If there is something that many people complain about, it's that the rules of a given game don't reflect how it feels to do something that is a thing in the real world. It can be car chases, knife fights, shootouts, surgery, injury and recovery, whatever- someone, somewhere, is complaining about it (and often online somewhere). They may even have valid points to make, and make them properly. However, what comes next is madness of the Sisyphean sort: an attempt to improve the mechanics to make it work as they think it should.
Stop. You can't even approach it with rules and mechanics without getting so built up that you might as well use it as code in a videogame (which is where the best approximations in gaming are, and we know how short those fall). Going that route is folly, and inefficient.
There is a better alternative. Instead, focus upon two questions: "Did I hit him enough to do the thing?" and "Did the thing do what I want?" This translates into Attack and Effect checks, and Palladium's rules are good enough to handle those two questions. What you want to do, when it comes to the details, is to use that liminal area as the conceptual space where the Game Master applies what he knows of how things really work (or, for unreal stuff, the closest analogues) and makes rulings from there.
So, let's talk about something that happens a lot: a Coalition soldier wants to shoot someone with his laser rifle.
Laser weapons, quite frankly, are not firearms no matter how much they may look like them (or how the rules treat them so). The big differences are a total absence of recoil (because there is no controlled explosion, and the following kinetic reactions, involved) and no projectile involved; the rifleman can point his weapon at the target, press the trigger, and instantaneously damage the target with a micro-second length of laser light so powerful as to flash-fry the target. (Because that's how lasers do damage: they burn the target at the point of impact.) The target gets burned, and suffers the consequences of being burned where the laser hit. (Anything that throws a projectile--firearms, plasma casters, etc.--has some form of travel time; the further the shooter is from the target, the more this matters in practice.)
Much as the "-10 to dodge lasers" rule is hated, it's a valid concept (if a botched execution) for that reason; it's a mechanical attempt to make that fact of "no projectile travel time to target" something that layman players can readily appreciate. I wouldn't be that blunt, but I'd gladly make a similar attempt (probably at the Proficiency and Tool Stat ends; the idea of "burst fire" for lasers is absurd, for starters). Go on, dodge a flashlight; that's what you're claiming to do when you argue against something like that -10 rule.
This also means that a shootout with lasers is a series of flashes (assuming, of course, that the weapons are even in the visible light spectrum), but not a silent series; the power necessary to be viable as weapons is also the power necessary to instantly ionize the atmosphere along the path it travels. This will be a sharp, audible crack not unlike the crack of a whip; to get "suppressed" or "silent", you need to tone the intensity to what real world weaponized lasers are (and do as they do; lase the target, burning it over time, until you burn your way to a kill).
So, in rule terms you still have Attack and Damage rolls. The GM, knowing how lasers function (because he's been reading up on them), rules that without superhuman senses (or outright supernatural ones) you can't dodge or parry a laser attack unless you're able to perceive the attacker's pointing the weapon at you somehow. (See him aim at you, get a sensor warning, etc.)- and then, the best you can do is pro-active/pre-emptive defense due to instantaneous travel time. (If he's on the ball, he'll also reduce the damage within an atmosphere due to bean attenuation, so lasers will have "effective ranges" meaning "distance within which targets burn as intended".) These rulings will account for situational details as required, and better than a massive tome of mechanics and rules can do. This principle applies to other things, like martial arts and dog fights and and hacking contests and so on.
I want you to stop letting the rules master you, and instead you be the master of the rules; they are tools, so treat them as such, to use or not as you see fit.
One man's attempt to take the premise behind elements of Palladium Books' flagship tabletop role-playing game, cut away the stupid stuff, and follow through on the rest to their logical conclusions. Then, make it playable.
Saturday, March 28, 2015
Sunday, March 22, 2015
Putting It Together: Crossing The Streams
RIFTS is a tabletop role-playing game that professes the capacity to play whatever you can imagine. While the reality of this is less than the imagery created by the advertising copy, this is not false; it just takes some work to make it viable at the able. With that in mind, let us take a moment to talk about doing that.
