Showing posts with label Thoughts. Show all posts
Showing posts with label Thoughts. Show all posts

Saturday, February 25, 2023

Game Hack: Tabling Out Rifts OCCs

One of the things I wanted to do for myself, for when I eventually run Rifts or another Palladium system, is to give myself the gift of organization. You'll see what I've done below, and I've started with the Crazy OCC from Rifts. 

(Please note: this post is in no way intended to infringe any copyright, it is simply an example of how I'm re-organizing class information for personal use, but it's interesting enough to show people how I've done it.)

I scoured the pages in the book that the class is presented on, looking for benefits that increase with level to table out, and then mapped the rest out in a tight format, but there's much information that simply won't be able to fit into this table due to the way classes work in Rifts. As such, this in no way replaces reading the description of each ability and making copious notes on the character sheet, but is an at-a-glance method of checking the abilities gained over time. I like it, so I'm working on converting info from each Rifts (and Palladium games in general) to this format in Microsoft Excel, so I can pop right to a certain OCC and see if they gain certain things at certain levels. All of us familiar with Rifts know that PCs gain a ton of abilities and skills right off the bat and then it's just gradual progression, but this is useful nonetheless.

See what I did:



Friday, February 24, 2023

Scribes & Scribbles: My Notebook Collection and Campaign Preparation


I have a habit that I haven't been able to figure out for years. I've collected notebooks and journals. Any nice, high-quality, usually hardback or well-bound notebook or journal, if inexpensive enough, finds its way into my collection. And once in a while I'll spring for Moleskine notebooks. Often, I will also buy composition books (like the ones we all used in high school and middle school for writing assignments) if they're unusual or the covers are especially nice.

Why do I do this? I have no idea. I'm assuming it's somehow connected to my grade-school dream of becoming a writer. Back then, in the 1980s, unless you were rich, writing within a program on a computer was pretty much out of the question, and since my family was poor, writing in notebooks was really the only option, unless I somehow was able to learn to use the old typewriter my mother left accumulating dust. The keys required a lot of pressure, and I can't count the number of times it made the tips of my fingers smart, or the number of times I managed to get my fingers stuck in between the keys, resulting in skinned-up fingers around the first knuckle area. A few of the letters wouldn't work properly, either, the arms being bent or too close to the surrounding letters. I played with it, but that was it.

For a long time, I wanted to upgrade to an electric typewriter. I thought it would solve my writing problems, since I was stuck with the low-tech option of pencil, pen, and paper. That was the desire for a while, until I learned to type in middle school in our computer classes (which tended to simply be games of Oregon Trail on an old Apple computer). The typing instruction did help, though, and my speed was built up by re-typing old articles from the Polyhedron Newszine issues I had laying around, to compile them for use in a campaign that never happened. I now type 80-100 words per minute, or thereabouts. The classes gave me the basics, I did the rest.

The dream then became owning a computer, and I managed to get one for 500 dollars or so after I had graduated high school and moved into my first apartment when I was 19. Yes, I moved out and supported myself when I was 19. On 7.50 per hour. That's an impossibility today. But in the year 2000, it could be done. I learned a lot about desktop publishing, Word, and other programs. This is a self-education that continues to this day.

But I digress. Obviously.

I've come to realize that with about 100 or so notebooks in my collection that it's time I do something with them. And, since I also collect vintage and high-quality pencils (think Mitsubishi, Nataraj, Apsara, and the incomparable Blackwing), I figured I must once again put pencil to paper to start collecting my ideas in some sort of organized fashion, rather than a jumble of computer files.

In this act, I have found peace. I am putting to use old things that people donated to thrift stores (I get some fantastic pencils and notebooks from thrift stores in Holmes County, Ohio when I venture there). I am practicing an act of resurrection in this way, taking the unwanted and unused and pressing them into action once more. It's satisfying, and therapeutic. Satisfying in that there is visible progress as you turn the page, and therapeutic in being able to touch the book and the paper in it, hearing the scratch and scribble of the pencil, and even in the sharpening of the pencil to a perfect point.

But how does this relate to roleplaying games? I hear you asking that question if you've read this far. Here's the answer - in each notebook, I am choosing to record ideas for each separate campaign I choose to dream up. When I have enough material written in them (meaning they're full), I'll take those notes and begin the process of putting them into a manuscript on the computer, collating and cleaning up the ideas and presenting them in a cohesive fashion, either for my use, or for possible publishing projects.

I'm currently working within two separate notebooks. 

