Showing posts with label essay. Show all posts
Showing posts with label essay. Show all posts

Thursday, 21 October 2010

40K v FS

On the FS Yahoo mailing list, someone asked about the difference between 40K and FS. It's an interesting question; I've posted, but I'll stick it up here as well so it doesn't let lost in the noise.

For me, the difference is simple; subtlety and space to ask questions.

40K has EVERYTHING turned up to 11; one hive city holds the worlds' current population, a Super Star Destroyer would only make it as a frigate and everything is nastier than everything else. I mean, just look at the bad guys; zombie robots that serve soul-eating star gods, god-level manifestations of raw human urges, fungal super-soldiers that not only fight but infest so there's a never-ending source and some hive-mind god intelligence eating our galaxy and turning our own biospheres against us.

And all of these are fought by demi-human supersoldiers with guns that fire rounds bigger than your thumb.

The morality is black-on-black; the good guy is a fascist, xenophobic human empire that uses criminals as spare parts and got its fashion tips from the wrong side of WWII.

And the thing is, all of the technophobia is good and necessary after the scrap with the Iron Men. Psykers need to end up as the God-Emperor's lunch because that's what keep space travel going and because until they mature they'll only serve to break reality. You can't stop and ask if it's OK to bomb a planet of civilians because you'd already be eaten by whatever got to them.

And that's awesome (I should point out that I have both DH and RT and I think they're great). Everything is supposed to be epic and more than a little mad and hardcore - the political conceit of being hard men making hard decisions made very real, desperately fighting to survive just one. More. Day. Against things that would make Cthulhu go 'I'm outta here; this stuff is *whacked*'.

Compare with FS; each of the sects has factions ranging from evil bastards to moral paragons and most shades in between; even the symbiots as written are a weird transhuman thing that doesn't quite work out, rather than the 'consume!' thing of the Tyranids.

Yes there's technophobia and space feudalism too, but they're inverted by being painted as a choice. The nobility took their chance when the Second Republic fell down, and remade the Known Worlds as they wanted them - and they had to fight to do it. The Guilds' precursors built the Second Republic and would like to do it again in some form.

In many ways it's classic sci-fi of the type we don't see often enough, questioning the human condition.

Tl:dr: Fading Suns asks 'why' - why did all this change and can we escape it? 40K says 'blessed is the mind too small for doubt. Now reload and let's get that thing or die trying!'

Wednesday, 15 July 2009

Downtime Thoughts, Part 1

Downtime is a part of the game where players continue to act. It is the 'off screen' section of the game, something that happens but isn't shown. It is not used in all games, but is common in political games, most notably the Minds' Eye Theatre games Vampire: the Masquerade and Requiem, both of which have dedicated subsystems.

Passion Play also contains a brief downtime system, which runs as follows:
"Due to time constraints, players might not be able to finish everything within a game that they need to do. In that case, players can turn in a list of actions they would like their character to perform between game sessions."
To be honest, that's not as in depth or thought out as I'd have liked - hence this essay.

The first thing is to ask "what are downtimes supposed to do?"

Let's try a few answers:
  • Downtime provides interaction between players while the game is off. Given that LARPS tend to be monthly, this is important for maintaining interest.

  • Downtime allows for a type of gaming that doesn't fit the actual LARP session, namely empire-building.

  • Downtime also gives players something to aim for, by giving them the time to set up long-term plots. These plots can be set up out-of-game, with the coup de grace played out in-game, for dramatic effect.

  • Downtime should be simple. I'm a GM who believes that all system calculations should be simple enough for mental arithmetic and that the use of charts is ungesund
So, given all this, what do we do? Well, the first thing to do is see what systems are already out there and what elements are steal...uh...researchable.

The obvious place to look is Vampire: the Masquerade/Requiem (I haven't played Requiem, so my understanding of it is sketchy, but bear with me).

In this system, characters can buy the Influence Background in certain areas (government bureaucracy, crime, etc.) and then spend their influence for certain actions such as furthering their plans, attacking their enemies, or to grow their influence further. They can also use servants for various functions, such as espionage.

In the Requiem system I believe the number of actions available per downtime are rationed through use of the Humanity stat, with bonuses for various skills and vampiric powers.

Either way, this system does not really translate well into Passion Play - as nobles, priests and guilders tend to claim influence in a discrete unit (a fief, company or diocese), rather than the more amorphic 'fingers in pies' form of influence used there.

That said, the actions system makes sense, although obviously the limit would have to be linked to an appropriate stat/skill, which would be Bureaucracy, with a new Metier of something like Seneschal, or some other skill defining the ability to run a fief (technically that's what the Seneschal did, but work with me here). In addition the Assets benefice suits our purposes by defining the size of the character's land and with it, income.

There is also a fief management system in the Lords & Aliens sourcebook. While it is more aimed towards roleplaying and therefore too handwavey here, the basics push in the right direction so we'll ignore the mechanics but try fit in the idea.