There is a difference between "crossing the streams" (a campaign that melds two or more archetypical campaign models together) and a kitchen sink game where anything goes no matter the sensibility of it. We want the former, and not the latter, so we are not sloughing off the necessary work that running a campaign entails. Instead, we are changing what the workload is and the order of operations.
No, no handy media example this week. Now I'm making you do your own research. Hop to it, and get used to doing it; that's what it takes to make the pre-game work of a GM into something useful at the table.
There is a difference between "crossing the streams" (a campaign that melds two or more archetypical campaign models together) and a kitchen sink game where anything goes no matter the sensibility of it. We want the former, and not the latter, so we are not sloughing off the necessary work that running a campaign entails. Instead, we are changing what the workload is and the order of operations.
No, no handy media example this week. Now I'm making you do your own research. Hop to it, and get used to doing it; that's what it takes to make the pre-game work of a GM into something useful at the table.
Saturday, March 14, 2015
Putting It Together: The Space Campaign
As I noted previously, campaigns in space require a bit of additional focus to make them sufficient in scope and scale to handle at the table. This is why I'm using Knights of Sidonia as an example. In this case, you have a space-faring campaign centered around a generation ship and the militia tasked with guarding it against the ship's alien opposition. (You want more? Watch the series.)
In RIFTS, this is easily done. One focusing on the solar system can work from Mutants In Orbit (you can do the orbital end of Mobile Suit Gundam and its successors easily) or Scrapers, and elsewhere using the Phase World books (selectively, of course). If you decide to use the Aliens Unlimited sourcebooks for Heroes Unlimited for additional material, you will go far. Yes, you will have to brew your own content, but there is so much archetypical examples to work with that doing it won't be hard.
In RIFTS, this is easily done. One focusing on the solar system can work from Mutants In Orbit (you can do the orbital end of Mobile Suit Gundam and its successors easily) or Scrapers, and elsewhere using the Phase World books (selectively, of course). If you decide to use the Aliens Unlimited sourcebooks for Heroes Unlimited for additional material, you will go far. Yes, you will have to brew your own content, but there is so much archetypical examples to work with that doing it won't be hard.
Saturday, March 7, 2015
Putting It Together: The Wild West Campaign
Like last week, I'm embedding a video that popularly displays one way to show folks what RIFTS means. This week, it's the New West, and we're using Muse's "Knights of Cydonia" as the video example. It has martial arts, cowboys, gunslinging, The Frontier, The Code of the West, and anachronistic technology- just like the New West. Just missing obvious super-powers or equal technology. As with last week, I'm asking you to take it in and start to think of how you would make this into a RIFTS campaign at your table.
Nope, no hand-holding. No conversions. Nothing but me serving up the materials. Make your own entertainment.
(As for the anime Knights of Sidonia, next week.)
Nope, no hand-holding. No conversions. Nothing but me serving up the materials. Make your own entertainment.
(As for the anime Knights of Sidonia, next week.)
Saturday, February 28, 2015
Putting It Together: The Vampire Hunting Campaign
As I said last week, RIFTS has plenty of inspiration out there. One of the best, post-RIFTS, is Vampire Hunter D: Bloodlust.
Vampires, mutants, high-tech, specialized anti-undead techniques and tools, silver-as-anti-vampire, cross-as-universal-repellent, post-apocalypse w/ space travel. This is regarded as a RIFTS movie for very obvious reasons.
Go on, watch the film. Here, or elsewhere, or whatever, just watch it. Now imagine this occurring as a campaign in Vampire territory in North America. You can see clearly how this would work in RIFTS, can't you?
No, no rules or mechanics conversion will be done here; you're on your own, and by now you should be able to handle that task without me holding your hand.
Vampires, mutants, high-tech, specialized anti-undead techniques and tools, silver-as-anti-vampire, cross-as-universal-repellent, post-apocalypse w/ space travel. This is regarded as a RIFTS movie for very obvious reasons.
Go on, watch the film. Here, or elsewhere, or whatever, just watch it. Now imagine this occurring as a campaign in Vampire territory in North America. You can see clearly how this would work in RIFTS, can't you?
