed characters are very much in accord with your own: a story oriented player writes up a detailed background for his character, rich with conflict, and then works during play to demonstrate the powerful vision they have for the character. And for various reasons, the character doesn't materialize in the game as envisioned. You couldn't possibly have designed EPICS if you hadn't had this same experience.

But let me ask you this...

Did you design EPICS because you believe detailed character backgrounds prevent characters from being entertaining in play? Did you get annoyed with the "my guy" thing, where a player justifies character behavior by pointing to their detailed background notes and character sheet and saying something like, "My guy is irritible, so he won't bend his knee to the duke"?

Or did you design EPICS because you saw how frustrated players were to have their characters not emerge in play as they'd envisioned them. Did you come to believe that defining a character through play would be more fun and more rewarding as a player?

Paul
Title: lab: EPICS wrap-up
Post by: jscottpittman on November 23, 2003, 01:06:54 AM
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Did you design EPICS because you believe detailed character backgrounds prevent characters from being entertaining in play? Did you get annoyed with the "my guy" thing, where a player justifies character behavior by pointing to their detailed background notes and character sheet and saying something like, "My guy is irritible, so he won't bend his knee to the duke"?

Or did you design EPICS because you saw how frustrated players were to have their characters not emerge in play as they'd envisioned them. Did you come to believe that defining a character through play would be more fun and more rewarding as a player?

I designed EPICS so that players could imagine a character and then bring them into play without having strict guidelines to limit their imagination - buit also to allow the Director to control their urge to give their character anything they like. I heard the phrase "gee, if I knew I needed the X skill to do that, this character would have had it" or "I wanted that skill at X level, because it really fits the character, but I didn't have enough points". Other things were also common, like backgrounds needing to be changed because they "just wern't right", disadvantages chosen just for the bonus points that were NEVER played out, and just plain boring role-playing; looking for the next monster to fight instead of thinking about how to grow the character. The EPICS system allows the Actor to bring the stuff he wants for his character to his character - skills, backgrounds, and equipment.
 To answer the question more directly - I beleive that characters with detailed backgrounds or not can be interesting if the Actor puts effort into it - the Mariner in Waterworld was a very interesting character with very little background - his personality and motivation (reluctant hero) did the job just fine. Still, some players prefer detailed backgrounds - the new EPICS book will cover making detailed backgrounds for characters at character creation and still getting points during the game.

On another point;
It was said earlier that character with less Influence could not affect characters with a higher Influence in EPICS. However, I designed the system to make it harder for them to do so - but nowhere near impossible.

In the following example, I give two characters to battle - one with less Influence than the other by two (Hero, 6 and Bad Guy, 8). Both have equal Survival point Scores (20). Both have Power scores of 7, and both are using guns with Might 10.

Round 1: Bad guy is successful. Hero loses 3 points. Hero fails roll.
Round Two: Bad Guy fails roll. Hero fails roll.
Round Three: Bad Guy fails roll. Hero fails roll.
Round Four: Bad guy is successful. Hero loses three points. Hero fails roll.
Round Five: Bad guy is successful. Hero loses three points. Hero successful. Bad guy loses three points.
Round Six: Bad guy successful. Hero loses three points (-9 total). Hero successful. Bad guy loses three points.
Round Seven: Bad Guy fails roll. Hero successful. Bad guy loses 3 point (-6 total).
Round Eight: Bad Guy fails roll. Hero successful. Bad guy loses three points (-9 total).
Round Nine: Bad Guy fails roll. Hero fails roll.
Round Ten: Bad guy fails roll. Hero fails roll.
Round Eleven: Bad guy fails roll. Hero successful, causing three points (-12 total).
Round Twelve: Bad Guy successful. Hero loses three points (-12 total).

So at the end of the 12th round, both the hero and the bad guy are equal in the battle, although there is a two point difference in their Influence. this was during the first time I tried the example rolling - not the best of multiple tries, thus showing that both characters have a chance for victory - although the odds would be with the character with the greater Influence.

I find it odd that it was argued that characters with greater Influence could not be affected, but at the same time it was also said that antagonists in the trial game were easily overpowered. This seems a paradox...

Again, the rools above were kind of flat, with no pushing Influence or with any other modifiers (see the Cool Factor in the upcoming EPICS book). Still, I think it shows that the system is very "in tune". Still, I would not suggest an Actor-played character with less than a 4 Influence, and not to create Antagonists for them to fight with more than 2 Influence above their own (any more than I would suggest pitting a Beholder against low-level characters in AD&D, for example).