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Points: where do they come from?

I’m attempting to wrestle with how to get the Pools in Delve just right: they’re semi-closed systems but not entirely, because while they start at a fixed level, they go up. While most of the expenditures are a matter of give-and-take between the adventurers and the gamemaster, there are times that one side (primarily the adventuring party) will perform actions that net the party AP but not from the gamemaster’s Hazard Pool as would normally be the case. But where do the new points come from?

As it stands, I’ve mainly just assumed there’s an infinite cloud of unrealized points that can be added to the game’s economy at any time as necessary. What has been problematic is whether to attempt to codify that in the game rules (e.g., “there’s a third imaginary pool that contains extra points that you take from as necessary; it has an unlimited number of points, so add tokens whenever it needs more”) or perhaps, not only codify it but actually put an overarching cap on the amount of points that can be pumped into the system. If I take that route, I also have to think about what’s going to happen once that cap is reached: the points system is explicitly designed as a system to reward players for a given set of behaviors, but if those rewards dry up, what will they do then?

I also still haven’t attempted to further define the “Danger Level” mechanic yet, but it’s hanging around and I think some version of it is going to go in – and this pool situation has the potential to impact it. If I make the cap equal to the Danger Level, for instance, then as soon as the game-changer happens, the party is motivated to resolve it and then leave. That’s not out of convention for these kinds of games: you beat the dragon, and then all that’s left is to schlep the hoard back to town. Then again, what about a linked series of adventures? What about a mini-boss, who marks the end of an act but not the whole adventure? Some of the early classic D&D modules were a single dungeon complex with many sub-plots all sprinkled throughout – deal with one, and you still have all the others left. Emulating that sort of adventure is a primary goal of Delve.

I had a chance to chat with Ryan Shelton of Roll For News lately. We talked not only about House of Cards, but about Delve and Corona. It’s a short interview, but a good one, so go have a listen!

I’ve been doing some informal polling around the various social media circles in which Parenthesis Press is represented with regard to where our admittedly limited time and energy would best be spent. I want to put out games that I would want to play, obviously, but I also want to put out games that you want to play. I’ve talked a little about what’s currently in development, but here’s a recap for discussion:

Delve aims to recreate an old-school dungeon-crawl experience, in which your nameless fantasy adventurer kicks in doors, fights monsters, and grabs loot, but with new-school mechanical innovation: the dungeon is completely mapless; an economy of plot points flows back and forth from gamemaster to players as danger appears or heroes do heroic things. The rules will be light enough that anyone can download and print or pick up the free Adventurer’s Guide booklet, grab one of the pre-generated characters, and start delving right away, while the inexpensive and more detailed Gamemaster’s Guide will contain all the backstage (or behind-the-screen, as it were) rules for managing the flow of the story.

Corona is strategic sci-fi roleplaying: the players form the court of a psychic god-emperor ruling over a solar system kingdom with power magnified by the sun itself. The old orders are becoming destabilized, and the empires of the stars face threats from without and within. Are you a loyal bulwark against insurrection, or secretly a traitor sabotaging the government from within? The plan is to put out a limited edition but very attractive full-color game that is sort of a hybrid of RPG and board game – the system’s status is tracked by a central board, war-room style, as players engage in intrigue and negotiation amongst themselves to try to further their own agendas.

The question, thus, is which of these games should take top priority in terms of development and production? Which do you want to see more? Which do you want to hear about, and which do you think you’d be most likely to tell other people about? This is not to suggest that you’re choosing which of these games is going to come out – both of them will be completed and released – but rather which one should get the lion’s share of energy right now. As a customer, your opinion helps drive my decisions, so please weigh in with your comments and discussion.

One of the linchpins of the Delve system is the economy of Adventure Points, which is proving to have a lot more kinks in it than originally anticipated. The basic premise is that players get rewarded with AP when they make the game more perilous for their adventurers by pushing further into the dungeon and facing challenges, and can in turn spend those AP to do cool things with their characters.

That said, there’s what we might call an ontological issue that wasn’t readily apparent: where do AP come from? Is the Hazard/Adventure Pool a closed system in which the same points are endlessly recycled back and forth, and the game consists thereby of a shifting balance of finite states? Or can points be generated and destroyed, which has the potential to be very empowering to all the participants but might involve a headache-inducing level of bookkeeping?

