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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: [Robots & Rapiers v2.3] Session I  (Read 4249 times)
Thor Olavsrud
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« on: May 14, 2007, 06:42:08 AM »

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Valamir
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« Reply #1 on: May 14, 2007, 11:31:29 AM »

Excellent feedback, thanks.

I'm in the process of putting together the next version with the issues that arose at Forge Midwest, so this is very timely.

Change #1 that I know I'm going to do is bump the Anthropoid class scale from 0-5 to 1-6.  This not only eliminates some of the special rules around having Influence of 0, but also gives everyone an extra die to start, which should help even out some of the starting disparity.  (Type 5 has only 1.66x as many dice as Type 3, vs Type 4 having 2x as many dice as Type 2.

Another change I'm considering is eliminating the need to choose between using a die for Inspiration or as the Result.  It makes sense to have the choice, but its not a particularly fun choice and it further penalizes the lower Influence robots who can least afford it.

I'm also looking at eliminating rolls for unopposed Augmenting Rolls altogether.  The Augment just becomes an automatic 1/2 of your Level.  If opposed by a character it would be handled as a normal roll, with the possibility of scoring even higher with a good roll and poor opposition.  That should help with both the Tapestry Opposition problem (though maybe the scale of the opposition needs reduced as well) and some low Influence whiffing.

The Self Awareness pacing is definitely an issue.  The system worked well under the old dice mechanic (where # of dice rolled was not dependent on AC) but isn't delivering under the new system.  I think I'm going to have to come up with a new technique.

How was tracking Charge?  I have an idea for a pretty major revision to how that works, but don't have a feel yet for whether it is currently enough of a hassle to require a major revision.
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Thor Olavsrud
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« Reply #2 on: May 14, 2007, 11:51:01 AM »

How was tracking Charge?  I have an idea for a pretty major revision to how that works, but don't have a feel yet for whether it is currently enough of a hassle to require a major revision.

I don't think it's so bad for players, but it's a major pain as the GM, especially when I've got multiple NPCs with varying ACs. Tracking everything is rather cumbersome as the GM. Reducing Augments to a flat bonus will definitely help though!
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Valamir
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« Reply #3 on: May 17, 2007, 07:30:09 AM »

Ok, so I've been working on some things to try and thought I'd bounce them off of you foks currently playing.  I'm looking to fix the Inspiration Thing and the Charge Thing (I hate tracking the damn Charge Points) with dealing with whiffing for low body types and achieving some additional streamlining being plusses.

So you have your Influence Based Die Pool (initially based on Body Type which is now 1-6 instead of 0-5).
PLUS if you're a Spark, you get 1 additional die of a different color.  This is the Inspiration Die.
If the Inspiration Die comes up as your "Best Die" you gain a point of Inspiration.

Statistically this should work out to slightly less than 1 roll in N producing a point of Inspiration (where N is the total number of dice rolled) and where "slightly less" is due to the occassions where all the dice simply fail and there is no Best Die.  If my calculations are correct for a Target Number of 6 this should be about 34% of the time with 2 dice (a Type 1 robot), 22% of the time for a Type 3 robot (Like Burgiss, new scale) and about 16% of the time for a Type 6 robot (to start).

This should have the dual effects of making lower body type robot earn inspiration slightly faster, and make all robots earn inspiration slightly faster as they lose dice due to damage / drain / etc -- making for the interesting situation where you gain inspiration faster when you're on the verge of "death", which I think is not only interesting philosophically but makes for an interesting mechanical trade off..."repairing" and "recharging" yourself actually make Inspiration harder to come buy...so do you go in for repairs, or tough it out half damaged for the Inspiration boost...

Here's an extra kicker I'm really liking (on paper).  Currently Spark Personality Traits simply add to your Target Number like all other modifiers.  However, playtest has shown that its pretty easy to get lofty TNs so yet-another-TN-boost is somewhat anticlimactic and mechanically less than idea.  Soooo...lets say Spark Traits add dice...not just regular dice, but colored Inspiration Dice. 

This should have the dual effect of making using the Spark Traits something special (the ONLY way to get additional dice to roll) and address some of the "play to your Spark Personality" rather than just "play against your programmed personality" issue observed above.  The more you pay to your Spark Traits, the more colored dice you roll, the more Inspiration you get.

I'm liking the feel of all of that.  My primary hesitation is will too many dice overwhelm my "Best Die" mechanic.  The math of a "Count Successes" mechanic is pretty flexible around the impact of adding dice.  The math of a "Best Die" mechanic tends to skew pretty heavily to maximum result once the number of dice get fairly high.  I'm hoping that there are enough sources of losing dice (Drain / Damage / Etc) that work to keep the pool to a mathematically central number.


