Thursday Night Primeval

This past Thursday, Manu had committed to running his homebrew Hollows &  Hobgoblins game.  But with a lot of people saying they’d show up, I prepared a backup game based loosely on the British TV show Primeval in Risus.  It turned out to be a good idea, as we had ten players total.  I took five (four plus me) for my game.  At my table was Rolfe, Sarah, John, and Laura.

The Setting

It’s the modern day, and there are temporal anomalies opening up all throughout Seattle, and bad things are coming through.  The Department of Homeland Security has set up the Anomaly Research Center (ARC) to deal with the problem.

There are two teams:

The science team, which is studying and trying to find a solution to the problem of temporal anomalies; and the security team, which is supposed to deal with the immediate effects of the anomalies.  Our players were the security team.

The security team’s goals are thus:

  1. Protect Civilians

  2. Get the prehistorics back through their anomalies to protect history, before the anomalies close.

  3. Close the anomalies behind the prehistorics

  4. Attract as little attention as possible to avoid a general panic

Encounter #1: The Trouble With Trilobites

They had just learned that there were, in fact, the third security team formed.  The first team didn’t know what they were doing yet and all got eaten.  The second team went through an anomaly into the past and it closed up behind them.

They had just finished their briefing with Special Agent In Charge Carter Jackson, when the ARC’s anomaly detector went off.  An anomaly had opened in the vicinity of Pike Place Market.  Ross Faulkner (John R) a badass security guy, drove them to the site at ludicrous speed, and executed a perfect drifting slide into a parking space, completely ignoring rule #4.  Max (a Steve Irwin meets Crocodile Dundee type played by Rolfe) told him to stay above ground and buy fish bait.  BetsyJane (Sarah) the PR woman, led the rest of the group (which included Emma – a high tech gadgeteer with a low-tech crossbow- played by Laura) below ground with the aid of her portable anomaly detector.

The anomaly appeared to be near the comic book shop.  Cautiously, the group made it inside to discover a grisly mess behind the sales counter:   Three human legs.  There was a one-meter wide 20cm tall hole in the hardwood floor.  About this time, Ross showed up with some fish, which Max dangled over the hole to see what would come out.  He was expecting some small, cute little reptile, but instead, insectoid tentacles reached out and grabbed his arm.  He was very nearly pulled into a hole that would not have comfortably accommodated his size.  The tentacles turned out to be the antennae of large trilobites.

By now, BetsyJane had determined the anomaly was actually outside the store on the walkway to the bay, and there was another little hole in the wall by which the trilobites had entered the store.  Emma rigged up a trilobite herding robot using a toy car, a flashlight, and an improvised pepper spray and chased the nasties out and (mostly) back through the anomaly.  Their departure was hastened with the help of a few flashbangs from Ross.  A few, however, took off down the walk towards the waterfront.

BetsyJane tried to herd them into the anomaly, but only managed to get herself knocked over the side, clinging for dear life from the handrails until Ross could rescue her.  Emma speared one with a tranq dart from her crossbow, and Max used his amazing parkour skills to get ahead of the other two and flipped them over on their backs.

Encounter #2: The Loch Union Monster

They had just gotten back to the ARC and were congratulating themselves, when the anomaly detector alarm went off again, this time indicating something happening in the middle of Lake Union.  Off they raced to the waterfront after grabbing some SCUBA gear just in case.  They arrived on the scene and BetsyJane promptly commandeered a DUKW.

Out on Lake Union, they spied a barge and its tug, moving very slowly.  With binoculars, it was determined that the tug had no crew aboard.  They plunged the DUKW into the water and set off towards it.

As they approached the barge, Ross parkour-leaped over to survey the situation and found blood in the tug’s pilot house.  Their arrival must have irritated the prehistoric visitor, because it reared its small head high above the water on its long slender neck, revealing itself to be an apatosaurus.

They were able to irritate the apatosaurus by driving the DUKW around in circles (Ross scoring well with his badass driving skill), honking its annoying quack-horn and and get it to follow the DUKW over the top of the anomaly, which was under the water.  Max dove in and got it to chase him using his shiny hunting knife and threw the knife through the anomaly.  The apatosaurus followed.

Note:  I think I erred when I made the apatosaurus aquatic.  So this means that a previously unknown species of semi-aquatic sauropod was discovered.