Here are the possibilities that have been sketched out thus far. As it stands, each Pool starts with a number of points equal to the number of adventurers. So far, the rules haven’t really been diligent in specifying where new points come from – it’s apparent in some cases, like when the Thief decides to Sneak, spending an AP to go into the Hazard Pool. That’s a spontaneous use of an existing resource, an action rather than a reaction to an existing situation. By comparison, if the dungeon goes Lights Out, that’s being imposed on the adventurers, and what Nightsight does is prevent the normal loss of AP that accompanies having to re-light.

In attempting to more rigorously define the way points operate, a correlating issue is what it means to be out of points. If the adventurers have drained their Adventure Pool in a hard fight, the presumption is that they should have a hard time of things until they can manage to get more AP into the Pool by pressing ahead and facing down possible danger in spite of the risks. That’s heroic, and being heroic is what the game is about. But what about the Hazard Pool? If the GM has thrown every nasty boggan and backstabber against the party and they’re still kicking, there becomes a risk that the party can simply meta-game and withhold the addition of new HP to the GM’s Pool by just not using specials. In that sense, we could say the dungeon has been “cleared out,” but what about that one unexplored hallway?

It seems the most reasonable answer is that entering a dangerous area puts a new Hazard Point into the pool. But where does it come from? It seems like it comes from nowhere, a natural consequence of adventuring in dark monster-infested corridors, but that raises questions about where other points come from. Is there a situation in which Adventure Points just appear out of thin air? Perhaps: maybe when an adventurer falls in combat. As envisioned right now, dead is dead, from a mechanical standpoint, and that’s a logical potential result of facing down evil wizards or barbarous orc warbands, but there’s a case to be made that going down swinging, at least, should be equally rewarded for being heroic, not to mention genre emulation to be had in netting the party a chance to rally through a valiant sacrifice. We’ll think about that and come back to it.

One thing that hasn’t been mentioned thus far: each dungeon has what’s called a Danger Level, which rates how harsh it is (a function of how likely any given turn is to generate a hazard or potential hazard: a standard dungeon is Danger Level 50, for a 50% chance – the standard Dungeon Table is split evenly between hazard and treasure – but custom Dungeon Tables can be of higher or lower DL by imbalancing the results). We open the way to an interesting cross-mechanic if we have an escalating point total in the economy: if the number of total points between both pools hits the Danger Level, there’s immediately what we might term a “Game-Changer”: a plot twist event that opens up new possibilities or alters what’s already established. That might be “the dragon slumbering in the heart of the cavern complex awakes,” or “the goblin shaman has cast a spell, and all the goblins in the stronghold have increased stats now”.

A final design consideration: Delve is meant to be fast and light, so cobbling together scores of detailed mechanisms goes against the spirit of the envisioned final piece. While it might be true to the conventions of early RPGs to just throw every disparate mathematical model together in a book for players to navigate, I want to stick to the ethos of modern game design as cohesive and streamlined wherever possible.

Game Chef 2012: done!

From the time I first saw the ingredients (which were leaked a mite early) for this year’s Game Chef design competition, to the time I hit “save” and “export” on the complete game: 17 hours and change. My second fastest time!

The theme was released a day or two before the contest, and it immediately set my mind to working. A game that could only be played once, and is about the end of the world… The immediate suggestion was a game that had to be physically destroyed to play, for the first part. This is not a new concept – Sweet Agatha is the most prominent expression of which I know – but I wanted to go further than “just” cutting up the game. I wanted it to burn.

(That, ultimately, would suggest a solution to the second part: you have a candle in which to burn pieces of the game, and that candle serves as your timer. If the game’s not won by the time the candle sputters out, the world is over.)

In Sweet Agatha, the fragments of the game become artifacts to use, but I wanted to put a different spin on that: first off, the act of cutting should itself be significant, not a means to the end of getting a cut-up game. I decided that the act of cutting loose part of your game sheet was to be reflected mechanically in the game by getting a benefit for doing so. To encourage the burning part, you get another benefit, a more powerful one in fact, when you burn a piece that you’ve cut away.