The first is taking form as an apocalyptic modern fantasy horror campaign that focuses on the war between Heaven and Hell on earth, sparked by the return of the Ark of the Covenant to earth, which awakens magic and the supernatural on Earth. There will be demons, angels, magic, and a war-time footing within the campaign, and multiple other supernatural elements. A fantasized pseudo-Christian theology is the basis for the milieu. The characters will experience the return of magic, the arrival of the forces of Heaven and Hell, and be the focus of plots to either stop the war, or turn it one way or the other. Intrigue and special quests will feature large.

The second notebook contains my scribbles for a dark action horror campaign in a modern setting. It may sound somewhat related, but the tone and content will be different. I haven't decided the details yet (it's still early in the notes stage), but the world has been overtaken by different supernatural creatures in the aftermath of the war between Heaven and Hell. The Rapture occurred, taking all the worthy humans to Heaven (it's assumed so, anyhow), and those left in the wreckage fight for survival on a daily basis. Creatures that took part in the war that did not leave Earth for whatever reason have set up their own domains, and factions have formed. The human characters will exist in a sort of "points of light" setting, but the points of light are few and far between. It will be bleak and hellish, with fantastic supernatural creatures abounding. Exploration and shoot-em-up action will abound.

I just had an idea today for a third campaign, so I'll break out a new notebook this evening and begin making notes. I have a ton of OSR-produced modules for OSRIC, so what I figured I would do is scour them, placing all the lost cities, dungeons, and forgotten tombs and temples in a sandbox-style campaign, so that anywhere the characters decide to go, I have the material to handle it with little work. It will be gonzo, anything-goes fantasy, a sort of RIFTS approach to D&D. I think I'll use the BECMI rules or possibly Swords & Wizardry as a base, and since it's so easy to bolt on aspects from AD&D or other clones, it will be anything goes, dream up the craziest thing possible, and clear dungeons. But, I'll put a high mortality rate into play. That sounds fun.

I hope I haven't bored you. This particular entry is mainly a way for me to organize my thoughts and do a little introspective self-reflection, but sharing this with you, dear readers, is satisfying to me. As I fill notebooks, I'll keep you up to date with my progress. It may be interesting to see how it progresses.

Thursday, January 5, 2023

Players Obsessed With "Balance"

Get ready, I get a little mean here. I'm having a get-off-my-lawn moment.

I've said before in this space that game balance is essentially an illusion, and that any DM worth his weight in rulebooks will be able to provide ample challenge for any so-called "build" at his table. My recent foray into all the fan-produced works in the Fifth Edition sphere has brought up a pet peeve of mine: players insisting something is under- or over-powered. 

Essentially it's all crap - concepts cannot be overpowered. Roleplaying starts with a character concept, a dramatic persona, and the rules are simply mechanics to bring that persona to life. This "game within the game" of what we used to call min/max-ing or power gaming back in the days prior to the OGL has become rather ubiquitous since the days of 3.0/3.5, then seemed to intensify a bit with 4th Edition since the building blocks of that particular system seemed to enforce this way of thinking. Honestly, I blame modern video games, but we'll not open that can of worms.

5th Edition has seen the same problem, even though it's much more of what I would call a freeform system (but not rules-light, obviously). Gone are the mental gymnastics and algebraic calculations of 3rd Edition (which really became heavy at high levels), where one shift in ability score affected about 8 or 10 different fields on the character sheet. It's not exactly BECMI, since there are a lot of fiddly parts still, but it's easy enough to modify on the fly and it seems to really embrace "rulings not rules." 

That may well be the issue for a lot of modern players. They seem to want it spelled out in some sort of official format, and make the game's rules a substitute for skilled play and their own imaginations. RPGs are an exercise in limitless imagination. You can do anything. The rules are just a framework for your character concept, not to ensure you have an average damage on par with other classes. That's just silly. All the complaining about the Ranger over the last few years is a good example of this. The DM ought to provide ample opportunity to use these abilities, even in dungeon settings. If he's not, he's not engaging his table properly. The player also has the responsibility to think creatively, since RPGs are a creative endeavor, not a video game where a player simply reacts to pre-programmed situations. Sometimes an ingenious plan works better than any ability the rules provide. It's not a suboptimal class, some players just have suboptimal imaginations and an expectation that the rules will provide for every circumstance that involves their character.