(I had two other encounters scoped out, a triceratops at Macy’s and mastodons on the 520 bridge, but it was getting late so I skipped forward to the end game)

Encounter #3: The Scientists That Time Forgot

After a few days’ rest, they were informed of some good news and some bad news.  The good news:  The science team had discovered an futuristic artifact that had been abandoned or lost in the recent past that could be employed to stop or control the anomalies.  The bad news:  The science team that went back to get it haven’t been heard from in over six days.

So the ARC had decided to send them back in the hopes of recovering the artifact, and possibly the scientists too.

The anomaly they used was a semi-permanent one that was being studied inside a metal warehouse type building at Boeing Field.  They were given four hours to complete their mission, and all the supplies they’d need to survive a while in case they got stuck, and some ATV’s for transportation.

Ross was the first one through, and found himself in the ice age, on a wide savannah, smack in the middle of a herd of a previously unknown species of small horse.  Probably related to eohippus, but bigger, almost pony sized.  The neohippuses scattered noisily.

The others came through.  They also spotted some smilodons (sabre-tooths) watching the horses from a distance.

Ross got on his radio, to see if the scientists were transmitting, and heard only faint beeping noises.  Emma rigged up a radio range finder to home in on the signal, and off they went, to the west.

On the way there, they came over a ridge and looked down in the depression below to see a herd of mammoths milling about.  On the other side of the depression was another ridge, and what looked like a campsite.

They were trying to decide the best way to tiptoe through the mammoths, when the herd suddenly stampeded, leaving behind a young, and apparently injured one.  That’s about when they realized that the two beasts approaching the youngster through the grasses were actually humans wearing skins.  They rode wide around the mammoth and avoided the humans.

At the campsite, they discovered a fire pit, a lean-to, a small radio transmitting from under some branches, an open can of beans, and lots of footprints heading west.  Some of the footprints were booted.  Most were barefoot.  They followed the trail until they came to a primitive village.

At first, upon hearing the ATV’s approach, the villagers were quite agitated.  The women grabbed up the children and hid in their hogans.  The men got out their spears and pointed them menacingly.  BetsyJane was able to calm them using her PR skills, by being non-aggressive, and offering them some food.  Their chief led them to a circle in the center of the village, where the men did a strange ritual dance and song around them for a while.  When that was done, the men all pointed their spears directly at them, and the chief engaged them in dialog.

Max gave his vest to the chief, and the chief liked it, and gave his mammoth hide cloak to Max in return.  BetsyJane was able to convey that they wanted the scientists back, and was able to trade a book of matches for one.  BetsyJane then traded her athletic headbands and wristbands to the chief, hoping to get another scientist, but the chief was no fool and a good barterer, and gave her his necklace and bone bracelets instead.  Clearly, he wanted something more valuable for the other scientists.

Max handed over a metal knife, and the second scientist came out.

Smiling cleverly, the chief made “vroom” noises.  He was telling them he wanted one of their ATVs!  Of course, there’s no way they would trade one to him.  The impasse started to get tense, when Emma pulled out her crossbow, and after a short demonstration, won the chief over.

The last scientist came out, and he had the artifact with him!  The mission was saved.

Epilogue

Later, it would be theorized that the sudden and massive extinction of mammoths in North America were due to an unexpected and rapid improvement in the hunting prowess of early man.

The Trouble with Santa Part 1

The Playful Watch: The Trouble with Santa

Part 1

Seargant Philbin Detmar gathered together some new recruits to find out why no toys were delivered on Christmas Eve.  The Zorceror had sent two messengers to the North Pole, but neither one had returned. It was their duty to go to the North Pole and find out what was wrong with Santa.