What’s to stop people from just cutting up and burning their game? Sweet Agatha plays with that notion of our reverence for the physical manifestation of the game, but by now, the indie game crowd is a bit hip to that trick. Some of the other games by people I expect to be involved in the contest are exploring the pushing of player buttons, in the sense of going into difficult personal places and dealing with sensitive issues, so I embed a sense of personal attachment by having each of the portions of the game sheet be a very personal question. In the game, you literally give up something intimate about yourself in order to get access to the magic contained in the raw stuff of it.

The ingredient list, once launched, seemed to me to suggest “character types”, but I didn’t want to go down that route, so I gave each player a number of special abilities mapping to three of the four keywords, and used the fourth (Coyote) in perhaps an obvious way – as the trickster big bad behind the opposing forces to the players in the game fiction. Since I had a theme that involved Anansi/Spider and Coyote was going to be the “villain”, it made sense to take those other three ingredients and find Native American mythological analogues for them as well, though with some ecumenical mixology happening as well (hey, I taught cross-cultural mythology classes for three years, it can’t be helped). “Doctor” suggested Snake, on account of the caduceus, “Lantern” became fire from Thunderbird, and “Mimic” could only be Crow.

And there you have the backstory and the rationale for the mechanics and game abilities given to players. The specific Cut and Burn abilities were loosely inspired by thinking of each question as manifesting a particular broad archetypal emotion, and then thinking about what narrative function dredging those things up out of yourself would accomplish if they could be wielded as things.

So it goes. Anansi’s Children is now up on the Games page, in two parts: the Tale, and the Rules.

Recap: the adventurers (in marching order) are the Thief, the Swashbuckler, the Shieldmaiden, and the Elf. The Thief picked up a Fog Flask after destroying an animated skeleton, and the Elf dispelled a magic sigil to gain an Ancient Grimoire.

AP: 8 HP: 6

Does this storeroom have exits? It does if any of the players say it does, but the Thief wants to wait and see if the other, earlier corridor holds anything interesting.

Back at the right-hand corridor, a safe hallway (5,2) leads into a gray hallway (double 4s). The party puts up 1 AP to make it dangerous (they’re still on the first level), which the gamemaster notes but doesn’t escalate right away. A few rolls yield more hallways, which everyone decides to discard (and a note is made to adjust the number of halls on the dungeon table). Finally, a (6,5) yields a safe Grand Chamber. The party lucked into a big score! However, it’s not all good: a grand chamber automatically has both 2 hazards and 2 treasures, plus either another hazard or another treasure based on whether it’s a white or black entry.

AP: 7 HP:7

(It becomes apparent that the AP flow is significantly out of whack following the rules as written, since the unforced appearance of this safe Grand Chamber would suck 8 AP out of the pool. leaving it dry. While the game wants to encourage dangerous areas, the more important emphasis is simply to explore: putting down a natural safe area should not be a penalty – the choice should be to pay points from the pool to get a safe area when it’s needed or press forward and see what happens. Thus, the AP is not going to be adjusted for this encounter.)

Secretly, the gamemaster rolls (3,1), a Vagrant, and (4,3), an Illusion. The gamemaster decides this indicates that the antagonistic NPC adventurer is a magician, and the Illusion is her phantom double. (That explains the sigil and the Grimoire from earlier, and the catacombs imply the party’s facing down a Necromancer.) The gamemaster also rolls real quick for the treasures: a Sorcerer’s Staff, another Ancient Grimoire, and a pair of Gryphonskin Boots. (At this point, the gamemaster mulls whether the treasures should be Revealed along with the hazards, because the rules haven’t decided either way. The spot decision is that treasures are only Revealed if there are no hazards around, unless an adventurer wants to spend turns looking around.)

The gamemaster narrates to the party, using details to provide cues without resorting to game terms: an earthy, moldy smell hangs in the air of a sunken laboratory space lined with preserved remains. The Thief passes an AP to the gamemaster to Sneak in, and the rest of the party files in after. Though the adventurers don’t know it, the figure that addresses them is the Illusion – the actual Necromancer simply mimics silently along with the Illusion, trying to misdirect the group. “Halt, intruders! Depart my atelier or be destroyed!” It’s on!

