Sunday, January 17, 2021

GAME DESIGN SUGGESTIONS FOR TRIPLE A GAME DEVELOPERS BY SOME GUY

1. Creative Mode
    I grew up with games that had built-in cheat codes, glitches that you could expliot, and save state hacking tools like game shark. Pen and Paper RPGs let you Homebrew. This adds to the fun that you could get out of a game. Skyrim has console commands. Minecraft has a creative mode in which the player gets the ability to play the game normally, but they have special controls that allow the to spawn anything. I think I should be able to pick make custom spells and equipment too. Let players choose a model for a weapon then pick stats and abilities for it, then name it. This is something you could do at a D&D table. I would like to start a new game of Skyrim with a Mjolnir or a Firebrand or Excalibur.

2. Alternative to Essential NPCs
    Ultimately, the reason why you have essential NPCs is so that the developers have less work to do. I don't expect the developers to try to anticipate all of the "Else" scenarios that players can possibly cause and I'm sure that would add the the time and money spent developing a game. The problem with Essential NPCs is that it breaks suspension of disbelief / immersion, and it's just plain disappointing. Some NPCs like Mercer Frey are absolutely essential because his role in the thief guild story is an interpersonal conflict with Karliah and who the hell else would become a Nightengale? There is not a line of successors who could replace Mercer, however, Jarl Ulfric Stromcloak is technically not essential. Ulfic can be replaced infinitely by randomly generated successors that spawn into the game after X in-game days, presumably by anyone of rank in the stormcloak army. The replacement NPC is a randomly generated NPC who may or may not take on a new name (or he can be Ulric II) and character model, but all his lines can be exactly the same spoken by Voice Actor B. The only problem is with the name. All successors to Essential NPCs will have the same name with a new number, or they will have different names and every NPCs will never be spoke like Tidus in FFX. Alternatively, create a library of 100 names, have the successor NPC assigned a random name, and every voice actor record themselves speaking all 100 names in various emotional expressions. I shudder at how tedious the scripting must be. I think players should be able to kill any NPC though. Otherwise, it's a restriction on play-style. Players can anticipate that Mercer Frey is the villain and then try to kill him, but Mercer Frey would have some kind of teleport ring and escape with 1 hit point. Then you would have "Thief Guild Questline B" where alternative missions or alternative versions of the same missions are provided to account for Mercer disappearing mysteriously or after "the" or "that" incident.

3. Long Intros Suck! Where are the Alternate Starts?
    Why do I always begin as potentially some criminal in Bethesda Elder Scrolls games? Not cool. There is literally 3 and 1/2 minutes of no player input in Skyrim after clicking new game. You make your character, then there's another 3 minute long period of no player input. The opening makes you feel like you have to wait on the game to play the game on a repeat playthrough. That kind of thing was cool once upon a time, but I have started like 30 new games in Skyrim and I don't care to to wait that long. Either option A. let me automatically skip to the exit of the cave at the end of the Helgen Dragon Attack scene or B. provide the option to have an alternate start.
    There is a mod called "Alternative Life" or something like that where you get to choose your own starting point in the game. Can't be that hard to write the game in a way where the dragonborn starts anywhere else and the hot rumors on everyone's lips are "Dragon Attack in Helgen," then provide one or more plot hooks that would send the player to Whiterun. Let me pick a quest that my new character gets immediately assigned at the beginning too; One of my favorite quests that I would like to start with is Meridia's Beacon where a god gives you a magic fire sword and a vague, long-term quest to expel the evils of the world. By the way, I made a hard save right before you get to make your character so I can skip the cart ride if I want to start a new game.

4. Radiant Quests Potentially Don't Suck
    I'm not going to be the guy who knocks radiant quests but I am. The guy who invented radiant quests is really just some guy who's good with Microsoft Excel, but Kudos to him anyway because it's a really good idea to put never-ending quests in your game. The only flaws are that radiant quests are boring and unfulfilling. They are basically fetch quests that become stale and predictable after only two and they're not very rewarding. Radiant quests are a good idea but it's missing something. Radiant Quests need some depth and sometimes the rewards need to be really good.  

5. Fast Favorites
    You've already got a favorites menu in Skyrim that lets you open up a pause menu and choose from a list of favorites spells, gear, etc. What if you could save a favorite "Set" or "setup" of items, spells, gear, etc. to swap in and out of on the fly or whenever?

6. Custom Clothier
    In Skyrim, there's a very limited number of outfits. How about an option where you could visit a clothier and place a special order, basically, you choose the colors or palettes of wearable items. I really wish capes, cloaks, coats, scarfs, more hats, and a few other things were available in Skyrim.  This is a simple customization ability that I think is just plain lacking in Skyrim perhaps due to budget or because the creators wanted to give Skyrim its own identity.