Characters:

Herbert Hoover played by John (Sophie’s old character, a vacuum cleaner)

Qualities

Blows like a hurricane +6

I got an attachment for that +2

Plays Top 40 disco music +2

Neat Freak -2

Stegobot/Clark Kentrosaurus played by Rolfe (A knock-off transformer stegosaurus/robot)

Qualities

Robo Armor +2

Sucker Punch +4

Laser Blaster +4

Master of Disguise -2

EL Tigre played by Erik (A small plush tiger)

Qualities

Mighty Roar +4

Plush +2

Tiger +4

Luchidor Personality -2

Thrasher played by Sarah (A daredevil Truck with a sidekick whose head was on fire)

Qualities

(I don’t have Sarah’s character sheet so I don’t know the numbers)

Daredevil

Superjump

Fast

Sidekick whose head is on fire -2

They set out in a hot air balloon piloted by Bob. It was the only transportation that allowed them bring Thrasher’s  sidekick.  The trip was uneventful.   When they reached the North Pole Bob told them there was a large wall surrounding Santa’s place and that he couldn’t fly over it due to high wind currents.  They would have walk about a mile.  They also saw two other hot balloons tied up nearby.  They had to belong to the previous messengers.

On their mile long hike, they spotted something strange; penguins at the North Pole.  They turned out to be wind-up penguins who wanted directions to the South Pole.  They said they had escaped from Santa’s workshop since no one had come on Christmas Eve to take them anywhere.  They also said the other toys were too timid to escape. I believe it was Thrasher who suggested they go wait with Bob at the hot air balloon as the South Pole wouldn’t be to their liking.  This was probably true since they had a lot of trouble winding each other up since they just had wings.

Shortly after sending the penguins on their way, they reached some large gates which were guarded by two real polar bears.  They said that one cold enter.  El Tigre decided  intimidate them with his mighty roar. I had given everyone some cards from the “Once Upon A Time” card game and I said they could use them in the story.  Sarah decided to help Erik out with a card, I think about a message.  Erik rolled well and with the help of the card the guards let them go through.  One of them mumbled something about them maybe being friends of Steve.

Once they were past the gates they headed towards Santa’s house, workshop, and the stables. Stegobot suddenly recognized the footprints of a toy Tyrannosaurus.  He decided that he should change into Clark Kentrosaraus, newspaper reporter because stegobots and Tyrannosauruses are natural enemies, and he wanted the team to have a chance to negotiate.  He found Steve in a large pit and the others had followed him.  El Tigre is they only one we know for sure did not see through his disguise.

Steve told them that he would eat them unless they answered his riddle.  That Steve really gets around.  One wonders how he got to the North Pole.  The riddle was:

They follow and lead, but only as you pass.

Dress yourself in blackest black

And they are darker still.

Always they flee the light,

Thought without sun there would be none.

Surprisingly, it was Herbert Hoover, the vacuum cleaner without anything in his head, especialy since he only blows, who quickly came up with the answer.  Steve hopped rather gracefully out of the pit and stomped off muttering about how he never gets to eat anyone. 

The group found they had one more obstacle to face before they could search for Santa.  They found  small flock of devil duckies skating around a frozen pond.  The duckies attacked and a fierce battle followed where Herbert was soarly wounded.  Most of the group retreated to the Toy Factory, but Stegobot went for a swim beneath the devil duckies, breaking through the ice.  He found Santa’s sleigh.  He hurried to join his friends.  They found that the toys were still in the workshop, but there wasn’t any sign of the eleves. 

El Tigre managed to convince a few Brazt dolls to go out to face the duckies armed with duck hunting equipment,  but when they got outside the duckies were gone.

Next up for investigation was Santa’s house.  It was empty of life, but El Tigre used his tiger senses to smell the scents of two people.  One smelled like cinders and one smelled  very clean.  He also found a cloth that was part of a Bishop’s robes. 

Again Herbert prooved smarter than he looked and guessed that Sinterklasse might be behind the disappearance of Santa Clause.  Sinterklasse is Holland’s version of Santa.  He has some number of black men who help him.  Perhaps the smell of cinders came from Zwarte Piet.

They realized that the only place they hadn’t looked was in the reeindeer’s stable.  All the famous reindeer were there.  They revealed that someone had been feeding them.  El Tigre smelt cinders and they forced Piet out of the shadows.  When they fought him he split into two, but they easily defeated him.  He admitted that Sinterklasse had taken Santa to his castle in Spain, but that the elves had been sent to Hawiia for a well deserved vacation.

The team realized they would have to fly to spain to face Sinterklasse or at least his minions.

Kobold Quarterly Adopt-a-Soldier holiday contest

The folks at Kobold Quarterly magazine are running a contest through the end of December to promote their Adopt-a-Soldier gift subscription program. Civilians and military personnel are invited to enter the contest by signing up for the program, signing someone else up for the program, and/or blogging and Twittering about the contest.

