#I FUNCTION ON NPC RULES I HAVE TO BE PROMPTED OR INTERACTED WITH FIRST-- AND I HATE IT
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I am full of the urge to try and find new roleplay partners so I can write silly things and make friends but I am also full of the worst social anxiety known to man simultaneously
#I know I'm probably just feeling like shit cause I've had two people ghost me recently for non-DSMP rps but also like#idk I wanna write the block men but WITH other people I wanna be silly and make friends#BUT ALSO I HAVE THE ANXIETY OF A HORSE AND PART OF MY BRAIN IS CONVINCED THAT ILL BE EXPLODED IF I EVER TALK TO PEOPLE UNPROMPTED#ESPECIALLY WITH RP STUFF LIKE GAH I HATE THIS I KNOW PEOPLE DONT HATE ME AND THEY PROBABLY WOULDN'T MIND BUT MY BRAIN IS CRUEL#I FUNCTION ON NPC RULES I HAVE TO BE PROMPTED OR INTERACTED WITH FIRST-- AND I HATE IT#Anyways uh idk I needed to throw thoughts to the void cause ive been in the mood to do silly things but no outlet so- ugh#yapping hours
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what's the book for? part 2
[here's an intro where I talk about the three hour video essay that inspired me to do this]
[here's the first part where I argue that there's a big difference between the actual thing you do in an RPG and the book that tells you how you're allegedly supposed to be doing it]
So if the actual TTRPG games are mostly learned by observation and practice, what is the something that RPG books claim to give you in order to enable that?
Here's three things I can think of.
This isn't intended as a Forge-like categorisation of games, most RPG books offer (or claim to offer) all of these to some degree, ideally in complementary ways...
A ruling reference - RPG book as legal system
In the intro to a typical mainstream RPG book, this is typically the explanation that is given.
Over the course of a telling a story together, all sorts of weird edge cases come up where you might not want to simply make a call on how it should resolve. Moreover, consistency is valued, for both challenge and narrative reasons.
In this case, the RPG book is a big collection of rulings for specific situations. 'What happens when a character falls off a cliff?' You can look it up. It's like legal precedents. This is how a lot of the stuff in the early D&D books started - stuff that someone had done, and a referee had made a ruling, and it got written down. Then it would get systematised, unified, and streamlined so that it's easier to remember and extend to new situations.
A lighter game avoids special cases and just suggests a general procedure for resolving situations of uncertainty, conflicts etc.
This angle doesn't tend to cover procedures for how the game is physically run - how to go about setting up the scenario, who should get priority when speaking, etc. etc. - beyond perhaps offering prebuilt modules to inspire you. In older games, most of that is stuff you pick up by watching. In newer games... well, hold on.
A grab bag of interesting prompts - RPG book as inspiration in the moment
Most RPG books have flavour text; many also have tables of weird shit you can roll on or select when building a character, character sheets full of interesting abilities, descriptions of NPCs and so on. A select few RPGs like Unknown Armies and Chuubo's Marvellous Wish-Granting Engine have really distinctive prose too.
The aim of all these tools is to give you something to latch onto when you're in the moment and you need to think of the next thing to say. It's also to get people onto some shared understanding of what this game is all about.
This is where the bulk of many RPG books lies. It's explicitly the aim of Apocalypse World's MC moves. Many one-page RPGs are nothing but lists of evocative names and description elements, and a short snatch of prose.
Prompt tables and lists of names are popular in just about every tradition of RPG design - trad, storygames, OSR, all use them. Sometimes they're the most memorable thing about an RPG, like Dark Heresy's crit tables.
Sometimes pages of tables is the RPG - in recent years, card-based games have become popular, using a regular deck of cards which indexes into a big table of events, each of which is like 'here's a short description. how do you respond?'. This type of game has a great deal in common with storylet-based interactive fiction like Fallen London.
Prompts don't have to be short, though. Arguably an adventure module can be pretty much this - something you consult when players arrive in a new place to get an idea of who they should meet for example.