7. Import Player Characters from Other Saves
    Some games have a New Game Plus mode where you can start a game from the beginning but you can retain something from a previous save, like money, levels, or equipment. How about letting me insert a player character from a previous playthrough into a new game as a follower for a new player character? I just made a character the other day and became the arch mage if the mage's college. Now, I'm done with that character *shrug*.  I think it's a shame how fast I got over them and I never get to see them again because let's face it, I won't tough that save again. I still like that character even though I'm not interested in playing as them again. I think there's potential untapped nostalgia in allowing me to import them as a follower.

8. Player Faction and Player Faction Questline
    I think having the option to create my own faction, build my own town or stronghold, and recruit followers is not important, but I think one of the Fallouts did it, so why not every other RPG ever. Please note that I sentence ended with a period. Sometimes, games become boring when you run out of things to spend your in-game money on, and when you run out of things you want to earn, or when you run out of things you feel invested in. I'd like to start my own "Guild" as a level 1 character and have a unique Player Faction questline based on the type of guild I create and the types of factions I ally with, compete with, or make enemies with. 

9. Custom Followers
    Suppose I wanted to create my own Non-player follower? Sounds like giving the player too many options and it'll be a programming nightmare, right? OK, simplify it like this: I can visit a mercenary barracks, temple, thieves group, etc. and recruit a generic level 1 adventurer who I customize just like my player character. Not a big deal, many an RPG let you customize your own party members (like Final Fantasy). I could round out my character's weaknesses more precisely this way. Some people would like it, some people would prefer to interact with the standard NPCs. I think players who would like this option would appreciate being able to choose a face and name too. How about this though: Let's say when you hire one of these followers, they come with their own randomly determined questline. They might be good, they might be evil, they might be the illegitimate son of a noble, or someone with amnesia trying to get their memory back, someone with a religious quest, whatever. Create 3 or 4 different Generic NPC questlines and surprise the player. It could be a short quest line with 5 quests: A beginning and inciting incident, rising action part 1, 2, 3, and a climax / resolution. Gate the next quest in the questline behind the player's levels to build suspense so that players are incentivized to keep the NPC around for at least 15 or 20 levels and get good and attached. 

10. Challenge Mode
    I like watch videos of gamers who beat games with strict restrictions. How about a new game "Challenge Mode" where you choose types of restrictions like Survival Mode that has survival mechanics turned on, Hardcore Mode where NPC followers can die, or a Specialization Mode where the player chooses a style of play at the start of the run and they are restricted by this for the entire game. The specialization could be choosing a list of "Mage Only," "Thief Only," "Ranged Only," "No Magic," "Level Cap X" etc., or you can just manually lock certain skills or features from a master list or manual inputs.

11. More enemy variety
    Skyrim does not have that many different enemies. It kind of sucks. Greater enemy variety creates a less predictable and more mysterious world where the player might not be prepared for the next thing they might encounter. Skyrim is also missing more enemies that can be a brick will.

12. More Factions, More Generic Factions, More Questlines, Branching Questlines
    I've recently realized that I can actually start a new game and end any single questline and feel satisfied with that character before they reach level 20 and without beating the game. Actually, I've never beaten Skyrim but I've probably put 300 hours into it. The game offers some quests I like and some I don't, some factions I'm interested in, and some I'm not. Some questlines I don't like because there is only one path and I crave another option. If I want to complete the Thieves Guild quest, I have to sell my soul to a daedra. If I want to complete the companions quest, I have to become a werewolf. I want the ability to say "My character wouldn't do that. Pass." and be offered an alternative route to the end of the questline. Also, I think all quest lines should have a good ending, neutral ending, and a bad ending, or at least two possible endings. I think the factions should be more generic for broader appeal. Instead of the Companions, I want a Fighter's Guild. Instead of the College of Winterhold, I want a Mage's Guild. What's the different? The Companions and the College put me in a faction with a more fleshed out identity. If I don't like the identity, I lose interested in the faction. A Fighter's Guild and a Mage's Guild is just a group I sign up for that offers training, work, and makes me feel like I'm making progress. They still have story quests to them. The guilds in Morrowind also had an advantage of offering Ranks. Prestige and a feelings of satisfaction come from Ranks. You improve your rank based on the time and effort you put into the game. Once upon a time, satisfaction from games came from you the player making choices and an investment, and I'm sure there's gamers who crave this today. This form of ranking also gives you milestones and long-term goals. I miss this aspect of games. I suppose it's a design tha doesn't mix well with a game that scales all challenges to the player's level. In case you think this restricts part of the game from casual players, why not make a Casual Mode? Casual mode would allow you to rank up after completing quests only. I fell that Skyrim is missing a faction for players wanting to approach the game as a Cleric build. Your choice of factions are basically Fighter, Thief, Wizard, and Assassin, then Colonist or Imperialist.  You'd think an Elder Scrolls game with a big ass pantheon would offer a religion faction? I suspect a Talos Worshiper faction got cut. It's sounds obvious in hindsight. Try to create factions that suit potential play-styles. There's no bandit outlaw faction I can join and I can't be a guard who serves a city or get special Thane questlines for each hold. There could be a questline for each skill and race; The different categories of magic have their own quests I think.