Runners-up in the contest receive a “Small but Fierce” logo pack with a postcard and sticker featuring the Adopt-A-Soldier logo. The Grand Prize winners — one soldier and one civilian — receive:

  • 3 dice sets by Q-Workshop
  • A signed copy of Soldiers of Fortune: War and Military Adventure in a Fantasy World, due out in March 2010
  • The Kobold’s Guide to Game Design Volumes I and II
  • Patronage in an Open Design project of the winner’s choice (or an upgrade to an existing patronage)
  • A profile and a hearty “thank you” in the next issue of Kobold Quarterly

The Kobolds tell us that the contest has resulted in a lot of new sponsors signing up, so if you have friends in the military, tell ‘em to visit KQadoptasoldier.com and register for a free gift subscription. (And tell them to drop your name when they sign up: there is apparently a secret prize for whoever gets the most new program members enrolled!)

Review: Mouse Guard RPG

(Cross-posted to RPG.net.)

The Mouse Guard Roleplaying Game is based on the on-going comic book series Mouse Guard and a streamlined, simplified version of the Burning Wheel system, in which you play the protectors and warriors of a medieval society of sentient mice.

Read more »

Fate Minus d6 and Counting

I recently ran a game for the Emerald City Gamefeast using Starblazer Adventures. The mechanics are a variation of the FATE mechanics used in Spirit of the Century (SotC). Skills are rated from 0 to 4, to higher for more experienced characters. SotC uses Fudge dice to give a roll from –4 to +4. Starblazer Adventures uses the more readily available six-sided dice (d6). To roll, a player rolls one d6 and adds the result to their skill and another and subtracts the roll. This yields a spread from –5 to +5 on the roll. For reasons laid out in my post on SotC combat, and the fact that all the players would have d6s available, I thought that this option was worth trying.

Overall, the mechanic just felt like it had too much variance, and several players expressed the same sentiment. Obviously, at the edges this is clearly the case. The d6-minus-d6 (d6–d6) mechanic has a 1/ 36 chance of yielding a –5, the same for +5. In contrast, four Fudge dice have a 1/ 81 chance of a –4 or a +4. Also the spread, -5 to +5, is over twice the range of the skills, 0 to 4 (see Figure 1).


However, in thinking about the mechanic I came to wonder if it was more a matter of perception rather than really being so much worse than Fudge dice. Now, Feng Shui uses a d6–d6 die mechanic, and the dice even “explode”, resulting in even more variance than the Starblazer mechanic. Yet Feng Shui never felt too roll-dependent. Of course, Feng Shui skills tended to be in the 12 to 15 range and thus around the spread of the roll rather than less than half of it. However, I’ve played in several d20 games where characters’ best skills were at +11 or +12, about half of the spread of a d20, and people didn’t really complain about too much variance. And that is with a d20, which has a flat distribution and so significantly higher variance than d6–d6.

So the question becomes, what do the numbers really look like in practice? Figure 1 shows the distribution of four Fudge dice versus a d6–d6 roll while Table 1 shows the chance of succeeding on a non-combat roll for given difficulties.

Table 1: Comparison of 4 Fudge dice with d6 minus d6

Skill relative to difficulty Chance of success
4 Fudge d6 – d6
5 100 100
4 100 97
3 99 92
2 94 83
1 81 72
0 62 58
-1 38 42
-2 19 28
-3 6 17
-4 1 8
-5 0 3

While Figure 1 clearly demonstrates more variance in the d6–d6 roll, it doesn’t appear to be that radically different. And from the practical standpoint of succeeding on skill rolls, Table 1 shows that the odds don’t change that much except at the edges. In the heat of a game, it seems unlikely that a player would notice the difference between an 81% chance of success and a 72% chance. At the extreme of low player skill the chance of succeeding is greater with d6–d6, something few players complain about. At the other extreme, if the player has a skill 4 or 5 higher than they need for the task why bother to waste time rolling?

This left me wondering whether the response to the die mechanic was partially psychological. After all, the popular d20 uses a higher variance mechanic. But with d20 the result is always positive, a skill of +10 with the lowest roll, 1, would yield an 11. d20 games also have take 10 and take 20 mechanics that help smooth things out. Of course, FATE has a similar concept, the game master can assign an automatic success if a character’s skill exceeds the target number. However, unlike the always positive d20, with the d6–d6 mechanic even the highest skill can still end with a negative roll, 4 –5= -1.