No, no rules or mechanics conversion will be done here; you're on your own, and by now you should be able to handle that task without me holding your hand.
Saturday, February 21, 2015
RIFTS and Your Game: Use the Sources as Guides for House Ruling
As I said previously, RIFTS uses geographic separation as the primary means to contain different genres--and different forms of gameplay--in a single line of products. Therefore, it should come as no surprise that RIFTS draws on a lot of source material for inspiration; as much of RIFTS comes from freelance writers' submissions, many writers draw from a lot of media sources for their work (which Uncle Kevin filters in turn when he rewrites the manuscript). Being able to recognize those sources, and them to use those sources for your own purposes, is a useful way to make this trend in Palladium's publishing practices work in your favor.
The most blatant example comes from the first Triax book, where there is a rather obvious lifting from the Mobile Suit Gundam franchise, and many of the other mecha and cyborgs in the book are likewise only a step or two away from their source inspirations in Appleseed, Ghost in the Shell, and similar science fiction works out of Japan originating in the mid-to-late 1980s or so. Another is the Burster from the core rulebook (Stephen King's Firestarter and Pyro of Marvel's "X-Men"). Once you know the sources, you can--and should--investigate them to see how the original material executes the concept and compare it both to what the as-written game version executes it as well as how you want it to work (assuming that it differs).
Digging into this will involve engaging with the mechanics of Palladium's game engine at various points, and that means dealing with math. Have your calculator handy.
Say, for example, you're a big Gundam fan and you want to play this up. Using the Triax Devastator (the not-Gundam), you want to know in playable terms things like (a) how far can it move per round (involves converting real-world measurements into game-playable ones), getting in and powering up (vital for ambush scenarios), speed of reloading/refueling (matters in long engagements w/ nearby resupply, especially if not using an engine w/ practically unlimited fuel), and other concerns that real (para)military pilots should (and do) concern themselves with. Converting all this into a set of data that players (who are NOT pilots, and often lack (para)military experience, and so would not readily think of such thing) can use at the table is necessary tedium. Some similar process is necessary for every other source material analysis you want to make, even if the material is about something so unreal that you're going off game mechanics and hunches.
The purpose for this is simple: by generating the data, you're testing to see if the claim (explicit or implicit) has the evidence needed to back it up. If your robot doesn't perform the way you think it does, then having the data on hand is a good thing. First, you have evidence on hand to disprove the claim. Second, you have a start point from which you can make useful changes to get the result that you want in a manner that will work in actual play and be supportable when (not if) it's disputed. Being the Game Master means mastering the game, and that means mastering the rules; making the rules work to support what results you want out of the game comes easily once you achieve rules mastery. It's worth the effort.
The most blatant example comes from the first Triax book, where there is a rather obvious lifting from the Mobile Suit Gundam franchise, and many of the other mecha and cyborgs in the book are likewise only a step or two away from their source inspirations in Appleseed, Ghost in the Shell, and similar science fiction works out of Japan originating in the mid-to-late 1980s or so. Another is the Burster from the core rulebook (Stephen King's Firestarter and Pyro of Marvel's "X-Men"). Once you know the sources, you can--and should--investigate them to see how the original material executes the concept and compare it both to what the as-written game version executes it as well as how you want it to work (assuming that it differs).
Digging into this will involve engaging with the mechanics of Palladium's game engine at various points, and that means dealing with math. Have your calculator handy.
Say, for example, you're a big Gundam fan and you want to play this up. Using the Triax Devastator (the not-Gundam), you want to know in playable terms things like (a) how far can it move per round (involves converting real-world measurements into game-playable ones), getting in and powering up (vital for ambush scenarios), speed of reloading/refueling (matters in long engagements w/ nearby resupply, especially if not using an engine w/ practically unlimited fuel), and other concerns that real (para)military pilots should (and do) concern themselves with. Converting all this into a set of data that players (who are NOT pilots, and often lack (para)military experience, and so would not readily think of such thing) can use at the table is necessary tedium. Some similar process is necessary for every other source material analysis you want to make, even if the material is about something so unreal that you're going off game mechanics and hunches.
