Showing posts with label crook. Show all posts
Showing posts with label crook. Show all posts

Friday, August 7, 2020

Crooked Considerations: #RPGaDAY2020 7 - Couple

I've been doing the #RPGaDAY2020 daily blogging prompts, which this year come in the form of a dungeon map:

RPGaDAY blogging prompts in the form of a classic gridded dungeons and dragons map

Today's prompt is

Couple

On and off over the past decade or so I've run a one-on-one game for my partner. I think the way an rpg plays with one GM and one PC is really fascinating and still an underexplored space. I've taken to calling them "duets", after a series of articles by Kirk Johnson-Weider on RPGnet several years ago.

Part of what is really interesting about duets is the close relationship you build during play. The focus is always on the PC--there are no other players to share the spotlight! It demands full engagement from the single player throughout, and a singular focus from the GM. It is very easy to build attachements to characters when the player-GM relationship is that close, and that leads to some difficulties when gameplay is stopped by PC death or other incapacitation. I think it's what I was trying to capture when I wrote guiding principles for developing Crook and several started with "there is only one player". If the PC dies, there is nobody else to continue the adventure. Even if the player rolled up a new PC on the spot, how would that new PC get involved in an adventure that was driven by the unique narrative of the previous PC?

Most systems assume that there will be multiple PCs. This is a big deal when play is assumed to be heavily combat-based or co-operation based--D&D for example, but really in most RPGs that aren't narrative-led. One way to account for this is to simply adjust the difficulty level. D&D 3 and up has CR calculations that can help; the OSR has Scarlet Heroes' clever way of translating ranges of damage into single digits based on hit dice. It also has the "fray die", which essentially gives the PC a way to taking out low-level baddies each turn for free. This generalizes into giving the PC extra powers, or increasing their power level. Heck, you could just "cheat" and give the player multiple PCs to control, or hirelings and henchmen.

But what if you don't want to change the power dynamic of the PC compared to the game world? I think in general, out of an instinct for self-preservation, most PCs that are on their own will try to avoid combat or difficult team-based challenges. Solo PCs will avoid situations where they could be taken out of play through death or otherwise. And that's not just out of self-presevation, that's to keep the duet game going!

Now that's not to say that the threat of death can't still be omnipresent. Foolish actions can (and if you're playing in an OSR style, should) still lead to dire consequences. But if the PC will be avoiding mortal peril, how else can you bring conflict into the game? I think it can come from risk-reward decisions, moral choices, and consequences for actions which lead to new adventure opportunities. Situations where it's unclear what might happen, and where potential outcomes drive the story further. To borrow from several modern rpg systems, we want the PC to fail forward: failure shouldn't throw up a wall that stops them from continuing, but it could throw up an alternate, more difficult, path.

I think (to clarify my own thoughts here explicitly), I'm saying that "you die" is the same kind of play-blocking as "you fail to pick the lock".

So for Crook, I want to have something that avoids blocking, something that has specific rules for failing forward or success by degrees/with consequences. Something in the realm of games Powered by the Apocalypse and its progeny (Blades in the Dark for sure), or Mouse Guard. Fate Accelerated is quite good for this too! NB these are games where the player is given some more narrative agency over things external to the PC, but I don't think that's strictly necessary to have a mechanic that avoids blocking play upon failure.

SO: In Crook, failing means that things don't go the way the PC wanted (whether that's slightly or catastrophically), but the PC can die only if they really deserve it AND if the player agrees to it.

Wednesday, July 22, 2020

Crook: Fleshing Out Clients and Jobs

In Crook, the start of any story is our protagonist looking at their list of job offers and choosing one to pursue.

I have been thinking of this like a more focused version of the rumours a party of adventurers might hear while playing in a sandbox game. These are the hooks that lead them to interesting, potentially pre-prepared places (stocked dungeons, bounded explorable locations like forests or swamps, small towns with secret cults, etc). In Crook, because we're narrowing our focus to jobs that -patrons- offer, a way to still capture a similar sense of freedom, exploration and discovery like in a "true" sandbox game is to make a -really engaging- job board.

So what details make a job listing interesting?

The generator I detailed in a previous post provides details that allow the player to make some risk/reward decisions--the outcome literally tells you how risky the job is and what the reward will be--but aside from a very brief description of the type of patron and the kind of job, there are no evocative details to actually act as hooks.