One way to test if this is really psychological would be to just use a 2d6 and add skill mechanic. The average result for d6–d6 is a 0 while it is 7 for 2d6. However, the distribution around the average roll is identical between them.

The reason FATE uses a distribution around zero is that skill numbers are associated with descriptions of their proficiency, i.e. a +4 skill is a great skill. The idea is to get away from saying, “I roll a 4”, and instead say things like “I make a great leap.” In practice, this pretty much never occurs. So a d6–d6 mechanic can just be replaced with a 2d6 mechanic by increasing the target numbers by 7. What would need a 1 in d6–d6 would require an 8 in 2d6 + skill, and so on. The result would be similar to PDQ, though with a narrower range of skills. This might make the system much more palatable to players, without actually changing anything.

I still think that the d6–d6 has a bit too much variation for my tastes, and intend to try Fudge dice the next time I use the FATE system. However, combat still worries me. The rules from SotC had far and away too little variance in outcomes. Which means that I need to do a statistical comparison between the different combat systems.

An alternative mechanic that I had considered and that Sophie also suggested is to use a d4-d4, rather than d6-d6. This would narrow the range while in theory giving more variance than four Fudge dice. As shown in Figure 2, while it does narrow the range, the probability distribution is in fact almost identical to using four Fudge dice and so highly unlikely to give better combat results than the original mechanic.

So what did people think of the d6-d6 mechanic? Did you find the swings too large as Rolfe did? Would a more conventional 2d6 plus skill roll be more comfortable?

Pictures from the Emerald City Gamefest 4


Great Family Fun!

Originally uploaded by Kedamono

We had another great gamefest this year and I took plenty of pictures of the event!

I’d like to thank everyone who helped make this a great event and I hope to see you all there next year!

Thanks to Everyone!

Thanks to everyone who attended this year’s Emerald City Gamefest!  On behalf of all the members of the Flying Committee, we hope you enjoyed yourselves, and look forward to seeing you next year!

SmiteFest 3: The Hallowing!

The greatest game event ever held in a Seattle-area Episcopal church returns! On Saturday, October 17th Episcopal Church of the Redeemer in Kenmore is proud (we will assume) to host SmiteFest 3: The Hallowing, an all-ages evening of videogames, movies, pizza and awesome.

All gamers everywhere are invited. Admission is free, but you’re welcome to make a donation to Child’s Play charity.

The featured game at SmiteFest is Rock Band 2. We’ll be running other games for the Xbox and Wii, as well as an area for laptop gaming. You’re welcome to bring your own favorites!

We will also be showing the documentary Nerdcore Rising, which follows nerdcore rapper MC Frontalot on his first national tour.

RSVP for this event.

Date: October 17, 2009

Time: 5:00 PM to 9:00 PM

Place: The big space beneath Episcopal Church of the Redeemer in Kenmore (it’s called the “undercroft” in Episcopalian)

6211 NE 182nd Street
Kenmore, WA (map)

Bring: Rock Band controllers, portable game devices, laptops, games, and any of that PAX spirit you have lying around

Will there be churchy stuff? No. If you’re in need of some quiet time to come down after the event, Redeemer holds Compline services — a contemplative half-hour service of prayer and meditation that emphasizes spiritual peace — at 9:00 on Saturday nights.

VCON 34 – Oct 2-4, 2009

The following post is an announcement received from Jenni Merrifield at VCON in Vancouver, BC. The convention sounds like a lot of fun!

Hi!

My name is Jenni Merrifield and I have recently taken over the role of Games Coordinator for VCON 34. I am sending out this message to gamers and gaming groups primarily in Western Canada and the Pacific Northwest as a call to action – by promoting the VCON games room and filling you in on some of the incentives available for gamers in general and anyone interested in hosting game events during the convention I hope to encourage you and all your friends to come out to our event!