In D&D, the Monster Manual is straight up a book of real freaky guys you can put in your game. It also has stat blocks for them, of course, but the descriptions and pictures do a lot of work here to make them concrete.
This is why I describe the pictures in Lancer as load-bearing. The pictures help - or are supposed to help - grease the wheels of imagination when you're trying to imagine mechs.
This function of RPGs is a large part of the angle you're playing if you tie the game to a particular genre, setting or IP.
A machine to guide you to a specific experience - RPG book as auteur blueprint
So here's the newer flavour.
RPGs can be one of the most feelings-dense forms of art that humans create - it's your story, with your characters. This is something that tends to arise organically after you spend a long time with a character and 'get into their head'.
However, there is often a desire on the designer's side to structure the game to bring about a particular kind of emotional experience more directly. From horror games to games self-consciously 'about' colonialism, abuse, romance, etc., these games try to give you a particular experience, similar to what a film or book gives you - or indeed, a computer game.
Here are some examples:
My Life With Master is an older Forge game. It's about the 'Igor' servant characters in a classic horror movie, billing itself as 'a roleplaying game of villainy, self-loathing, and unrequited love'. It presents you with an emotionally charged scenario and mechanics that try to push you towards specific drama - if you want to be critical, a firm instance of the incentives and buttons oriented design that Huntsman was talking about, sometimes quite explicitly saying 'this mechanic was designed to...'
Dog Eat Dog is a game 'a game of imperialism and assimilation on the Pacific islands', with the DM reimagined as a colonial power adding more and more restrictions and the players as native people who will inevitably break its rules, until they are eventually pushed to 'run amok' (fatally), or assimilate. It's a game whose entire argument is more or less spelled out in the book itself.
But games don't have to be this narrowly scoped to have this kind of aspiration. Something like Apocalypse World still wants to bring about certain kinds of interaction, laid out quite explicitly as 'agendas' for the MC and players. It is strongly 'opinionated', in programmer terms.
Even a very flexible game can take on this model. Fiasco is a very abstract structure, designed to set up a chaotic situation like in a Coen Brothers movie. Microscope is designed to give you a fractal zoom in and out of a fictional history. These games are almost all procedure; Fiasco has some fantastic prompt tables, and a clear way to cook up your own, but the bulk of it is the stuff it tells you to do with scenes and dice.
These could be seen as games on an auteur model, with many of the emotional beats of the scenario already rigged up in advance. You get this type of book to experience a good/meaningful story - with a certain amount of flexibility in the details that gets you more attached. If there is a GM/MC/etc. they have instructions to facilitate the expression of that story.
...well, I refer to it as an auteur model. Thankfully not everyone is Ron Edwards! Apocalypse World has a whole chapter about how to modify the game to your taste, or build new games on its framework, and that - plus its conceptual simplicity - probably played a role in its hundreds of derivatives. 'Hacking' games was well established as a practice in the storygames milieu right from the early days. Probably the vast majority of games put out on itch.io are simply hacks of an established framework, very few offer real innovation.
Despite this, the offer of these products is still that they'll tell you how create a kind of verbal machine to realise some very specific thing.
Secret fourth thing...?
I can't think of others right now, but I hate presenting a list as exhaustive unless I can prove it's exhaustive. It's very likely there's some other function a book can claim to perform.
However, to summarise, you look at an RPG book to get:
a consistent set of rulings to handle situations of uncertainty
a set of prompts to help inspire your imagination when you need inspiration
a carefully designed procedure to lead you to a specific experience
The third thing is kind of a different beast to the other two, huh? You might be thinking that the first two are trad games and the third one is post-Forge 'story games', but it's really much older than that. Paranoia is a great early example; there are shades of it in many games published in the 80s and 90s. Not all these games are affiliated with the Forge and its diaspora either - take for example Jenna Moran's games and Bliss Stage.