I think the details that do the most work in this regard would include:

    -the patron: their profession/occupation, and their relationship to the crook and any factions (and potentially their personality quirks).

    -the job: the key people or objects involved, an interesting location, the obstacles, and a theme.

My instinct as always is to turn to random generators to create some inspiration for each of these factors that the GM can flesh out into details. However, that's not strictly necessary. In the same way that you can stock the rumour tables in your sandbox game with hooks leading to prepared dungeon crawls and encounters and other already-existing stuff, the crook's job board can have listings that would lead the crook to prepared adventures. Pretty much any "find this item" or "interact with this person" job can easily be fitted onto any existing adventure module.

BUUUUT it's pretty fun to create a whole adventure from just a few random prompts that then interact both the GM's setting knowledge and with the decisions of our motivated crook.

The structure I used as a starting point to make jobs for Penny was:

    patron-type occupation; descriptor descriptor place; job-type; risk; opposition; distance; reward

A lot of this is provided by the job generator: ie patron-type is criminal/noble/merchant/etc and job-type is theft/smuggle/escort/etc--risk, distance, and reward are settled too.

Sometimes I would use the "Sample Crimes", "Location" and "Potential Foes" tables at the back of Scarlet Heroes to generate some of these details, but those crimes are more for the PC to -investigate- rather than commit (the list includes crimes like "forced marriage", "treason", "dark worship", and "rape"--I'm not going to include those as jobs for the PC to do in my games and I recommend you don't either).

But mostly I'd generate the details from scratch using several different tables:

The patron's occupation came from a list of "101 fantasy jobs and professions" made by Ennead Games (now no longer available individually, though it -is- part of a $500+ bundle)--which I liked not only for the huge list of occupations but also because each one included a short hook this kind of NPC could offer (ie a gravedigger mentions that bodies are being dug up, a blacksmith needs a rare alloy for a special weapon, a teacher asks for help locating a missing child...).  This would combine with the patron-type from the job generator, ie "criminal lore master", "noble/merchant musician", and "military blacksmith". This provided a really good jumping-off point--you can already imagine the kind of work each of these combos might offer. The rest of the patron's details would come from numerous other generators that would provide personality quirks, names, ancestry/culture, etc.

The details of the job beyond just whether it's theft/smuggling/etc is a pair of descriptors, a place, and the opposition. Most of the time I would generate these using my favourite GM tool ever, Instant Game (another product that was -almost- not available anymore, as its creators and their publishing imprint Animalball Partners have vanished from the internet--but a copy of the original freely-available PDF is on RPGGeek). It had d100 tables for all the relevant categories and would result in evocative prompts like "gloomy ritual correctional system, opposition mythical legend", "steady tough government office, opposition mindless horde", and "awesome secret armoury, opposition invaders/outsiders".

These prompts about the job, in combination with the details of the patron, are enough to create a really evocative hook for our crook, and gets you about 80% of the way to what you need to run the session.

I would refine the results into a more specific job offer, using details of the world that were established through play in previous sessions.  For example "awesome secret armoury" was part of a job offer that turned into:

    "Maganak Five Names, elven diplomat, wants a wand delivered to a secret city defense armoury. but city is overrun by oozes. reward: some coin, and whatever you steal."

The city overrun by oozes was just an offhand comment in an earlier session of the game that I jotted down to keep for later.  Meanwhile "gloomy ritual correctional system" combined with other prompts to become:

    "Cotme Ower, halfling ferryman. smuggles contraband and people to/from island prison of Glama-worshipping cult of liars. wants help to con prison guards of a particular shipment. reward: standard fee and one set of enchanted armour"

Don't those sound like fun jobs to get involved in? Not only that but they give pretty clear direction for what the GM could prepare for the session if the crook chooses to do that job.

Now the question is, as I develop Crook into a Thing: should it have its own tables, or can I just recommend the use of these kinds of tables? I don't think I could do a unique job of filling a d100 table better than the tables I use, but also -none- of the tables that form the core of the job generator are widely available anymore. Should Crook include its own generators to provide prompts, or just include guidance on what makes a good job hook?

I haven't decided yet, and out of cowardice will put the question aside and work on something else entirely for the next several posts!

Tuesday, July 7, 2020

Guiding Principles for Crooks

It occurs to me that as I go forward trying to make the systems I've created to run a thief job duet game for my partner into something other people can use, it would be wise to come up with some guiding principles. Or at least, make concrete the ones I've been implicitly using.