The purpose for this is simple: by generating the data, you're testing to see if the claim (explicit or implicit) has the evidence needed to back it up. If your robot doesn't perform the way you think it does, then having the data on hand is a good thing. First, you have evidence on hand to disprove the claim. Second, you have a start point from which you can make useful changes to get the result that you want in a manner that will work in actual play and be supportable when (not if) it's disputed. Being the Game Master means mastering the game, and that means mastering the rules; making the rules work to support what results you want out of the game comes easily once you achieve rules mastery. It's worth the effort.
Saturday, February 14, 2015
Educate Yourself to Better Your Game
Today, we have the Internet. Self-education today is easier than it has every been. Time to talk about making use of this power.
All tabletop RPGs are dependent upon the quality of the individuals playing and running them- especially the quality of those running them. Just as works of fictions are better when the writer expands upon the base of knowledge employed in creating the artifacts of his craft, so it is that the hobbyist plays and runs better when he does that same expansion of knowledge and brings that to the table. We experience, first-hand, just how this manifests when someone who's too used to thinking in terms of manipulating the rules as if they were the controls of a car sits down as your table and begins to say and do things that no one with such training or knowledge would dare conceive.
Like it or not, this is an element of the medium that cannot be removed without killing it; it is as fundamental as breathing, and we see this in the discourse of forums such as The Gaming Den and its insistence upon making the playing of characters (and the running of games) no different in practice than coding and playing a console or PC RPG. What the regulars at that forum demonstrate by their behavior to be a flaw is, in fact, both a great strength and a limiting factor: tabletop RPGs are, quite frankly, limited in their potential only by the ignorance of their users. This is not so with competing RPG media.
So, how to fix this? Encourage one-another to seek out and rectify gaps in one's knowledge base as said stoppages become relevant.
Now, how many of you play characters that use firearms? How many of you have actually used one? I would be willing to suppose that a great many of you believe a number of wrong things regarding firearms--starting with the error that "clip" means "the detachable thing I use to load the gun" (Nope.)--simply because you don't know any better. Well, thanks to this thing you're using to read my blog, you too can rectify this error and many others.
"But my guy's using a laser rifle!"
That's nice. How about learning how the real ones work? Same goes for railguns; we have real ones now, and they are massive. Competent speculative fiction will extrapolate from real technologies or current developments; we can all do this now, and you are not exempt. Those mini-missiles? Been around for millenia in some form or another, starting with Chinese rockets using blackpowder to deliver arrowheads in massed volleys further than the bows of the day could reach.
"But my guy's using (unreal thing)!"
Your guy's fictional magic? Based upon, to some degree or another, real world systems of magic. You need not believe that the real world stuff is true; you just need to grok how it's supposed to work, and why, and that assumes that the magic system isn't actually (following Asimov) just the Sufficiently Advanced Technology sort of "magic" (as, alas, The Force turned out to be).
Your guy is illiterate? How illiterate? Functionally so, or totally so? This matters--something that even Uncle Kevin fails to recognize, and therefore follow through with--a great deal in how someone thinks, interacts with the world, relates to those with greater power, etc.; this is also true for those who are illnumerate.
Your guy knows multiple languages? Great. How similar are they? When and how did he learn these languages? These questions directly affect how your character perceives knowledge; languages are systematic symbol systems meant to make regular certain concepts that a culture needs to pass efficiently between its members, and different languages symbolize both different knowledges as well as use different schemes of symbolism. You likely has no idea that this is what's going on, did you? Linguists do, and they study the hell out of this now in conjunction with other specialists from other fields using an inter-disciplinary approach.
If you, the player, cannot conceive of something that your character would then you CANNOT play him properly. If you, the player, cannot comprehend why your character CANNOT conceive of a given thing, then you CANNOT play him properly. You are robbing yourself, your fellows, and the game of the fullest possible play experience by maintaining willful ignorance of things that rightly affect how your character thinks, feels, and acts. Embrace that challenge, embrace the suck that will come from realizing just how important what you're learning is to your man, and come out better on the other side for it.