12. Bring Back Custom Spells
    At the very least, just let me name them! How about some built-in spells with standard spell animations and a library of animation for player created spells? What if spells had a spell tree the same as skills? I have Fireball, but I can invest points into improving it's damage, duration, range, AOE, magicka cost, accuracy, or additional effects. 

13. Design a More Dynamic Game
   
Are there too many things in fixed locations that don't have to be? Not really, but maybe the game could stand to be a bit more dynamic. I suppose what I'm complaining about is that every playthrough will always have some stuff in the same place and some stuff that always happens in the same way, what if there was even less of it? Resident Evil 1 allowed players to unlock a new game mode called Arrange Mode where enemies and items were assigned alternate spawn points. Resident Evil 2 had an alternate starting point and alternate path for each character. Resident Evil 3 provided one of two versions of each room, Room A or Room B, to keep you guessing. This changed the game up somewhat making them less predictable, adding replay-ability. Note, they did not rely on RNG to make things wildly random, just A or B.

14. Secret End-Game / Post Game Dungeons
   
One thing I definitely miss about older games is a secret dungeon available only later in the game or at the end of the game. I think a game should definitely lock some specific content behind progress. I think the game should consider offering a game-play reward for beating the main story. May I remind you, I've never beaten Skyrim, but I've played more Skyrim than I should have. Earning an achievement is stupid; It's like a merit badge for a scout. I want an actual gameplay reward for playing the game that incentivizes me to actually play the game. A disappointing Post Game is just "Oh, you can keep playing as your character to continue to resolve unresolved quests and stuff. Have you ever thought about making a post-game questline and boss? You defeated Alduin using by essentially using Time Travel. Time Travel always causes something horrible to happen. You looked into an Elder Scroll and gained forbidden knowledge. Some daedra or elder god might be really pissed. Why wouldn't there be some secret ultimate villain behind the main story's major villain who has to react to the hero defeating the major villain? And yes, the secret ultimate villain is so powerful that they make the major villain look like a chump.

15. The Ending Sucks, Do This
    Endings suck and I think know why. You need multiple climaxes to take you steadily down the falling action side of the plot. You can't just go from the climax to the end. If you have only one climax and then watch the final cut scene before the "The End" and credits, it's like going from from 60 to zero. It's like when you're at the bumper car ride and they just turn it off. It's like having all this dopamine in your head and then the game gives you the signal that it's about to be cut off. I think that's what happens when you release all the tension and solve all the mystery at once. I should get to the ending and know something is resolving but I should still feel I'm not out of the woods yet. Once you kill the villain, that's the perfect time for an NPC to say "You didn't think it would be that easy, did you?" Then, give me something to do like escape the self-destruct sequence or race to some goal with a macguffin to do the thing then some minor villain shows up to inconvenience you one last time. Whatever. You want to be careful that the ending doesn't drag, however.

16. All The Dungeons Are The Same
   
I can appreciate more dungeons, but they all start to look the same after a while. Many of them are straight lines too with. Maybe it's just the way the dungeons tend to me designed? You've got radiant quests, but you don't have a random dungeon generator? Tell the game to make Dungeon Q. Specify that it has between 20 and 25 rooms. The rooms are between this size and that size. They are connected by halls and/or they are touching. They have no doors, doors, locked doors, secret doors, puzzle doors, etc. There are traps of this and this and this type. They occur at this and that frequency. There are monsters x, y, z, in etc., treasures, textures, random objects, features, etc. I'm pretty sure Daggerfall did that! Oh, and let me "Fast Exit" a dungeon that I clear or if I do not have dangers or obstacles blocking me from the entrance. That way, you don't have to worry about creating a convenient path out or from the ending to the beginning.

17. Bring Back Bosses and Mini-Bosses
    
A mini-boss was a boss before the boss, or some kind of mid-point boss or a secret boss behind a hidden door. It was usually weaker than the main boss of a dungeon, but tougher than the standard enemies, and there was a bit of a story to it. The mini-boss could be a warm-up for the main boss and it could be a servant, lieutenant, or champion or the main boss. You know what Skyrim is missing in general? Boss fights. They just have one Bandit Chief in some areas. I don't count dragons anymore. They're big bags of hit points, not bosses. I dunno man, reflecting on boss fights in Skyrim makes me think the only boss fight in Skyrim is Mercer Frey, but it was probably just the way the game decided to scale him to my character's level. Most of my level was from speech, sneaking, lockpicking, and pickpocketing, not fighting, so I died a lot.