***

Crook

A game where a lone scoundrel does unusual jobs for unusual people.

1. Player-focused preparation. There is only one player; the GM should focus on things -that specific- player is likely to be interested in.

2. Alternative challenges. There is only one player; it is not possible to solve every problem by hitting it.

3. Alternative consequences. There is only one player; removing them from play should be avoided, but bad things can and will happen to them.

4. Rulings over rules. In the OSR/DIY sense: don't use a rule where you can make it work well on the fly.

5. Be permissive. Yes, and/but. No locked doors without stakes.

***

Thoughts on what these mean for making decisions when designing Crook:

1: What sorts of things is our crook going to be interested in?  The people who offer them jobs, and the nature of those jobs (I've been working on a job generator for this). The people and things that can help them accomplish those jobs. Something that they can do or work towards with the rewards from those jobs (are they paying off a debt? are they atoning for their past? do they want to prove themselves to a specific person? this likely should be a key trait established in when the player makes their crook). Organizations they can be part of, influence or be influenced by that will affect the other things they're interested in (thieves guilds, town guard, noble families, merchants, gangs, etc).

It's also important to tailor to the specific tastes of the player in your duet. Do they like dungeoncrawling more than courtly intrigue? Do they run off their mouth and start fights? Have they trained for years to become the perfect silent assassin? The jobs they're offered and the challenges they face should reflect the tastes of the player-as-a-person.

2: Combat shouldn't always be avoided, but there should be a focus on solving problems in a way that doesn't get the crook killed or incarcerated. This is important in all kinds of roleplaying adventure games, but I feel it's especially important in a duet. Ingenuity, insight, and non-linear thinking can be encouraged by giving the crook non-combat tools: immovable rods, vials of grease, and 1/day misty step as opposed to flasks of alchemists fire, acid arrows, and enchanted daggers (though if such standard combat items are given sparingly, that will encourage their use in creative ways).

This also can be reflected in environment design. Firey laterns swinging on long chains; precarious boulders above the narrow pass; loose bricks around the other side of the house. Traps that can be reset or redirected. Multiple paths in and out, and ways to manipulate the environment totally--what if there's a button on a pedestal that turns all the liquid in a 20 ft radius into blood? What if the inscription on the ceiling, when translated, teaches a chant that blocks out the sun for 2 minutes and then you forget the chant forever?

3: Preventing your one player from doing what they want to do by killing them or otherwise taking them out of play only serves to stop the game. Instead, have things break, or lost, or be stolen. Have important other people die. If a brutal combat does occur, have the crook be scarred or lose a limb or an eye. Or perhaps the baddies choose not to kill: it's always fun to have our protagonist hogtied and left to die in the desert--or perhaps thrown into a barrel, which is then chucked into a river heading toward a waterfall.

4: This is as much a reminder to myself to pare down rules wherever I can as it is guidance for running the game. That said, while making systems for Crook, I can and probably will go overboard, with full knowledge that I'll have to cut away all the cruft later. A rule of thumb I like for this is from Goblin Punch: "only write a rule when it is better than what you could come up with on the fly". And "better" can be defined in a number of ways as detailed in that post.

5: Others have been far more sophisticated than I with this, but nothing annoys me more than a locked door that is hard to open and if you fail there's no consequence other than not getting through the door. At least put some time pressure on: is the guardian automaton searching for the crook? Is a boulder rolling down the hallway towards us? Or give consequences for failure: the lock breaks and now you've made a wall. Or picking it sloppily triggers a visible blowdart aimed at the lock, or releases acid into the font of healing mineral water you're trying to get to. NO LOCKED DOORS WITHOUT STAKES.

If they want to do something and there's no consequence for failure, they do it! If you really want it to hurt for your Crook to try doing something mundane you can roll to see how many tries it takes and make them lose some spare change down a chasm each time they stumble (and I hope it's clear that that kind of pettiness is precisely what should be avoided). This goes for -abstract- doors especially. If our crook has a hunch about what kind of liquor the gang leader likes to drink as a digestif, they either can find out by asking the GM if they know or can do something interesting to find out (like sneaking into the leader's office and reading their diary, or bribing the manager of the member's-only bar, or beating it out of a lackey)--it should -not- be locked behind a knowledge roll that can be failed.

I think that'll do for now.

OH WAIT one thing I like about the name Crook is that it reminds me of "by hook or by crook" which is exactly the way in which our protagonist should try to accomplish things.