OK, let's make a start.

  • Characters gain a number of downtime actions equal to their Bureaucracy skill plus the Marshal metier (it sounds better than Seneschal and means roughly the same thing).


  • An alternative to this system would be to base character's actions upon their rank, representing the ranking person's power. At this point Rank only really serves for contract mechanics, so it gives it something else to do and emphasises the power of the feudal system.

  • An action can be anything from interacting with a third party (no internet or mobile phones here, so it takes time) or recruiting mercenaries, to invading an opponent's fief, hosting balls and other large-scale events.

  • The resources with which a character has to play with comes either from their territory, contracts or other RP sources. Territorial funds come from the Asset Benefice, which determines the fief's income, defence and offensive ratings (Income will have to be tweaked here, to divide by 12 months instead of by 10, as per the rulebook).

  • This Benefice will also be expanded to suit the system - each fief gains a defensive and offensive rating based on the size, representing the forces available to defend it. Other elements will be introduced, such as the ability to bid for mercenary contracts, with Mercs having their own stats. Other Benefices will also be thought up, such as the ability to build defences and recruit other assets, such as spies and assassins (think of Shogun: Total War)

  • The Ally Benefice allows the player to gift one of their actions to their ally, allowing the player to use their ally's social rank for that action.

Anyhow, those are my initial thoughts. What do others think?

Friday, 27 March 2009

Time To Get Writing!

Well, my most recent deadlines have come and gone and I can now turn t0 the requests for essays at this point. So far the votes are for Game Theory, mechanics, prop/clothing advice and setting info.

While I obviously do have to go where inspiration takes me, I've already pondered a few options and have scribed them below. If any grab your attention, comment and I'll see what I can do to meet your requests.

Game Theory

  • Props - different methods and how they effect the game space.
  • How to get people to NPC/GM.
Mechanics
  • Explaining basic systems, one piece at a time (character generation, skill use, Wyrd, combat, social systems (20 questions and contracts) and other elements).
  • 'Peasants Revolt' - a system explained to me some time ago and designed to counter the super-powerful from making excessive contracts.
  • Alternative combat. I'm not too sure about this one (I feel ambivalent about trying to fit a boffer system for some reason), but it does have a certain synchronicity with John Wick's recent LJ vid about his Houses of the Blooded LARP combat system (it bears similarities and differences to Passion Play - I wonder how much he knows of it).
  • Downtime - statting up fiefs and assets and creating a mechanic where they can be used, conquered and lost in conflicts.
Props/Clothing
  • Making my Maverick - modding the nerf gun into something more FS.
  • Weapon props.
  • Basic clothing concepts, starting with Rampart's most influential factions.
  • Small props - minor props used to add flavour to the setting.
Setting
  • The Rampart Gazetteer (as sold by the local Charioteers Guild, only two talons guv'nor).
  • Introductory Catechism - explaining Church doctrine.
  • What To Do When Noble And In Town.
Does anyone have any preferences?

Wednesday, 18 February 2009

Scheming the Plotting

So now I've started thinking about plot.

In LARPs there are two basic forms of plot; the linear and the social. For the uninitatied, a linear LARP is where the plot moves in a linear fashion, like a TV show, often moving the players physically as well, setting up events along a pre-determined trek through woods, for example.

Social LARPs, on the other hand, are very diferent in that they are mostly static. Instead, the plot is created by players choosing what goals they wish to pursue and then interacting with others to achieve their goals.

I had wondered about finding some way of shaking things up though. Rather than just handing out goals it would be nice to find a way of randomising things without them becoming so random that they become silly.

One idea that I like is to provide major and minor goals and award Victory Points when these goals are met. The idea is essentially to create a dynamic political situation, whereby factions that excel will find themselves altering the balance of power. Obviously this will not really affect the first game beyond providing a 'winner', but if the game is to continue, it will need to have this mechanic built in from the start.

This is what I am thinking of:

The LARP rules cover for a system of contracts which allow parties to enter into binding agreements. These are described by levels, with the agreements becoming more epic with every level. I was thinking of simply stripping out the reciprocation and using the contract level as the goal's level - and value in VPs. I was also thinking of putting them into categories, so that some could be random, while others would be fixed. For example;:

Caste Goals: These are for the good of your caste (Nobles, Guildsmen, Priests) and involve playing the Great Game against the others in order to bring about your caste's vison of the galaxy (neo-Feudalism, Republic and Theocracy, in that order) These are high-level goals, like 'destroy the Prince's godless advisor's credibility so that the Prince will again listen to his Confessor', or 'stop the Church from clamping down on radio sales'.

Faction Goals: Unsurprisingly, these focus on your character's specific allegiance within their caste (Reeve instead of Guildsman, for example) and are more concerned with the day-to-day stuff. These might be a Battle Brother may seek to dissuade the Synod of the need for an Inquisitor to investigate his Chapel, or a Decados might be trying to find a Hawkwood's vice in order to gain control over her. These can be against any other faction they struggle for supremacy within their caste.