Story games are not books either
The Forge and its diaspora led to a lot of games being printed, and launched the careers of many an 'indie TTRPG designer', which was not really a thing you could be in the same way before. It would be easy therefore to think this was the main contribution: we should assess it on the basis of the printed games that resulted.
However, nothing says you have to use a book to pilfer from their idea pool.
The really interesting contribution of the whole movement, to my eye, is that it calls our attention to a facet of TTRPGs that had often been left implicit. Who speaks, when? Who gets the 'narrative authority' to make the final call on what becomes 'true'? How do you organise time - do you frame scenes, use flashbacks, cut between different characters? What makes a dice roll exciting? How do you work out what would engage the other players, and communicate your own interests? Are you trying to help your character win, or are you more like a writer who might choose to make them suffer? How do you make a compelling character arc? What can be changed around behind the scenes to make a better story?
These are all aspects of 'play', the thing that you do at the table. Any given TTRPG group will settle on its own implicit or explicit approach to this kind of thing.
Different RPG books will tell you to do this or that. Some games will tell you to set stakes, or make failure interesting, or make choices that act as 'flags' to show what you're looking for.
But these tools are not tied to any specific game. You don't need the 'permission' of a book, nor can a book stop you doing it. A book may lay out a procedure that makes it easier, may introduce you to an idea that you haven't heard before, but once you have the idea, you can play with it however you like.
The way I approach a trad game like D&D, from either side of the DM screen, has become very different after my sojourn into the world of story games. A lot of what I liked there, I kept doing. Other inspiration comes from outside of the 'hobby' entirely, in related milieu like improv comedy.
This is something the OSR milieu seems to understand quite well. Everything is expected to be mixed, matched, and interpreted by the needs of your group. Posts will be framed as mere advice, which can be picked up and applied regardless of context.
But that all depends on a certain amount of common ground as to 'what the game is'. There is an authoritative DM who runs the scenario. The emphasis of the game is probably on exploring some kind of ruin and surviving in a dark, decaying fantasy world populated by various factions at odds with each other. Players control flimsy characters whose survival is not guaranteed, but if they live long enough, they can become major powers. There is a heavy strategic aspect: you are trying to use your resources to survive and get something. This is the general shape of a 'prototypical OSR game'.
the shared context of storygames
Story games form their own subsubculture, but they do not have this level of shared context. Instead, a different kind of shared context is kind of implicit in the milieu.
Here's how things go at the London Indie RPG Meetup Group, which I've attended a couple of times: a group of nerds gather in a pub. People will pitch games with a couple of sentences; then people will form groups and play that game as a one-shot session. Someone will have a book, or printouts. Most players will not have heard of the game before.
In this kind of context, a lot of the quirks of story games make sense. 'Read this out' paragraphs, rapid character creation based on selecting prompts, simple mechanics designed to push you into drama as quickly as possible: all of this stuff is perfect for a one-shot game you play once or a few times. This type of game is not really trying to 'take on' trad games.
But then there's the 'middle ground' kind of game, which are closer to a 'trad' game - a game master, persistent characters each controlled by one player, multiple sessions, progression - but also instruct you to do something more experimental by trad-game standards. This includes Apocalypse World and its derivatives, Blades in the Dark and its derivatives, the Burning Wheel/Mouse Guard lineage, Jenna Moran's games... and so on.
It's this point of overlap where things get sticky and it all becomes a bit tense. Since, well, story game fans can be quite evangelistic - and part of that evangelism depends on a dismissively book-determinist view of trad TTRPGs. But conversely, trad players can be quite reluctant to imagine there is any other way of approaching this whole activity, and dismissive of any other approach. I do not like it, Sam-I-am.
So you end up with a situation of camps, with both groups bristling at the sense that they should be compelled to give up the thing they like to do it the way they consider inferior.
And if you want to criticise the other camp, what do you do? Pick up their book and criticise it as a product, according to your sense of what a TTRPG book is for. Which seems hopelessly besides the point when a book is such a small part of the story.