18. Monster Hoards
    A hoard of enemies is not a boss fight and should not be presumed to be one ever (Dark Souls 2, you bastard!). That said, a hoard can still be a fun encounter.  I think Skyrim is too concerned with scaling enemies to be equal to the player that they didn't think to halve or quarter it for "Hoard Scaling." Speaking of scaling, Resident Evil 4 would adjust the difficulty dynamically based on how well the player was doing, that way the game was never too easy or too difficult. Capcom has some clever bastards.

19. Award Treasure as You Go; Looting Bodies is not Treasure
   
If I go into a dungeon and don't get any loot until one big fancy box as the end, that's lame. Also, looting Randos is not treasure. I would like to state for the record that I think looting bodies is an unheroic way to play a game and is not the only style of play that should be incentivized. Seriously, I can make a bunch of money by exploits or I can kill 10 random people, strip them, and sell 10 sets of armor and weapons to a merchant who should really be asking some fucking questions about where this shit comes from. The RPG formula of primarily providing rewards as dropped loot makes me feel like I have to loot the shit out of everyone and everything and it's tedious and it slows the game down. I know, looting bodies is optional, but I just don't get other satisfying rewards as a good haul to make me feel like I can ignore it. It's a horribly programmed impulse now. You kill something, you search it's pockets. How very heroic. It's not what Luke Skywalker would do.
    What is treasure? It's silver and gold stuff, money, gems, finery and trade goods, art objects, magic stuff, better equipment. Treasure is not a +0 Noobie hide armor of plainness or apples, potatoes, tomatoes. I check all the sacks, barrels, and urns out of a compulsion to be thorough and I think it sucks. I also think it sucks to find potatoes or 3 septums at a time.

20. Voice Acting is Overrated
   
I understand why you would have a ton of voice overs, but industry Standards be damned. I'm sure it adds a lot more to the production cost and time of a game. One of the advantages that books have over the movies is that the reader can choose their own voice and even the tone and emphasis for each character. You can even interpret the character differently. Written dialogue is therefore more adaptable to different interpretations. You can also instantly populate a dialogue box with an entire conversation and skip it with two button presses if you've already played this part of the game. To me, the cinematic quality of video games is completely unnecessary. Video Games do not have to have a presentation like a film. Video games are interactive and so have the ability to be their own thing. Also, if all the voice actors start to sound the same, well it's not distracting but I think it's lame. Seriously though, the scripting of all the models in each scene to resemble a move scene in must be arduous and cumbersome for development; fuck it.

21. Secrets Are Fun, Assholes!
    There should be more secret shit (treasure, bonus content) in each dungeon. I don't think Skyrim has any secret shit in any dungeon that you can miss. The skill of the player is controlled for by the design of the dungeon and the build of the character. Unless there's a character build restriction, all players can find all the same shit in every dungeon as long as they're kinda thorough. A character build should not be a universal gatekeeper from secret shit either, like in Fallout where I need a minimum skill to do certain things; that's annoying. Secrets are fun. Figuring the game out is fun. That's part of the appeal of Zelda games.

22. Casual Mode and Hardcore Mode
   
I like the idea of being able to play a game casually where the game literally guides me with a radar and map markers and stuff. However, I think disabling these and other quality of life features would make the player have to actually pay attention, keep track of their own shit, and explore without a safety net. Can I at least disable some of these options if I wanted? I don't actually explore, I follow hand-holding directions. Actually, one of my favorite spells in Skyrim is Clairvoyance. It at least makes me feel like I can explore if I want to or I can psychically find what I'm looking for. Maybe make a lot more things work like a magic or psychic power. Teleportation has already been replaced by fast travel; just saying. If you're going to give me a compass with markers that guide me around, maybe you could at least disguise it as a magic item my character gets that I can choose not to use.

23. Character Involvement is One Dimensional
   
I don't care about most NPCs and I feel that this is due in part to the developers failing to give me NPCs to care about. My character doesn't really get any sort of personal relationship with any either. There are no mentors like Doctor Emit Brown or villains like Darth Vadar who are consistently a part of the story. NPCs aren't written with drama in mind, they're written to be things that give players quests and items. For most NPCs, once you do your good deed, the developers flip a switch so that the NPC likes you now, and you never get anything new out of that NPC. Maybe take a few pointers from dating sims where your relationship with characters grows over time and new options become available as you make progress. This makes game design more complicated and many players probably still won't care about some NPCs, but I think it's disappointing that once the game flips that "Does the NPC like you?" switch from off to on, that's the end of that NPC. After that, the player doesn't have to work to earn anything from that NPC, and the NPCs usually don't have anything else to offer. If an NPC does have something else to offer later, they're an exception and so the player doesn't expect it and won't seek that exceptional NPC.