So, that my current best idea for dealing with the mechanical Inspiration rule.
Next up Charge.
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Valamir
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« Reply #4 on: May 17, 2007, 08:40:08 AM »

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Ron Edwards
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« Reply #5 on: May 18, 2007, 04:53:18 AM »

That's exactly the right concept, Ralph! I don't know about the specifics, but that seems far more fun, far more sensible, and far more clear. It also seems to me that you're finally identifying which features of the system will be constraints, which will be decisions, and which will be consequences.

Count me in as a big Aye for that post.

Best, Ron
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Dirk Ackermann
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« Reply #6 on: May 20, 2007, 10:34:44 AM »

Hi Valamir,

I did not have problems with Charge until this thread. But if you say so then it have to be right, or how much bookkeeping is going on in R&R?

I don't know about the idea of getting Drain when you're hitting the best. Most of the time if somebody is doing something really good, they do it with ease! They are just prepared to death!

So my advice is to get drained everytime you are augmenting with resistance! Augmenting per se is easy but in stress and under fire? This would be the hard work you are mentioning. But because of the relative often times you will augment, it may be a little harsh.

I am with you on case with the lower body type ones. They get really the bad things in this game. It could be fun to play one for the challenge, but... I am really concerned with this problem. So I have to play until I will know it better. Why do you like to change the bodytypes from 0-5 to 1-6?

I like both of your ideas with the mechanical inspiration. They are more intuitive.

But I coul not understand the whole if I get some mess, my opponent gets the bonus. I am asking: how does it feel while playing? Because as I read this and the whole rules that results of it I got  a little nervous. So how does it play? (If I am hijacking, please let me know...!)

MfG

Dirk
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Iskander
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« Reply #7 on: May 20, 2007, 05:51:15 PM »

Ack. This is hard, because it's kind of whiny. But, I ended up really not having fun in the last session, and in a way that has been an extension of my dissatisfaction for several sessions. Here's what the last session felt like:

- I failed all the time.
- I ended up losing almost all my dice.
- Yet again, I was in a mechanical death spiral.
- I had negligible control over the action, and never would have any choices to make.
- I earned one lousy point inspiration. One. So it's going to be MONTHS before I get out of this hell.
- The higher-AC robots earned 4 points of inspiration, so not only were they more effective all through the session, they progressed, while I didn't.
- Since the dice won't do it, I have to be a dick to force the GM to give me inspiration.
- I had no meaningful choices to make. I stopped giving a shit about the story, because I was furniture.
- This has been going on for weeks, and I want to stop playing now.

So, my (very biased, excitable, and frustrated) take is that, while it's a start, the minor tweak to the inspiration statistics for low AC bots isn't going to cut it. It's not enough. You have to give players a goal to play to when rebelling against the tapestry, or disruptive dickishness is going to be the default. You have to have a concrete reward for the players of low AC robots, right from session one, or like me, they'll be done with R&R by session three (if they get that far).

Charge has only come into play in the round-by-round combat, and it's not been a problem, nor much of a feature - except that it's yet another way in which low AC robots have less opportunity to act than high AC robots. The changes you suggest sound interesting, but to date I've had no sense of the significance of Charge as you describe it.

Sorry this isn't more constructive - but I think there's a real problem: as the rules stand, I would never willingly play a low AC robot again, and would recommend everyone avoid doing so, and I suspect that's contrary to what you want from the game.
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Winning gives birth to hostility.
Losing, one lies down in pain.
The calmed lie down with ease,
having set winning & losing aside.

- Samyutta Nikaya III, 14
Valamir
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« Reply #8 on: May 20, 2007, 08:09:28 PM »

Heh, yeah...this one is a bit whiny...it is a playtest afterall...but I forgive you 'cuz its good stuff ;-)

Under current rules, you're rolling 2 dice as Burgiss, Alfredo is rolling 4 dice.

With the above suggested changes, Burgiss would be rolling 4 dice, same as Alfred is now (and Devon IIRC).  What is your sense of the effectiveness of those characters currently (and whoever is playing them)?  Is that a suitable minimum standard to target?

Also the Spark Personality Trait would allow you to add additional Inspiration dice to not only increase your odds of success, but also increase your rate of Inspiration.  Is that sort of enhanced probability enough of a carrot to "play to"? 