Quick Summary for the “TLDR” crowd

  • VCON is Western Canada’s longest running science fiction, fantasy and gaming fan convention, held in the Vancouver, BC, Canada metropolitan area every October. VCON 34 is Oct 2-4, 2009. Details at www.vcon.ca
  • VCON 34’s games room is open 24 hours and has scheduled game events, drop in games, and free-play tables available.
  • There is a reduced price pass for those who are primarily interested in gaming scene and do not intend to attend other scheduled programming.
  • More hosts are needed to run scheduled game events during core programming hours – any host who commits to at least 4 hours of game events is eligible for a discounted membership rate.
  • The VCON 34 Games Coordinator is looking to connect with individuals with almost any significant connection to the table top or video gaming industries who would be interested in attending the con as a programming guest and participating in game related programming.

Read more »

The Experience Experience

“Experience is the name we give to our mistakes.”
-Oscar Wilde

Experience, the if, when and how of characters getting better, is one of the big game mechanics choices for any system. There are pretty much as many systems out there as games, but I feel that most of them revolve around just a few distinct concepts. I make no claim that the systems I give as examples are the first or best examples of these systems. These are just the places were I first encountered them.

A Brief, Very Arbitrary History of Experience

WhitecoverI started gaming with the grand daddy of them all, DnD. Not that there was much other choice at the time. The experience system was reasonably complex. Each creature generated a certain number of experience points (XP), often thousands, based on things like its number of hit point dice. The XP was then split amongst the party if they defeated it. Each class had different amounts of XP it needed to gain the next level, and that amount changed with each level. Later iterations made some things smoother, like all classes requiring the same amount of XP to go up a level. Other things, like the calculations for how much XP an encounter was worth, became even more complex. When you went up a level you received more hit points, often better saving throws and combat skills, spell casters received more spells, etc.

champ1

I encountered a somewhat different take on experience with Champions. The system didn’t use levels, you purchased what abilities you wanted from a pool of points and XP were simply more points to purchase abilities. Instead of charging thousands of points for everything the system used more reasonable numbers. 10 points was a decided increase to an ability. Thus it didn’t have complex charts trying to differentiate between a 3d8+1 hit die monster and a 3d8 hit die monster that had poison. The system just didn’t have that level of resolution. So the rewards were more basic, some for playing, more if the opponent was more powerful, bonuses for roleplaying, etc. It was a much less complicated system, though still basically the same idea. You got XP that in turn were directly spent to increase the character’s abilities. This general style is probably the most common experience system in modern games.

bnbrq2Runequest, on the other hand, presented a radical departure from this style of character development. Runequest did not use XP. Instead, if you used a skill during a game and succeeded, you recorded that success. At the end of the story you would roll for any skill that had succeeded during the game. If you failed that skill roll the skill increased. So there were no charts indicating experience for an encounter, nor bonuses for good roleplaying. Character advancement was a mechanical part of the skill system. Sophie notes that Bunnies and Burrows used a similar system and was published two years prior to Runequest.

Traveller Mock Cover.indd

A different take that really irritated me at the time was presented in Traveller. In the original game the character advancement system was nothing. Really, nothing. Characters never got better. If your character didn’t start with combat skills, they would never have combat skills.

ArsMWhile the details vary greatly, every experience system I’ve seen is in broad terms one or more of these systems. An example of using multiple systems in one game is Ars Magica. In that game, magic experience was handled by a mechanical system. Studying magic took a certain amount of time and resources in the game. The player would then roll to see how much they had learned. However, skills used a simple XP system. The GM would give out a few XP after each story that could be used to increase skills in the same way the skill points in character creation were used to increase skills.

coverSLAn example of a combined system is found in Seven Leagues. The game uses a point buy system for choosing improvements. However, XP are allotted by a fusion between a simple XP system and a mechanical system. Whenever someone tries to use a skill in the game the GM assigns a bonus to the roll based on the description of the action, usually from 0 to +3. Especially for conflicts, these bonuses are a core part of how actions are resolved. However, they are also a character’s experience points, making gaining XP a mechanical part of task resolution. Because the awards are based on the GM’s call, rather than the result of the roll, and can be spent on any improvement, this system is closer to a simple XP point buy system than a Runequest style mechanical one. However, the mechanical component controls how much XP the GM awards. There is simply no way to balance or alter XP awards without severely skewing task resolution.

While the details will heavily affect the outcome, each of the systems presented above has strengths and weaknesses seen in most of its incarnations that may deserve a closer look.