Monday, December 7, 2020

DM's Adventure Writing Checklist

CHECKLIST
Genre and Themes
: Stealth Heist, Raid, Dungeon Crawl, Hack-n-Slash, Intrigue, Mystery, Horror, Sci-Fi Fantasy. At sea, in secluded mountains, in a grand city, in a magic forest.
Premise - The goal and obstacles, or the Treasure and the Dungeon. Assassinate the Leader of the Merchant's Guild, Rescue the Princess from the Dragon's Lair, Steal the Tomb of Eldrich Horror from the Temple of Necromancy, Free the Thief Prince from the Evil Sheriff's Dungeon, Abduct the princess from her evil mother's castle in Alexandria and deliver her to her uncle in Lindblum.
Hook(s) and Incentive - The reason(s) why the players would care about the premise, and the Rewards for success. Have multiple hooks prepared and tailored to each player's interests and character's niche. Initial interested may be created by curiosity. A vision, dream, omen or prophecy, a scary fortune reading, a letter from a wizard.
Stakes - Consequences for failure or refusal. Something the PLAYERS care about should be at risk. What does the party stand to lose?
Inciting Incident - The event when things changed. The white knight was slain by the dark knight, the king fell ill and his brother became chancellor, the hunter killed the unicorn and became cursed for killing something so pure, the wizard disappeared the fellowship fell apart.
Conflict - Why do two sides oppose each other? Because if I get what I want, then you don't get what you want and vice versa. Biff can change the future with that Sports Almanac. We have to get it back, Marty!
Location - Town and Dungeon details. Mood, theme, genre, tone. Nearby features or locations, events, important people, shops and resources, factions. Sociology, politics, economics, religion, military, history.
NPCs - survivors, hostages, victims, witnesses, neutral entity, allies, patrons, contacts, mentors, factions or etc. - for Resources, Rewards, Tips, AND Directions!
Antagonist - Who are they? What do they care about and why? What do they do to try to succeed? What are their Strength and Weakness? The Sheriff of Nottingham excessively taxes the poor and is cruel to people who oppose him to keep everyone else in line.
McGuffin - A person or object for the hero and villain to compete for or fight over. Evil Tomb of Really Bad Spells, Royal Amulet, Ancient Ring of Power
Conditions or Complications - Specific Condition that adds a particular Interest, Requirement, Challenge, or Restriction. "You need a silver sword." "You have to be done by midnight." "Be discrete; The villain has eyes everywhere." "If the villain knows you're coming, he'll kill my dad." "The villain is actually your dad." "The evil dragon protects us from an even eviler dragon." "Get in and get out with the artifact, without getting caught, and don't wake the dragon." "The fortress is nigh-impregnable."
Setbacks or Sacrifices - an Opportunity or Resource that is lost adds tension and challenge. If you want to go through this door, you have to offer your blood. I will give you the key in exchange for your your magic amulet.
Surprise or Twist - Reverse Expectations; Use the audience's expectations against them. A betrayal? The plan failed because they knew we were coming all along. The strategy backfired because their weakness turned out to be lie? The wizard had a secret illness? The knight faked the thief's death? A seemingly good decision made for the right reasons turned out to be a grievous mistake?
Secret or Mystery and its Revelation - Villains secret weakness (bane) or Hero's secret weapon (boon). The villain's magic doesn't work if you know his true name. Only the sage in Mt. Doom knows, but what does he want for it?
Dilemma - Difficult choice between 2 things you don't want - "Pick your poison," or "choose your opponent,"or "choose the form of the destructor."
Moral Quandary - A particular type of dilemma where that party to do something that violates their ethos or alignment in order to achieve their goal or survive. "choose which one of your friends will die," Lifeboat dilemma where the lifeboat has room for 10, but there are 11 people. "Re: The prisoner dilemma. The lawful good paladin is obligated to accept surrender and to protect his prisoners to the death. The villain surrenders, but the NPC guide is prepared to kill the villain and anyone who stands in their way." Han Solo killing the Tonton to save Luke from freezing.
Red Herring - A clue, a tip, or false information with the effect of distracting or tricking the players. A false or incomplete answer to a riddle. X marks the spot, but there are two X's. A fake key.
Time Limit - Condition that creates a sense of urgency and tension. "If you don't figure out who the werewolf is and stop him before the next full moon..."
Climax - The location and circumstances of, who's present
Second Climax - "Just when the heroes think they're done..." or "You didn't think it would be that easy, did you?" or "Now, behold my true form." or "This place is collapsing! We have to get out, now!" A second smaller climax used to resolve a minor conflict can follow the climax of the major conflict so that the Falling Action part of the story falls more slowly and hopefully is more interesting; but sometimes a story that goes from 60 to 0 could be the best way to do it.
Resolution - What changes?
Suspense - Suspense holds interests. To create suspense, ask a dramatic question: "Will the heroes..." Always have one question open to keep your audience coming back. When you provide an answer, also provider another question. Make the players work for the answers and offer them as a reward. 