Dirk - not hijacking, no.  But I'm having trouble following your last sentence (beginning with the "But...") maybe you could start a new thread and go into more detail what you're asking?
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Thor Olavsrud
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« Reply #9 on: May 22, 2007, 08:03:48 AM »


This should have the dual effect of making using the Spark Traits something special (the ONLY way to get additional dice to roll) and address some of the "play to your Spark Personality" rather than just "play against your programmed personality" issue observed above.  The more you pay to your Spark Traits, the more colored dice you roll, the more Inspiration you get.

That's probably a change for the better. I don't think it's a solution for the playing to your Spark Personality problem that I was identifying.

First, when you start play you don't have any Spark Personality traits.

More importantly, the problem lies in the fact that there is currently no guide to help you break your programming in a constructive way rather than a destructive way. If you are gaming it, your goal is to break your programming. It doesn't say anything about trying to become something else.

I think players could seek to break their characters' programming in a much more constructive way if they have a goal to aim toward. "I want my character to become this way, so I'm going to try to go against my programming to act that way."

The Drain ideas sound very interesting.
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Valamir
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« Reply #10 on: May 22, 2007, 08:49:43 AM »

Quote
More importantly, the problem lies in the fact that there is currently no guide to help you break your programming in a constructive way rather than a destructive way. If you are gaming it, your goal is to break your programming. It doesn't say anything about trying to become something else.

Could you go into more detail on this?  I'm seeing this as already being stressed pretty hard in the game.  In fact, I drone on at some length on the whole "trying to become something else" thing.

In a regular RPG players don't need any particular motivation to create a character they find interesting to play.  In R&R you create your character as you go...by breaking down the old one and transforming it into a new one.  Does there really need to be any additional motivation for players to create a character they find interesting to play than what is usual for creating characters?


Currently the GM hands out Inspiration any time they use a Role Check to keep a robot in line, including when the player is having their robot be disruptive just to get Role Checks.  I'm somewhat reluctant to change that...because any change allowing the GM to pass "you're being disruptive, therefor you don't get Inspiration" judgement goes right back into GM fiat by illusionism territory.

Right now there are two controls against disruptive behavior (beyond just "dude, that totally isn't very fun") 

1) The "Let it ride" nature of Role Checks where the GM doesn't have to award Inspiration for successive violations of the same broad category.  In other words one "I make a Role Check to force you to act like a gentleman at this party" (assuming the character is, in fact, programmed to act like a gentleman) covers all of the silly little "I break a dish", "I spill my drink", "I make loud farty noises" that a player might do to just rack up continuous Inspiration.

2) The fact that the GM doesn't always HAVE to make a Role Check just because he could.  In other words, if a player tries to intentionally spill his drink on the Duke just to grab Inspiration...let him.  Then let him suffer the consequences of the Duke being really cheesed off.  In game punishment for a character who is acting wacky is entirely appropriate.  After all, the King has locked the Queen away for being "mad".  These consequences have a mechanical component as well in the Conformity mechanic.  Drop their Conformity far enough and they'll have alot of trouble getting what they need.


So I'm hoping that playing to character winds up being something of an emergent property...much the way that dickish Interruptions and Challenges in Uni tend to just not occur once players get broken in on the system.  After all players in other RPGs don't need explicit mechanical reinforcement to play their character they way they want to play their character.


As far as providing a Spark Trait at the beginning, the current 3 candidates are as follows:
1) Players could define and acquire the Spark Trait they want for the next "level" in advance so they always have one to be working for.
2) All starting characters could simply start at Self Awareness 1 instead of 0 so they would have their first Spark Trait right at the beginning.
3) They'll get their first Self Awareness almost immediately (probably midway through the first session) so having a half or even a full session without a Spark Trait seems not that big of a deal...and appropriate for a 0 Self Awareness character to be flailing a bit.

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Thor Olavsrud
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« Reply #11 on: May 22, 2007, 09:36:07 AM »

In a regular RPG players don't need any particular motivation to create a character they find interesting to play.  In R&R you create your character as you go...by breaking down the old one and transforming it into a new one.  Does there really need to be any additional motivation for players to create a character they find interesting to play than what is usual for creating characters?

Currently the GM hands out Inspiration any time they use a Role Check to keep a robot in line, including when the player is having their robot be disruptive just to get Role Checks.  I'm somewhat reluctant to change that...because any change allowing the GM to pass "you're being disruptive, therefor you don't get Inspiration" judgement goes right back into GM fiat by illusionism territory.

In my experience, there is a tendency to seek to break programming by simply doing anything that is out of role, regardless of whether it makes sense in terms of what the player wants the robot to become. There is no incentive to break role in a directed way. In play, you don't really get the sense of the character becoming someone else, just that they are acting out against what they are.