I've played trad games, story games, OSR games, 'freeform' forum games, LARP, MMO roleplaying, improv comedy... Not as much as I'd like of anything, but enough to get a sense of the many ways we can do this 'roleplaying' thing, whether by explicit rule or implicit convention.
So the puzzle I now have is, if there is to be a book involved, what is that book there to do? What really makes for a good RPG book? Are there other ways to get that thing? How do you game design honestly?
We'll try to address that in part 3 of this series, coming... sometime soon, hopefully!
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tell me more about lancer!! (I’ve heard of it but never played)
“It is 5016u, and the galaxy is home to trillions. At the core of humanity’s territory there is a golden age, but outside of this newly won utopia the revolutionary project continues... Your character in the world of Lancer is a mechanized cavalry pilot of particular note – a lancer. Whatever the mission, whatever the terrain, whatever the enemy, your character is the one who is called in to break the siege or hold the line. When the drop klaxons sound, it’s up to them to save the day. “ - Introduction, Lancer core rules (pp 10-11)
Lancer is a very good role-playing game about piloting giant robots and using them to make Utopia happen. I’m going to organize this into mechanical things that are Very Good about Lancer and lore things that are Very Good. Here are 12 things I like Very Much about Lancer.
MECHANICAL
1. COMPCON
2. In addition to a primary system of regular old weapons n attacks n hitpoints, there is an entire other system of technological attacks and “heat” hitpoints to represent hacking enemy robots to increasingly bizarre effect. Making regular physical attacks is tied to physical weapon “mounts” on your mech, and these mounts may be destroyed over the course of a fight, so the technology attack system gives players who might otherwise be neutralized something to do the whole time.
3. So much player choice: There are 29 mechs in the core rulebook, another 5 in the first rules supplement, another 3 freely available on the publisher itch.io, then various others in the nooks and crannies of the Lancer discord. Do not be daunted, however! i. In a source like COMPCON above, all the mechs are organized by manufacturer and role. Each in-universe manufacturer matches one of the 4 fundamental mech stats so if you know you’re aiming for a mech that especially interacts with a particular part of the mechanics you’ve already selected out 75% of the choices. a. The matches go like this: Harrison Armory matches to the “Engineering” stat and so their mechs deal with the Heat mechanics in interesting ways, HORUS matches to the “Systems” stat and so they specialize in hacking other mechs and other technological attacks, Interplanetary Shipping-Northstar matches to “Hull” and so builds tanks and tough guys, and Smith-Shimano matches to “Agility” and so builds the sexy ones the ones that have interesting ways of avoiding getting hit. b. Roles are relatively straightforward too! Striker mechs are the close-quarters fighters, artillery are... artillery- long range fighters, controllers do big Areas of Effect or impose conditions or alter character movement, defenders have big shields or are mobile bunkers or are just so darn big they protect those behind them, and support is... support- they share bonuses like repairs with their allies. ii. Take this all together and finding the mech that best suits you is actually real easy despite the long long lists. And if you ever get locked into a build you grow to dislike? At every level up, you can completely replace and overhaul the mech licenses (which represent your ability to use the relevant equipment and frame associated with a given robot) you have so you can try other robots.
4. The NPC system: There are 33 NPC statblocks, organized by the kind of role they have in a potential fight. In addition, there are 12 templates you could potentially apply to an NPC. Both statblocks and templates are defined by “systems”- just little traits and qualities and there are often many optional systems you can slap on for an extra level of customization. Therefore, you can tailor hundreds if not thousands of NPCs out of a seemingly-limited stock. i. The template system means any potential moveset or archetype can be made into a miniboss or boss ii. The template system means you can flavorfully telegraph how an encounter can go- telling the players they are fighting a group of pirates prepares them for coreworm rockets and grapple leashes (hallmarks of the pirate template) regardless of the actual statblock in use. iii. Each statblock is effectively 3 statblocks in one, set to different tiers to match and scale to the level of the players throughout the game (so oops I guess there are 99 NPCs by default) iv. Monstrosity- it’s for Kaiju! it’s also one of the most modular statblocks for all the little tweaks you need for Big Monster v. Squad- for footsoldiers!