AP: 6 HP: 8

The party decides to go half and half at each visible ‘opponent’: the Thief and Elf opt for the apparent threat, the Illusion, with the Shieldmaiden and the Swashbuckler sparring off against the real Necromancer. The Thief keeps Sneaking, so that’s an AP down, and the Swashbuckler goes ahead and spends another for Fast. The Elf ponders spending a third to kick in a Magic spell; a question arises as to when the Elf’s player is obligated to declare the effect of the Magic. It seems to make sense that a magician has to decide what “spell” they’re casting when they start, meaning when they spend their point on the special. The Elf’s declaration is to ultimately not use Magic, just opting to Shoot. This can still be described as a spell, but it’s functionally no different than any other ranged attack.

The Thief and the Elf are going to get to go first, followed by the Shieldmaiden, then everyone else. The reason the Thief has the Assist special is, in part, to simulate “back-stab” or “flanking” tactics that make others’ attacks more successful. The Thief’s player is going to pull that into play here, stating that the Thief slips behind the Necromancer to take him out. Granted, that’s the Illusion the Thief is attempting to out-maneuver, but that’ll come up soon enough. The Thief has enough Move to change their distance from Far From to Close To, but not enough for Next To.

There’s a moment of humor as the players realize they’re attempting to apply positional advantage to a mapless game, then the Elf goes. (On the turn chart, Move comes before Shoot, so even though their turns are simultaneous, the effects unfold sequentially.) While the Thief is closing the distance by lurking from shadow to shadow, the Elf lets loose lightning with a hair-curling “pop”. The roll is (1,5): the player thinks it’s just a standard attack roll, and mulls asking for the Thief’s Assist, but it’s actually the test to discern the Illusion and thus “defeat” it. A Shoot total of 10 is indeed good enough – an E result – and the gamemaster describes how the Elf sees the electricity arc right through the form of the evil wizard and into the copper alembics on the shelf.

The Shieldmaiden is about to lunge forward, but with over half of the party’s Adventure Pool depleted, her player is not sure about burning another one to use another special. As melee is about to occur, the AP is 3, while the gamemaster is up to a whopping 12 Hazard Points to throw back. The Swashbuckler’s also notes that the turn structure – everyone resolves a complete turn in Move order – still leaves him going later in the turn; is Fast meant to be a global qualifier, or just indicate that the character can cover a lot of ground? There’s an argument to be made either way, but it’ll have to wait until this fight is over.

The Shieldmaiden’s spear would likely find its mark easily if she could get Next To the Necromancer (she’s got a Strike of 6, and the Necromancer doesn’t really do Defense with a 1), but the best she can do is to get Close To him. Still, she’s got a 1-point advantage, and his Defense is abysmally low, so she can basically take the die she wants and its corresponding effect without fear of not succeeding. The roll is double 3s, so she opts to take the white die. The Necromancer is drunk with stolen vitality from his magic, though: a Health of 6 means he can take the hit.

AP: 3 HP: 10

The Swashbuckler’s turn occurs at the same time as the Necromancer’s: the opponent first decides to Move away from the Shieldmaiden, making her Far From him and imposing a penalty. There’s some talk about whether he ought to be able to do this, since it’s an enclosed chamber and he was already at the far end, but it’s agreed that it would be broken to let adventurers corral every creature hazard they come across: the gamemaster can narrate that the movement takes advantage of cover to net the same mechanical effect. Still, there’s some spatial weirdness to be considered as the players take turns using their Moves to increase or decrease range bands. In the meantime, though, a necromantic spell surges forth, conjuring cold tentacles made of shadows from the gloom of the laboratory to ensnare the Shieldmaiden! Description aside, this is a Shoot attack with the Paralyze special attached (-1 Hazard Pool). It’s an even test (3 Shoot vs. 3 Defense), and a (3,4) does the trick. The Necromancer is betting on lasting long enough to sap the adventurers’ Move scores so that they can’t catch up if he bolts for it. The Swashbuckler’s Fast Move follows Shoot, crossing the rest of the distance to get Next To the Necromancer, so that he can use his impressive Strike of 5 to whittle the wizard down. Shatter wouldn’t help much against a Defense of 1, so the special is saved for later. (4,5) lets the Swashbuckler take the white die and knock another point of Health off the deceptively wizened foe.