Complex Versus Simple Experience Rewards

DnD’s complicated experience rewards were a relic of the hobby’s wargame roots. They took a great deal of time and effort to figure. There were complex formulas of XP for hit dice and special abilities like poison. Then the XP for each encounter had to be totaled and divvied up. The reason for all this effort was fairness. In a wargame there are winners and losers and you wouldn’t want the reward for winning a fight one week to be different from winning basically the same fight next week. The wargame background also lead to adversarial style roleplaying where the GM was considered pitted against the players. The very rigid XP guides were partially intended to prevent GM abuse. Not that it necessarily worked. I’ve known several GMs who played the system, specifically looking for special abilities that made an encounter difficult to defeat but gave relatively little XP reward. Most modern groups just don’t share these kinds of concerns so the complex XP systems are a great deal of work for very little benefit.

What I call simple experience systems are those were the GM basically decides how much XP to reward. Any formulas are quite simple, like did they play and were the opponents more or less powerful than the characters? The big advantage here is that it usually takes whole seconds to determine the XP reward. However, they can suffer from arbitrariness. Yes, the GM might give the characters few points after defeating an incredibly powerful opponent, but as I mentioned this isn’t a large concern for most groups. The real problem is that most of these systems encourage giving extra XP for great roleplaying and clever choices. This will often be an extra point for some of the characters in addition to the 3 to 5 points these systems usually give everyone. So some players get a 20-33% bonus to their XP. Now, I like rewarding players for being clever and entertaining me. It’s nice to be able to recognize the skill and effort and to encourage play that keeps me entertained during the game. But I also recognize that what constitutes “good roleplaying” is subjective. So what I’m really rewarding is playing the game my way. It’s my game, so that’s not so bad. However, I much prefer temporary bonuses like points that allow someone to reroll a bad roll, useful but not overwhelming or permanent. An extra point of XP now and then may not cause issues, but if it’s the same people getting the bonus every time they can start to outstrip the other players in terms of being able to effect the game world. In the case of the fusion system used in Seven Leagues, the mechanical part actively forces characters to get different amounts of XP. Different XP rewards can also lead to social complications as the horrible death of my Star Wars campaign after only one session attests.

westend

Some people I knew wanted me to run a Star Wars game, back when it was the old West End Games D6 rules. So I set up a campaign, people made characters, and we had our first session. One player made an armchair historian. Another had an interesting take on the failed Jedi. Everyone else made combat characters. The mission was to rescue a prisoner from an Imperial outpost. The historian got in good with the base commander by telling him that he is interested in writing a book on his military career. He then convinced the commander to personally lead the response to the diversion the characters set up across town. This got the commander and many troopers out of the building. The historian then took over the office. Meanwhile, the rest of the team got into a fight with some of the remaining troopers and killed them. Then everyone but the Jedi decided to just run around the station shooting everything in sight. The Jedi decided to actually rescue the prisoner. He put on a commander’s uniform, went down to the cellblock and told them he was there to move the prisoner. When the guards called the commander’s office, the historian confirmed the order. The Jedi then just flew off with the prisoner in an Imperial shuttle, victory. When handing out XP I gave everyone 6 except for the historian and the Jedi, who got 8 each. This seemed perfectly fair as they had done all the planning and all the work to rescue the guy, without a single use of Jedi powers to boot. However, the other players were very put off by the idea of getting fewer XP. Interest in the game promptly vanished. One dead campaign.

Levels Versus Point Buy

Many people dislike level systems. The sudden increases in abilities rather than a gradual increase strike some as unrealistic. Often the benefits of increasing in level are predefined or provide limited options. For example, a DnD wizard will get more hit points and more spells and occasionally an increase in their combat skill. They may want to take something other than an increase in their very sub-par combat skill, like more spells, but they can’t. This can make it difficult to construct the kind of character a player wants.

Ironically, the weaknesses of level systems are also their strengths. While a sudden increase in ability may seem odd, at least it usually feels like the character is more capable. An increase in stealth skill from 25% to 28% is an increase, but not something that is going to get noticed during play. While constraining, limiting choices can also make decisions easier. When presented with too many choices people often find making a decision difficult. In psychology it’s known as seven, plus or minus two. We always called it analysis paralysis. If a specific style of character advancement is desired, the predefined increases are an easy way to obtain this. For example, most point-buy systems encourage a significant amount of specialization so it is rare to see a James Bond-like character who is very broadly competent. In a level-based system the GM could give every 2nd level spy a choice of SCUBA, hang gliding, or parachuting skill. Adding skills like this at every level would force broad competence over time.