Personal Goals: These would be optional, randomly selected little goals concerned with the character's personal life - romance, marriage and other, little mysteries. Maybe a letter has been misdirected to you and talks of a conspiracy, or a friend wishes for you to approach a woman on their behalf, just to show that life isn't all plotting and scheming.

I shall have to think further...

Monday, 9 February 2009

The Why Of It All (Part 1)

So, for this post I want to explain why I picked Fading Suns to run. The next one will explain why I want to run FS as a LARP, as opposed to a tabletop game.

Why Fading Suns?

Fading Suns is a very old game (the first edition came out in the mid 1990s) and was 'dead' (i.e. not publishing) for some time before being picked up by Redbrick. All through this time the fanbase remained small but passionate, as can be seen from fan sites like this one. And when I say 'small', I mean tiny. Most of the gamers I know have barely heard of it and those under a certain age have definitely not heard of it.

So, why drag out a hoary old setting like this?

Well, because it is an incredibly powerful setting. For a start, although it uses some gothic/medieval elements, the main design choices draw from Byzantian, Arabesque, Asian and other non-western sources, which gives it a powerful and unusual look.

The second reason is because, despite the fantasy elements, it is classic science fiction, concerning itself with ideas about humanity and our world, as opposed to the flashy and insubstantial science fiction that tends to be popular. Of course, a cynic would suggest that the popular stuff (I'm thinking of Star Wars here) is popular precisely because it does not ask deep questions, but that's a different post altogether.

But Fading Suns does ask. It questions the use of technology and how it changes people, how it should be controlled given that technology is, after all, power. A gun extends a person's ability to kill, compared to an axe. A HUD allows from extended prescience beyond that of our natural senses, while a spacecraft allows us to move distances impossible through self-locomotion.

It asks about the nobility and the elite. In the setting, democracy is a heresy - the old idea that nobles rule in God's name has returned, establishing an elite who rule over ignorant and fearful masses. This setup questions the ideas of democracy and rule by elite by suggesting that the whiggish idea of inexorable progress really isn't that inexorable after all. That said, the setting also drops heavy hints that the current situation was engineered by the Noble Houses, suggesting that those with a will to dominate will do so, regardless of how it damages society as a whole. Regardless, it stands to question the efficiency and desirability of our social systems - and the question of whether true democracy is really achievable.

It also challenges faith and, even a hard-core atheist as myself cannot help but be impressed at the thought that has gone into creating a religion that, while almost totally fabricated has such a real texture and feel to it. The setting presents religion in all its flavours, from expressive to repressive, and gives real reason for thought about our connection to the world.

This second reason ties into a third one - that the setting doesn't draw pure black and white lines, but allows everything to exist in shades of gray. Each of the fifteen playable groups - five Noble Houses, five Guilds and five Church factions has both positive and negative characteristics and, more than that, a real sense of a philosophy underpinning their behaviours. This portrayal skillfully avoids stereotypes of true 'good' and 'evil', forcing a sense of depth and real challenge to their morals.

For example, the most overtly 'evil' group is House Decados, a Noble House riven with backstabbing and seemingly the spiritual successor to Dune's on House Harkonnen. However, this group's attitude is not radical, but simply based upon the principles of social darwinism, familiar to anyone who listens to the US Republican or Libertarian parties. Are they evil as well, given that one of the world's self-proclaimed moral leader's political factions espouses this view?

Saturday, 7 February 2009

Post the First - What's This All About?


So, welcome to the Iron Phoenix LARP Challenge blog.

The aim of this project is to document every step as I set up, run and critique a one-off Fading Suns LARP event by the 13th of March. That's just a month to build props, find players and a location, and run a game of significant length, before dissecting the event - not an easy proposition...

By 'every step', I mean describing and showing pictures of how I make props, discussing the art of crafting LARP stories and game theory as applied to this game (that's gaming theory and not Game Theory, which is totally different...), as well as other, related, subjects.

So, let's define some terms for those unfamiliar with what I'm on about.

Roleplaying is a hobby that started in the very late 70s and is quite unusual as hobbies go. However, in it's simplest terms, it combines basic storytelling as entertainment with a game element like the systems used in computer Roleplaying games underpinning the character's actions.

Live-Action Roleplaying is an offshoot where, instead of simply talking about characters or in their voices, players actually talk, dress up and act as their characters. It's a little like some form of semi-directed theatre where the goal is not to play to an audience, but to the other people involved.

Fading Suns is a specific game setting that describes a distant, byzantine,neo-feudal future in which the great Second Republic came and went leaving a new Dark Ages. I can't do the setting jsutice here, except to say that it is a deep and thoughtful setting that uses technology and supernatural elements to ask questions of the human condition (hence the invocation of the 'passion play' as a storytelling element). And to say that there is an introductory PDF file here.

And so it begins...