These sorts of issues were raised in the early days of D&D, but it seems it happened with less frequency and vitriol - not once did my group complain about 2nd Edition characters being "unbalanced". Of course, in the old days, a DM would just DO HIS JOB and change the game to his liking. A lot of modern players have either not figured this out, and are obsessed with rules-as-written, or perhaps aren't skilled enough or lack enough ingenuity to think outside the box and make their "suboptimal class/build" an enjoyable experience. Play the CONCEPT, not the RULES. That is the most important part. If a player feels like he want to makes a change, ask the DM. Players could also lobby for the kinds of adventures that their characters are geared toward. DMs often plan a world in a vacuum made of their feverish imagination, not considering the characters that are going to be created, and then toss a bunch of wilderness types into a dungeon, where they may not be in their element. 

Remember - imagination, skilled play, thinking outside the box. They all help. The rules are simply a malleable framework for a STORY. Remember that. Play the character you LIKE, not what you think is EFFECTIVE - just forget all that garbage about "builds" and "balance". You'll be much happier.

Wednesday, January 4, 2023

5th Edition: Bustin' at the Seams and Better for It

I was skeptical of 5th edition for the first several years of its existence. I liked the chassis it was built upon, since it wasn't terribly different from my favorite editions (BECMI and 3.5). I'll say now, nearly 10 years on (or has it been 10 already?), that 5th edition almost rivals the aforementioned BECMI as my favorite iteration of the game.

One thing I think that's really made it fun for me is the absolute avalanche of 3rd party and fan content. The OGL was key in this respect, much as it was for the popularity of 3.5 (and for the birth of Pathfinder). I've recently been digging into years of PDFs that I've accumulated and never really flipped through as thoroughly as I should have, and I've got ideas busting at the seams. Some of my favorite material are the classes that just regular ol' folks like me have created. I'll decline to list them - the discovery is the best part. Go and find yourself some gold!

Some people get all weird about materials that haven't been thoroughly playtested, and aren't comfortable using unofficial rules. I say this to them: you aren't having enough fun. If I, the DM, cannot contend with something a player brings to the table, then I didn't vet it thoroughly enough to begin with, thus not doing my job, or I'm not planning properly for the character in question - again, not doing my job! All these options, subclasses, extra spells, magic items, and extra rules allow me to choose whatever I would like and build my world upon it. Sometimes someone else's concept or rule will spark a wild idea that spurs an entire campaign arc to be written. House rules are fun. Do your job as a DM, vet what hits your table thoroughly, and above all, PLAN FOR WHAT IS ON THE CHARACTER SHEETS.

That said, I'm toying with a few campaign ideas now, that will eventually be detailed here as a way to keep track of it all. One campaign I'd like to get off the ground would center on the accumulation of occult knowledge, and the key to it all are dusty tomes hidden away in ruins and tombs. I'm gathering all the material I can that's been written about books and libraries in D&D, as well as magical items in book form, or lists of titled books - it seems there is no end to the products geared toward this subject on the internet. The characters would always need to quest after knowledge of some sort in order to fight against whatever threat has reared its head, which will always have a vulnerability to exploit via magic, but the magic itself could be half a continent away, or held as a secret by something even worse than the threat they're currently facing. In other words, +1 swords and magic missiles will not feature, but complicated rituals that exploit the fabric of the universe, will. I know it's all vague, but so are my ideas right now!

Another idea I'm toying with, because I've watched so much Supernatural apparently and I can't get enough of the angel characters on the show, is an Ultramodern 5 campaign (maybe - D20 Modern is just as good in my eyes), centering around the wars angels and demons fight in the spiritual realm that spill into the material plane. I've been collecting all the 5e material I can get my hands on that has embellished on the subject of angels in the game, but I've also been reading the D20 version of Engel, SJG's In Nomine, C.J. Carella's Armageddon, and the Malhavoc Press supplement The Anger of Angels. There are some other 3rd edition era books I need to find to further research all of this, as well, but they slip my mind. I've also been delving into Old Testament pseudepigrapha that happens to have a lot of detail on angels, mining it for subject matter. As for 5e supplements, I've found some excellent fan-made materials on the subject, and I can't wait to see what else I find.

Both of these ideas were born of the fan-made and DM's Guild supplements that I've read and enjoyed. This is why house rules are my favorite artifacts of D&D, and it also gives me a window into how other people are playing the game we all love. I can't get enough.

