Monday, November 28, 2011

When you're burned...

A long time ago my sister told me something she read. I can't find the quote and have no idea where she go it, so this is almost certainly misquoted and unattributed.

"There are two ways to start a story. Either the hero is at the top and the story starts just before he falls, or the story starts 5 minutes after he hits the bottom."

I've always liked that. For roleplaying games, I like the second option better than the first.

Or really any game.




I like it for a number of reasons. For one thing, it gives the game an immediate driving goal. Usually that goal is "don't die". Anything is threatening. The players have nothing and are literally one kobold away from death.

The other day a friend of mine, well three actually, told me about how much fun they were having with Skyrim. Apparently, it starts with the character escaping from execution and then the game lets the player do...whatever they want. But, that's it. Moments after not dying, you have a world to explore.

Right now I am reading the John Carter books. Those books begin before John goes to Barsoom, but really, the story begins when he wakes up, naked, on an alien planet. The Chronicles of Narnia do the same thing. Others take away the hero's memory as well, like in the Bourne Identity or The Long Kiss Goodnight.

There are plenty of ways for characters to start with nothing in the game. I love using the amnesia thing. It's worked so well so many times I want to use it all the time. To date, I don't think I've ever used the "Trapped in Another World" thing. Maybe I should. I've done others, like having the heroes escape prison or whatever right from the bat.

Either way, I am fairly sure that, unless I get otherwise inspired, most of my games will have this conversation during character creation.

Player: "So how much gear can we buy?"
Me: "I wouldn't worry about that."

Thursday, November 24, 2011

Why Savage Worlds is e6 (8, 10, etc)

Last time, I talked about E6. The more I thought about it, the more I realized that the way E6 deals with "high level" is basically the same as Savage Worlds.

That is, once a player in SW gets to Legendary, they just start collecting edges and (slowly) improving traits.

Which is pretty much what E6 does. Just, you know, feats instead of edges. Because naming them different is damn near the only real difference.

There's a feat for that

while E6 and SW came to the same basic strategy, they got there in different ways. SW has some inherent limitations because it relies more on rolling dice than adding modifiers. There are only so many dice, so you have a semi-stable "upper limit".

E6 got there because d20 relies on modifiers and few dice. Thus, there is no true upper limit. As the game progresses, the modifiers get more and more complex until the system just breaks under the strain. E6 bypasses this by creating an upper limit around where the math is still efficient.

Either game is more or less fine, I'm not claiming one is superior. I just think the design strategy is interesting. I don't care for Savage Worlds damage system, and d20 (especially Pathfinder) is rules heavy. Both are flawed, but both are good.