Quote
Right now there are two controls against disruptive behavior (beyond just "dude, that totally isn't very fun") 

1) The "Let it ride" nature of Role Checks where the GM doesn't have to award Inspiration for successive violations of the same broad category.  In other words one "I make a Role Check to force you to act like a gentleman at this party" (assuming the character is, in fact, programmed to act like a gentleman) covers all of the silly little "I break a dish", "I spill my drink", "I make loud farty noises" that a player might do to just rack up continuous Inspiration.

In play, this is problematic because it doesn't provide very much guidance as to when to call for a role check, when to let the player have his action, and when to say, "no, you can't do that, here's what you actually do." It becomes very fiat-y very quickly, and has the additional danger that the GM has the ability to narrate what your character does instead. It's dangerous ground and you need to be very careful in apportioning rights and giving guidance.

As a GM, the problem is that I have no Flags that let me know what the player is interested in seeing his character become. With a flag like the potential Spark Trait I spoke about in a post above, the other players and I would have the ability to judge whether the role is being broken in a constructive way or not.

Quote
2) The fact that the GM doesn't always HAVE to make a Role Check just because he could.  In other words, if a player tries to intentionally spill his drink on the Duke just to grab Inspiration...let him.  Then let him suffer the consequences of the Duke being really cheesed off.  In game punishment for a character who is acting wacky is entirely appropriate.  After all, the King has locked the Queen away for being "mad".  These consequences have a mechanical component as well in the Conformity mechanic.  Drop their Conformity far enough and they'll have alot of trouble getting what they need.

As I noted above, without a tool to help the group judge what is worthy of a role check and what isn't, the authority that you're talking about is very difficult to exercise in an equitable manner.

Quote
So I'm hoping that playing to character winds up being something of an emergent property...much the way that dickish Interruptions and Challenges in Uni tend to just not occur once players get broken in on the system.  After all players in other RPGs don't need explicit mechanical reinforcement to play their character they way they want to play their character.

I dunno Ralph. It hasn't been my experience yet. Further, I think we've shown in other games that Flags work very well. Beliefs, Spiritual Attributes, Keys, they all provide explicit mechanical reinforcement to play a character the way you want to play a character.

Right now, you don't provide any guidance as to what you should do in play. You do, however, mechanically reinforce playing against all things swashbuckling.

It is easy to be creative with boundaries and limitations in place. It is very difficult to be creative without boundaries and limitations.

Quote
As far as providing a Spark Trait at the beginning, the current 3 candidates are as follows:
1) Players could define and acquire the Spark Trait they want for the next "level" in advance so they always have one to be working for.
2) All starting characters could simply start at Self Awareness 1 instead of 0 so they would have their first Spark Trait right at the beginning.
3) They'll get their first Self Awareness almost immediately (probably midway through the first session) so having a half or even a full session without a Spark Trait seems not that big of a deal...and appropriate for a 0 Self Awareness character to be flailing a bit.

1. Is what I've been suggesting all along. This is the flag that tells you what to play toward.

2. I think this is a good idea. I've noticed a bit of cognitive dissonance on the part of the players at the idea that they're supposed to be Sparks but have Self Awareness 0.

3. That hasn't been my experience with the rules as they stand. Currently they get one Inspiration for acting out during the game and forcing a role check, and then they get whatever the dice give them. But that's not taking into account any of the changes you've discussed with the Inspiration/Drain system.
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Mayuran
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« Reply #12 on: May 22, 2007, 10:20:00 AM »

As far as providing a Spark Trait at the beginning, the current 3 candidates are as follows:
1) Players could define and acquire the Spark Trait they want for the next "level" in advance so they always have one to be working for.
2) All starting characters could simply start at Self Awareness 1 instead of 0 so they would have their first Spark Trait right at the beginning.
3) They'll get their first Self Awareness almost immediately (probably midway through the first session) so having a half or even a full session without a Spark Trait seems not that big of a deal...and appropriate for a 0 Self Awareness character to be flailing a bit.

Hi Ralph. I concur with much of what Thor has said! Of these three suggestions, one and two are viable and I believe that two is necessary for this game to really be inspiring in the first session.

None of us sparked in our sessions. I believe I have the dice to do it with my Type 5 swashbuckler-fop (4 inspiration points). However, I don't think I experienced anything in play to prompt the spark. As a Type 5 robot, I actually felt encouraged to conform to the tapestry and play towards its interests. If I had sparked before play, most likely that struggle would have been more pronounced and interesting.
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Matt Wilson
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« Reply #13 on: May 22, 2007, 10:23:06 AM »

Man, I love reading playtest threads. I get a lot from seeing other games go through the process. I'm glad these are public, and I'm going to ask the Galactic playtesters to post their results publicly too.
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