Friday, November 25, 2022

The Return & The Illusion

I'm finally back on this horse after 7 or 8 years ago being thrown off its back and having landed in the muck of life, disease, and financial disrepair. Also, marriage happened, and that's good. Now that I'm living in the Detroit area and my life has settled down quite a bit, I have found some time to start plucking away at these keys again. I really only expect to use this as a space to develop my own campaign world, even if it is never played. I have no group, and I may not, since a lot of people that play roleplaying games really drive me nuts with a lot of their behaviors. The "nerd culture," so to speak. I hate it. Right or wrong, I am honest about why I stay away from a lot of other folks that play these games.

I do, however, enjoy the fire it sets in my brain when I pick up a new manual and see things that urge me to create new monsters, or new rules, or new lands. I don't think that will ever stop. Recently, it's been Palladium's Rifts, Ninjas & Superspies, Heroes Unlimited, Nightbane, Palladium Fantasy, and my personal favorite, Beyond the Supernatural that have really fired my imagination. I have no idea why these games aren't more widely played. There is a perception out there that the "system isn't good" but that lacks merit if the game works, and it does. It may simply be a difference in modern expectations of game design, much as we've discussed time and time again with old D&D versus new D&D. "Game balance" is an illusion in my eyes, and an illusion that must be met by the GM. The idea across all of Palladium's products is to just change or disallow what you don't like, and use what you do like. Think of it as a toolbox, not something to be played rules-as-written. 

What's happening when someone perceives something as "imbalancing" in a game? Well, something was either introduced into the game at far too different of a power level for the current campaign to sustain its use, or the GM isn't doing his job. That second point often causes the first point to happen. Without going into specifics, let's all agree that the power levels, especially in Rifts, of different OCCs vary wildly. But are they truly "unbalanced?" I don't think so - they may have a very specific niche to fill, but "unbalancing' the game isn't something that occurs from this. The illusion of balance really only depends on what you throw at the PCs. 

Let's go look at the TV show Supernatural, which is my favorite television show of all time. The Winchester boys routinely run into beings that can only be hurt by one thing. If they fail to prepare, they prepare to fail, as the old adage goes. Angels, for instance, were indestructible nukes before the Angel Blade was introduced as a way to kill them in one strike, and you could blast a bunch of them away (for a time) with some magic sigils drawn in blood. With Demons, all the boys could do was tie them down and exorcise them until they acquired Ruby's knife that kills Demons in much the same way as an Angel Blade. And let's not forget that there are some things that only the Colt can kill, including Alphas, certain Knights of Hell, etc. But there are rumored to be seven things it cannot hurt, like Lucifer (and we saw it happen - it simply knocked him down and shut him up for a few seconds).

I see this being much like the difference between MDC and SDC in Rifts. Certain things can only damage other certain things. Otherwise, you could pound on them all day and only wear yourself out or deplete your ammunition. Take the Colt, for instance. If there was an unlimited supply of ammunition, and it hadn't kept being stolen by other entities, the boys would have walked over most of their opposition. However, it was difficult and probably expensive to make more bullets, and they were rarely in charge of the weapon after a while. When something like that exists, every big bad sits up, takes notice, and makes plans.

So why mention Palladium classes? Well, the fact that there's Glitter Boys and folks in regular clothes without MDC weapons potentially running around in the same group. Unbalanced? It doesn't have to be as long as the GM is savvy and actually prepares encounters that consider this fact. Now that's not to say the GM should always cater to the group. There are times when the PCs need a good stomping (or, in this case, possible vaporization) to remind them that they are mortal and that their luck can suddenly run out. But they should have a way out, a way to potentially succeed even if it's a long shot, and consequences that ride on their success and failure. The player of the "regular guy" running around with the player that's running a Glitter Boy? They should also be hunting for things to do in the game that may help their friends - things to do aren't limited by the rules, but by your imagination! Skilled play should be rewarded, and the player that knows this is always thinking outside the box, for a different way to succeed. He knows his SDC weaponry isn't going to hurt the Dragon they just encountered, but he may well be able to participate in the ritual that's needed to weaken it for the big guys to have a chance in taking it down, or steal the thing from the Dragon's treasure that could do it in - big bads love to hoard the crap that can kill them (wouldn't you?) to keep it out of reach of anyone that might thwart their plans. There's a million ways to play, and varying levels of power can be very, very interesting.

I'm sure people have argued this point more eloquently than me in the past, and probably very recently, especially while talking about our beloved Rifts and all the games that are in its orbit. I was simply thinking about it, and decided to write down my thoughts. This is how I would play, and have played in the past. It can be immense amounts of fun, but requires running a tight ship on the GM side.