The strengths and weaknesses of point-buy systems are pretty much the inverse of level systems. They generally offer a great deal of choice and customization and more incremental development. However, they often have balance problems and can be very daunting to new players.

mnm2Level- and point-buy systems can also be combined. Mutants and Masterminds uses a system where experience can be spent just like the points used to make the character, but at certain amounts of experience the character also increases in level. Level acts as a limit on how powerful the character’s abilities can be.

Mechanical Systems

Mechanical systems work advancement directly into the mechanics of playing the game, for example, the previously mentioned Runequest. The big advantages to such systems are that they are even and predictible, require little if any decision-making, and usually make sense from a real-world point of view. For most of these systems there is nothing arbitrary about the results. If the rules say the character gets better, they do. There is no ability for GMs to specifically favor or hinder a character or group. This also means that the systems are usually fairly quick to adjudicate as the GM doesn’t need to add up xp or decide how much to reward. There are usually no decisions on the player’s part either. In Runequest if you roll to see if your stealth skill goes up and it does, then your stealth skill goes up. You can’t decide to put that advance into sword parry instead. Philosophically, mechanical systems often try to model a real-world approach to experience. You get better at skills that you use all the time and push to their limit. Because this makes much more sense than most other systems, there is something aesthetically pleasing about most mechanical systems.

The big problem with mechanical systems is while they are fair, they are rarely just. Through a little good or bad luck a character can end up ahead or behind everyone else, not through actions or superior or poor play, just due to some dice rolls. In the Runequest game I played in, I started with a decent skill in spear. As a combat type I ended up using the skill a great deal and with a little luck got pretty good at it. Another character in the group was much more magically-oriented but the player wanted to increase their sword skill a little as a backup for when they ran out of juice or got rushed. They had been trying since before I joined the game. Because their base skill was low, it was dangerous to actually try to fight with such a low skill, and they were often called on in combat to cast spells I went from OK to really good while they never gained a single point. Given the effort the player put into trying to get the skill up, they deserved better.

While it has a mechanical aspect to it, the experience system from Seven Leagues is closer to a simple XP system in terms of pros and cons. The XP results from judgment calls by the GM on the coolness of the player’s description and can be spent on anything the player wants. Since the award is based solely on the assigned bonus and not on success or failure, the system has no element of chance. As a result it simply doesn’t have the kinds of benefits or drawbacks of a Runequest style mechanic.

No Experience

Traveller’s lack of character advancement really irritated me as a teenager. After all, who doesn’t like to see their character get better? It also didn’t make any sense. Sure, your life as a diplomat might not have taught you combat skills. But after a decade of constant involvement in firefights, I don’t care what your background is, you are going to get better at fighting. However, I have come to appreciate that in certain circumstances characters shouldn’t get better. The classic example is Batman. He’s a human being already at the top in most skills and abilities. He might pick up a new language or gadget but there is simply no reason he would ever get significantly more capable. Experience may also be incompatible with story. I recently finished a Mutants and Masterminds game where the characters were the super police. They were supposed to have powers but not at the level of regular superheroes. In MnM a typical super is level 10, 150 points. We started at level 8, 120 points. It would have made sense for some characters to get better at detective work or other job related skills. However, any significant amount of XP would start to push the characters into the realm of full on supers, a place we had specifically decided not to go. So in the end, we didn’t get XP, and it worked out well. The characters grew as characters, but not in power, and a good time was had by all. While much more exception than rule, sometimes no XP is the best plan.

Final Thoughts

This article has already dragged on way too long, but I wanted to mention how I’m generally handling XP these days. In the DnD game I’m in, we do not keep track of XP or who attends the games or anything like that. Every few adventures the GMs get together and say that everyone goes up a level. It doesn’t matter if they just joined the game or missed several sessions, everyone is at the same level. This gives all the players an equal opportunity to affect the game world. Some people hate that kind of set up as they feel that advancement should be earned by time at the table. Exalted specifically tells GM’s not to treat XP this way for this exact reason. But it’s a game, not work. I feel that the penalty for missing a game is not getting to play.