Tips
Alternate Between Good and Bad Encounters (Moments of Hope and Fear) - Things that are too good for too long become boring. Things that are too bad for too long get overwhelming. When you mix it up, you alternate between satisfying anticipation and providing something new for them to anticipate. Ask a dramatic question then answer a dramatic question, but provide an new dramatic question. Give the player an obstacle that rewards a tool, then give then a new obstacle that the tool doesn't work on so they have to get a different tool and the next obstacle suggests what kind of tool they might find.
Give the Audience What they Want: Writer's should deliver what they promise. People are only happy to have their expectations subverted when the thing they were expecting the whole time wasn't really what they wanted to begin with and so the subversion is actually a pleasant surprise. Reference the movie Shrek. The knight in shining armor is an actual ogre named Shrek and not some prince charming. The princess he rescues doesn't get married to Prince Farquad because she falls in love with the ogre, Shrek, but you'd expect her to choose the human over the ogre. If the movie waited until the end to reveal that Fiona was an ogre, it would be the same move but you'd have a very different experience because the ending you were expecting would have been intentionally set up like they were going to deliver it but they didn't actually plan on delivering it. By the way, foreshadowing is important or you'd be as in the dark as Shrek himself and you would probably pity his every effort get Fiona back at the end. There would probably be a sense of dramatic irony watching him enter the church in a hurry to object to the wedding which subverting would have been nice. Oh, and Chekhov's Gun is also important. You gave Princess Fiona a fight scene and showed off how athletic she was, but you didn't give her a bigger, more dramatic fight scene later?
Inter-Party Conflict: Pitting the players against each works for some groups but not all. One PC wants to resolve the quest one way, but another PC wants to resolve it another way, and they can't both get their way. "So, have you figured out which of your friends is the traitor yet?"
Verbs: Choosing good verbs is important. A good verb unambiguously tells the players what to do and how to do it. "Slay the dragon." The wrong verbs do not help your players understand their goal and how to accomplish it. "Investigate the mysterious plague." In the first example, the players know they need to find a dragon and kill it. In the second example, the players might not have a clear starting point or a clear plan. Investigation is not the ultimate goal, investigation is the means to identify the goal. the potentially resulting in frustration and wasted time. This can be solved by changing the wording. "Identify and stop the source of the mysterious plague."
The Players are the Stars: In general, players don't really care about the NPCs. Don't let any NPCs upstage them or be more important than them.

Combat Encounters - List of random and fixed
Roleplay Encounters - List of random and fixed
Exploration Encounters - List of random and fixed
Skill Checks - For each character's specialty so they all have a chance to shine
Traps - Mix of easy, medium, hard, and deadly
Puzzles - for the players to solve, not their characters
Treasures - Award at intervals, not all at once at the end
Secrets -
Create Opportunities for Creativity - Rule of Cool

 

What is a One-Shot Adventure?
    A one-shot adventure is an adventure that is intended to be completed in as little as one session. A one-shot therefore needs to be simple. The structure for a short one-shot adventure is:

1. Set up the conflict and establish the goal quickly.
2. Put the adventurers where the conflict is, where they will spend the length of the session.

Here's an example of a premise for a simple one-shot adventure:
1. The players arrive in a village and the inn keeper tells the players there's a monster and some treasure in some ruins in the forest.
2. The players go to the forest to search for the ruins. They enter the ruin to fight the monster and get the treasure.

In this example, the conflict is the ruins and the monster inside. The goal is the treasure. You can always start the players right at the entrance of the ruins and narrate that they just came from the village after hearing rumors of such and such in the village, they explored the forest, and finally discovered the ruins said to contain a monster and some treasure. The players will spend most of the session in the dungeon.

Too Simple?
Just because the one-shot is simple doesn't mean it has to lack excitement, motivation, drama, suspense or tension. To add these things, start first by introducing some stakes, then add complications, one or more twist, setbacks, and whatever else. The stakes are the consequences of failure besides failure itself. Players generally care about their reward more than the NPCs or the setting, so the reward has to be at stake.