Alone in gaming media, and matched by few others, the tabletop role-playing game offers such opportunities for life-long improvement and transformation by those willing and able to step up to the challenge. This is a medium of virtual experience, almost as powerful as life itself (and compensating for that by allowing you to experience things otherwise impossible), so seize that for yourself, and bring your A-game.
All tabletop RPGs are dependent upon the quality of the individuals playing and running them- especially the quality of those running them. Just as works of fictions are better when the writer expands upon the base of knowledge employed in creating the artifacts of his craft, so it is that the hobbyist plays and runs better when he does that same expansion of knowledge and brings that to the table. We experience, first-hand, just how this manifests when someone who's too used to thinking in terms of manipulating the rules as if they were the controls of a car sits down as your table and begins to say and do things that no one with such training or knowledge would dare conceive.
Like it or not, this is an element of the medium that cannot be removed without killing it; it is as fundamental as breathing, and we see this in the discourse of forums such as The Gaming Den and its insistence upon making the playing of characters (and the running of games) no different in practice than coding and playing a console or PC RPG. What the regulars at that forum demonstrate by their behavior to be a flaw is, in fact, both a great strength and a limiting factor: tabletop RPGs are, quite frankly, limited in their potential only by the ignorance of their users. This is not so with competing RPG media.
So, how to fix this? Encourage one-another to seek out and rectify gaps in one's knowledge base as said stoppages become relevant.
Now, how many of you play characters that use firearms? How many of you have actually used one? I would be willing to suppose that a great many of you believe a number of wrong things regarding firearms--starting with the error that "clip" means "the detachable thing I use to load the gun" (Nope.)--simply because you don't know any better. Well, thanks to this thing you're using to read my blog, you too can rectify this error and many others.
"But my guy's using a laser rifle!"
That's nice. How about learning how the real ones work? Same goes for railguns; we have real ones now, and they are massive. Competent speculative fiction will extrapolate from real technologies or current developments; we can all do this now, and you are not exempt. Those mini-missiles? Been around for millenia in some form or another, starting with Chinese rockets using blackpowder to deliver arrowheads in massed volleys further than the bows of the day could reach.
"But my guy's using (unreal thing)!"
Your guy's fictional magic? Based upon, to some degree or another, real world systems of magic. You need not believe that the real world stuff is true; you just need to grok how it's supposed to work, and why, and that assumes that the magic system isn't actually (following Asimov) just the Sufficiently Advanced Technology sort of "magic" (as, alas, The Force turned out to be).
Your guy is illiterate? How illiterate? Functionally so, or totally so? This matters--something that even Uncle Kevin fails to recognize, and therefore follow through with--a great deal in how someone thinks, interacts with the world, relates to those with greater power, etc.; this is also true for those who are illnumerate.
Your guy knows multiple languages? Great. How similar are they? When and how did he learn these languages? These questions directly affect how your character perceives knowledge; languages are systematic symbol systems meant to make regular certain concepts that a culture needs to pass efficiently between its members, and different languages symbolize both different knowledges as well as use different schemes of symbolism. You likely has no idea that this is what's going on, did you? Linguists do, and they study the hell out of this now in conjunction with other specialists from other fields using an inter-disciplinary approach.
If you, the player, cannot conceive of something that your character would then you CANNOT play him properly. If you, the player, cannot comprehend why your character CANNOT conceive of a given thing, then you CANNOT play him properly. You are robbing yourself, your fellows, and the game of the fullest possible play experience by maintaining willful ignorance of things that rightly affect how your character thinks, feels, and acts. Embrace that challenge, embrace the suck that will come from realizing just how important what you're learning is to your man, and come out better on the other side for it.
Alone in gaming media, and matched by few others, the tabletop role-playing game offers such opportunities for life-long improvement and transformation by those willing and able to step up to the challenge. This is a medium of virtual experience, almost as powerful as life itself (and compensating for that by allowing you to experience things otherwise impossible), so seize that for yourself, and bring your A-game.
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