Test run of Delve with 4 adventurers, in marching order: the Thief, the Swashbuckler, the Shieldmaiden, the Elf. I picked these four because they all move pretty quickly, so we won’t get stuck in hallways for long periods of time.

Starting AP: 4 HP: 4

(This may not be the final rule, but currently, the Adventure Pool and the Hazard Pool start with points equal to the number of adventurers. I don’t think they should start empty, since points don’t go into the pool until after a hazard is defeated, so the first encounter would always be with no points to spend. Granted, that might be interesting: as a player, you’re in the position of having to kickstart the momentum of the game by questing forth and bumping into the first dangerous encounter. Another assumed rule that may or may not change: there’s always a safe chamber at the entrance. That’s not how all or even most dungeons actually “start”, but it’s convenient.)

(Oh, and die rolls are listed with the white die first, and the black die second.)

From the entry to the dungeon, the first area is a safe intersection (6,2) with 2 additional junctures. The Thief takes the left corridor to find (1,4) a dangerous hallway. GM uses 1 AP to add a hazard so things can get started properly, opting to roll on the hazard table for the actual detail: (5,5) means Catacombs, which the Thief decides to investigate. It’s level 1, and the GM decides that letting there be Catacombs without having something pop up in them would be lame, so there’s a minor creature, an animated skeleton, with an equally minor treasure.

AP: 5 (+1) HP: 4 (+1,-1)

The Thief gets to go first (higher Move), and rolls Strike. (3,3) is a tough decision, but she opts to take the black die to give the GM a point. Either die is good enough to deal damage, so the skeleton loses 1 Health. The skeleton swings back, and gets a wimpy (1,1). The Thief nimbly dodges. Meanwhile, the other adventurers are moving up to join, although the Thief will probably finish the job first. A (2, 1) isn’t great, but the Thief’s skill is enough to compensate, and she decides to take the white die, but doesn’t feel like adding a detail. The treasure is hers for the taking: a Fog Flask tucked in with the burial goods.

AP: 6 (+1) HP: 5 (+1)

The party moves up to a storeroom: it’s a dangerous room, so an AP goes in the Pool, and there’s going to be another significant encounter. The party can all fit in the room (it’s a 5×5), but the Thief and the Swashbuckler are the only two who will have moved into the room for the first turn, so when it’s time to Reveal, they’re the only two who have to deal with the Magic Sigil (3,3) graven into the floor this turn. The Thief mutters quietly – no using Sneak this time. The very air seems to heat up: it’s a Health (E) test to resist the painful aura of the sigil. No kidding around here! Fortunately, the sigil doesn’t actually cause Health loss, only penalties. The Thief rolls (3,6) and the Swashbuckler rolls (2,5) – an AP from the Thief, who takes the white die but still doesn’t pass, and a point to the GM for the Swashbuckler taking the black die to similarly negligible avail. The Thief decides to use the detail accompanying the AP to suggest that the Swashbuckler take his Fast Move to knock over a bundled-up carpet and roll it out over the sigil – the Swashbuckler has to agree, since it’s a detail that affects him, but this sounds like a good plan, so it’s a yes. However, the GM spends the newly acquired point to declare that the sigil doesn’t require line of sight to operate, so the cover is irrelevant.

When the Shieldmaiden gets into the room on turn 2, the roll of (4,2) gets her an AP from the white die, and the Elf’s (2,5) gives the GM another point as well. Nobody passed the test, though, and the Elf is now rolling for an effective 0 Health, too. OUCH. The Elf decides to kick in the Magic special to counteract the sigil. Spells go at the end of turn, but there’s nothing else here to contend with first, so it’s okay. In the meantime, though, someone else gets to Pick Up Items. (6,1) – an Ancient Grimoire is wrapped in an oiled cloth for protection behind some more mundane goods on one of the shelves. The Elf’s going to get that without dispute, with a side helping of gratitude for shutting down that painful sigil.

AP: 8 HP: 6(+2, -1)

(At this point, I’m wondering if having AP flow tied to the die rolls is a good thing or not. It seems to be inflating the Adventure Pool a bit faster than necessary, although the party isn’t spending AP on specials yet, either.)

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