Stakes: Let's say that someone was kidnapped and is being held prisoner by some bandits in the ruins mentioned above. The bandits are now ransoming this prisoner. The players are offered a reward by the family of the prisoner, but the bandits are threatening to kill the prisoner. No rescue, no reward. The players are now incentivized to care about the safety of the prisoner.

Tension: add a source of fear, stress, or restrictions. Let's add some more tension by adding a time-limit. Let's say the bandits have given the family an arbitrary timeline. The family has two days to pay the ransom or else they will kill the prisoner. Now, the players can't afford to take their time and may be likely to struggle between careful planning with swift action.

Complications: Ok, how can this get worse? Let's say that the bandit leader is not someone you want to fight. He's a very tough and cunning fighter, and he's known for slaying no less than five well armed and armored elite soldiers who came to capture him in a single fight. Maybe this is because he has a magic sword (this is a carrot and a stick).

Twist: What's something you're expecting to happen? OK, that doesn't happen (that's the best way I know to explain what is a twist). Once the players are half-way into the dungeon, they discover a twist. The prisoner, disinterested in living the life of a surf and craving excitement, asked to join the gang of bandits and has earned a place among them by defeating three of their fighters in one-on-one fights. Now there's no prisoner to rescue.

Setback: The players need to lose something of value, usually a resource like hit points but it could also be an important personal or quest item. This adds suspense. The more personal the setback, the more dramatically interesting it is. Rather than the ordinary challenges of the dungeon being the sole cause of their diminishing resources, one of the Named NPCs will cause it. Have one of the bandits, perhaps the Prisoner or some other bandit, sneak up on and backstab a player or picks one of their pockets. This bandit then escapes and calls for help from the rest of the gang.

Second Climax: What do you call it when the hero thinks he's won, then one more conflict arises right at the end, threatening to steal victory out from under him? OK, so once the players defeat the bandit leader and escape, the prisoner explains that he didn't join the bandits for real, he was just trying to create an opportunity to escape. He agrees to go home with the players. However, one of the bandits follows the party and wants to get revenge on the prisoner by killing him for betraying the bandits resulting in a hostage stand-off or another combat encounter while everyone's at their limit.
   To feel organic, and to not feel like the DM is just being adversarial, the bandit who shows up at the end should be someone the players previously encountered who they have some unresolved conflict with. This could be the bandit who called for help or sprung a trap or punched one of the players in the eye and ran away.

The end: The players get their reward of whatever amount of gp and a bunch of EXP. 


Tips for Mysteries
1. Plot: Know unambiguously the who, what, when, where, why, and how.
2. Make it clear that there is a mystery to solve. A type of mystery called a Closed Circle Mystery is a mystery that occurs in a small space with a set number of suspects.
3. Know the investigators. Why are they involved? What Magic or Technology do they have that can solve your mystery too soon or spoil your mystery? Create puzzles that work with these abilities, not against them. Don't completely restrict these abilities without a very good reason.
4. Clues. Give clues that lead investigators to the next clue. Give clear and simple clues. Prepare 3 clues for any direction you want to send the investigators in case 1 clue is missed or isn't enough. Give clues as rewards for ability checks and encounters. Avoid Red Herrings or false clues.
5. Avoid linear plots. A Diamond Plot structure offers the investigators choices for what order they want to investigate nest. Do this by planting one or more clues that lead the investigators in more than one direction from the start or very early.
6. Prepare for failure. What happens if the investigators find a dead end? Make floating clues that they can find anywhere that can send them to where they should be going. Be ready to improvise and be flexible with your plot.

Sunday, December 6, 2020

A Simple d6 System and an Alternative Set of Abilities

    RPGs are improvisation story telling games with rules. You can make up anything. Everything can be simplified and abstracted and reasoned in different ways. Here's an example of an alternate set of abilities and a simple system to compliment it. The abilities listed below represent very board categories or skills and abilities. Things like Strength, Intelligence, Dexterity, Charisma, and etc. could easily apply to any of them depending on how the player describes how the ability applies to their character. At character creation, players pick one category to excel at and they start at an intermediate level (ability of 2). They are beginners (ability of 1) at everything else.

  • Mind: Represents your reasoning, intellect, and learned knowledge. Your mind stat influences speech and skills related to material knowledge. Someone with a higher mind stat could argue they think faster and can react mentally faster. Someone with a high Mind might be a wizard, alchemist, craftsman, or researcher. In your world, Mind might be important for some types of tools, weapons, powers or magic.
  • Body: Represents how strong, fast, fit, and healthy you are. Your hit points are improved by your Body. A higher body stat makes someone more skilled at tasks requiring physical strength, endurance, reflexes, agility, balance, and coordination. Someone with a high body might be a warrior or soldier. Someone with a higher Body is probably knowledgeable about subject matter pertaining to athletics or combat. In your world, Body is important for fighting with weapons.
  • Spirit: Spirit represents your intuition, wisdom, and your affinity for and general disposition towards the supernatural. Someone with a high Spirit might be a priest, a mystic or a psychic. People who are receptive to spirituality might find your speech more compelling. You're probably more knowledgeable and skillful with matters sacred to you. In your world, Spirit might also be important for some types of powers or magic.

