Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Monday, 1 June 2009

The Game of Houses

The default assumption with an adventuring party is that they have no family, in this regard they are considered to be blank slates with no origin close enough to themselves to warrant any mention. Perhaps they are orphaned farmers sons who have headed off to learn the ways of the world and become embroiled in a desperate mission. Rarely do we even give it this much thought.

However surely we’re missing a trick here. A character with family is a character that has dramatic tension; there are questions to be asked. Do they like their family? Are there old grudges held? Are there obligations passed down from father to son?

Even better is a character that comes from a noble house who might be embroiled in some kind of clandestine power struggle for the throne/princesses hand in marriage/spice. Consider Paul Atredies in Dune who by the very fact of his birth has been involved in not one but several power struggles and must constantly calibrate his position as the sharks circle around him.

As you might guess it is nobles I want to talk about today.

Playing a member of a noble house does have several potent hooks for a character, both in terms of their family and their own personal agenda. If we consider the aristocracy of Europe throughout the ages we see a variety of different agendas and personalities; from the hedonist who thinks only of their own pleasure, to the moralist who seeks to improve himself and those around him.

Any campaign in which the PCs were nobles would have to run heavily upon a conflict between the private, the personal agenda, and the public, loyalty to their house and ruler. To run it in an interesting manner the GM would allow the players to pick their house and perhaps their agenda, but then would have to impress upon them the rules of the court, whereby they would have to show deference to those around them, even those whom they might seek to usurp.

I imagine this would end up being a clandestine game where the PCs would be innately paranoid of capture, especially if the consequences were dire, and would allow players to come at their problems from different angles. Even better would be to run it in something like Warhammer Fantasy Roleplay where not only would they have to avoid exposing their agenda but be wary of witch hunters and the like who believe there is the taint of chaos in the court!

Here’s how I would do this: Allow the character to come up with their ambitions in secret, they must write it down but need not show the other players. Next come up with some ideas of how their houses would like them to act, such as upholding the honour of their house, negotiating for a trade route or the like. Finally give them some kind of directive from their ruler, who has a task for them or considers them a favourite, perhaps they are to perform some task on their behalf. Let the players draw their house and liege directives in secret but make a note of them. Finally chuck them into a feast with a few NPCs and allow the whole thing to come to the boil.

I would be wary of the competitive nature of such a game, players competing for the same outcome might be tempted to ‘dispose’ of their rivals and this can lead to ill will in the group, which is undesirable. You could try and reinforce the idea of using more subtle, Machiavellian ways of disposing of them (dishonour, getting them assigned to a far off war etc) or allow the murdered player to come back as some kind of court investigator with a directive from the ruler to discover the culprit of this heinous crime.

Monday, 24 March 2008

The System - Point Buy vs. Character Levels

After my previous post I've been playing around with the system of allocating Skill dice to characters. Initially I had favoured the 'Point Buy' system as detailed below, however upon further consideration I've altered this in favour of the more abstract system of 'levels' as favoured by Dungeons & Dragons and the like, allow me to explain why.

The 'Point Buy' system is mechanically more fluid than using levels to simply allocate dice, points can be gained instead of experience and 'spent' for training in skills whenever the character has enough points (and depending upon the preferences of the Games Master; access to the materials and instruction) to advance. This makes more sense realistically than waiting for an arbitrary marker before being able to improve oneself.

On the flip side of the coin levels are useful mechanically for gauging the strength of an opponant and what items are appropriate for characters of a certain level. Furthermore if constructing a class based system it becomes easier to define the roles of characters with classes. Some classes, such as the Paladin for example, traditional possess the abilities of another class but only later in their careers. Under a point buy system it is much more difficult to regulate this without making some abilities prohibitivly expensive, and artificially inflating this price for some characters is almost as much a concession to gameplay over realism as levels themselves.

Levels are by no means a perfect system, their artificial nature offends those players who want a more fluid system in which they can freely gain skills and are not limited by some arbitrary measure. However as my own group consists of people who have grown up on a diet of Dungeons & Dragons and Final Fantasy the level seems like a natural component of any game system.