5. There is no class system (mechanically speaking, in the lore Union is working on it). Character creation functions through selecting Skill Triggers for situations outside your mech and Talents for situations inside your mech, and mech licenses themselves. Even Backgrounds are mostly just lists of questions in order to prompt character introspection.
6. I put this last down here because it’s kind of at the intersection of the mechanics and the lore, but Lancer has some good random tables for generating things like planets, space stations, people on space stations, Pirate crews, and big Enterprise companies. It’s just good clean fun.
LORE
I also created this google doc for totally unrelated reasons
1. The naming convention of the rings of Union and the Blinkgates- Blinkgates are Lancer’s mechanism of faster-than-light travel. They are Big installations and passing through one can take you to any other instantly. They’re organized into “rings” of the stations that are physically closest to one another, emanating out from Earth. Each ring is named after a mountain range on Earth (now called Cradle because of course) and each gate is named after a peak in that range. This is a real small detail in the grand scheme of things but I adore it because this naming convention is a clear reflection of the priorities and values of the people who did the naming. Every gate by definition is situated in places that humans have already settled, but they’re not named according to local convention. Just so, every gate is situated somewhere in Cradle’s night sky, but they’re not named for things like constellations. Each blinkgate is named after a feature on Cradle because the blinkgates were named by the Second Committee of Union, who had a driving philosophy of Anthrochauvinism (a manifest destiny attitude towards humanity on the galactic stage, with a heavy bias towards humanity as it is on Cradle) and so of course blinkgates are named as a projection of life on Earth onto space without regard for the actual space they occupy.
2. On a related note, according to the starship-battle spinoff Battlegroup, Union names its largest starships- its battleships- after environmentalists. That just warmed my little Environmental Scientist heart, and also is a clear reflection of the Third Committee’s values and priorities (Union rose from the ashes of an environmental disaster on Earth, and the Union Navy under the Third Committee has a general mandate of acting protectively and defensively, so Union has effectively named one set of their people’s protectors after another set of protectors).
3. The fact that every faction is simultaneously in a state of escalating tension. "The Good War" is this inevitable conflict that everyone constantly expects, but it is constantly not here, which just increases the tension further. This makes for good adventure fodder. i. KTB and HA are about to have the Second Interest War in the Dawnline Shore, ii. Union and the Aun are about to have the Second Distal War in Boundary Garden, and SSC is gonna wade into it because geneticists gotta get their samples I guess, iii. IPS-N is about to fall apart from infighting, iv. In the Long Rim HORUS is closing in on Horizon, finding the Fourth Metavault is around the corner
4. Utopia is a verb. Corollary: Union are the enemy you want. Or: Life is good, but it can be better. All this to say, Union is presented as an unambiguous force for good, but the game and the creators make no bones about how Union can be made better (and thus directly put improving the world in the players’ court!).
5. Many Factions are defined by a fundamental expectation-subverting "What If?" i. Union- what if the big bad hegemony that rules over everything was (at least trying to be) the good guys? ii. The Aun- what if the mysterious and mystical theocracy explicitly and literally had the support of a god and thus could back up their claims of manifest destiny? iii. The Corpros- what if all of these awful organizations actually did materially improve people’s lives, instead of that just being a propaganda line they throw out to justify themselves?
6. NHPs- Explaining what’s up with NHPs in full would be a whole Thing, so for now I’ll just share my favorite thing about them: they’re like droids in Star Wars, except the creators actually acknowledge the immorality of the situation and thus generate and encourage discussion about it in the playerbase, rather than just let it be taken for granted (and thus directly put improving the world in the players’ court!).
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