Roll Under
    You roll a single d6. You can succeed at a task by rolling equal to or under your ability score. The higher your score, the better your chances to succeed.

Ability Scores
The numbers for ability scores will be small due to the size of the die used and the scores are explained below. The GM may rule that if you roll a 6, you automatically fail and if you roll a 1, you automatically succeed regardless of skill or difficulty.

  • 1 means you're an average person or a beginner.
  • 2 means you're above average or have received training. You're intermediate.
  • 3 means you're experienced or advanced.
  • 4 means you're an expert. Few people achieve this level.
  • 5 means you're a master with peak ability. This is a legendary or world class level.

Difficulty of Challenges
The GM will tell the players the difficulty of the a challenge they're rolling for and assigns a bonus or penalty to the players roll. The concept of difficulty is relative, as in "This task will be hard for you." The DM may need to balance the challenges for the players based on the probability of rolling a number on a d6. Rolling a 1 is likely to fail, rolling a 5 is likely to succeed. Try to assign a difficulty bonus or penalty to give the players a fair challenge. A +2 is generous at low if you have a low ability score, and a -1 is harsh if you have a very low score.

  • Rolling a 1 is about a 16.67% chance of success
  • Rolling a 1 to 2 is about a 33.3% chance of success
  • Rolling a 1 to 3 is about a 50% chance of success
  • Rolling a 1 to 4 is about a 66.67% chance of success
  • Rolling a 1 to 5 is about a 83.3% chance of success.
  • Rolling a 1 to 6 is 100% chance of success.

The difficulty bonus or penalty applies the ability for that roll. For example, if you have a 1 in an ability and the challenge is very easy, the GM may tell you to roll with a +3 bonus. This means you will have to roll a 1 to 4 on a d6 to succeed. The difficulty bonuses and penalties go as high as +3 and as low as -3. If the penalty exceeds your skill level, the GM may determine that you simply cannot attempt the challenge or that you automatically fail. The GM may also determine if the bonus applied to your skill is high enough, you may automatically succeed. A character's armor effectively imposes a difficulty penalty to an attackers rolls. Light Armor is a -1, Medium Armor is a -2, Heavy Armor is a -3.

  • +3: Easy difficulty, but still requiring concentration and effort.
  • +2: Medium difficulty. A beginner has a 50/50 chance.
  • +1: Hard difficulty. More than half of all average people will struggle and fail.
  • No bonus or penalty: A Very Hard difficulty. Advanced people have a 50/50 chance.
  • -1: Very, very Hard difficulty. Specialized skill is needed. Luck is required if you're intermediate.
  • -2: Extremely Hard difficulty. At this point, there's probably external forces acting against you.
  • -3: May be impossible. Only a expert or master can succeed. You're probably solving an ancient unsolved puzzle or stopping a great big boulder with your bare hands at the edge of a cliff.

Hit Points
Hit points are an abstract concept representing how much damage a character can take. Taking damage usually means you've been injured or wounded in some way. Player characters determine how many hit points they start with by rolling a d6 and adding their body ability. The GM also determines what happens when your hit points reach 0; either you die instantly or you fall unconscious and start to die but can be saved by first aid or magic.

Damage
A d6 is used to determine how much damage is dealt with a successful attack. Powerful attacks may use 2 or more d6. A d3 is a d6 where 1-2 is a 1, 3-4 is a 2, and 5-6 is a 3 and is used for improvised weapons, weak attacks such as unarmed strikes, or attacks that are intended to deal non-leathal damage. Weapons or spells come in strength categories you can choose, or use the examples below.

  • A small or light weapon such as a knife, club, or does d6-1 damage (minimum 1 damage).
  • A medium weapon does d6 damage. such as a short or broad sword, a mace, battle ax, short bow, spear, 
  • A large or heavy weapon does d6+1 damage such as a long sword, long bow, war hammer, great ax, or pole arm.

Improving you Character
Mark any abilities you've use during the adventure if you succeeded on at least one roll. After reaching a milestone such as completing a quest or an adventure, or achieving a character or story goal, your GM will allow you to improve your character's abilities. To do this, you can roll a d6 once for each ability score you've marked and roll over your ability score. If you roll higher than your ability, that ability improves by 1. The GM will also tell the players when they can improve their max hit points. To improve your max hit points, roll a d6 and add your body ability.