Of The People

This is a Risk hack. You need a Risk board game that has armies broken up into single armies, five armies and ten army units. Some retro sets only have single army units (and maybe five I couldn’t tell from the box).

Of The People changes the strategy to include a civilian population and your civilians have ideas about how your wars should be waged. You can appease them or ignore them at the risk of revolt.

The addition of elite armies changes the dynamics of the battlefield and cuts down on territories that are bloated with units. Battles can go much quicker as elite armies remove five regular armies per battle won.

You’ll need the new rules and a set of will cards. With continued playtesting I hope to have a set of will cards available through a POD service.

http://store32.net/wp-content/uploads/2019/08/Alt-Risk.pdf

http://store32.net/wp-content/uploads/2019/08/Will-Cards.pdf

Play What You Know

Rules mastery is great but the concept makes games intimidating to new players. When I started playing RPGs, we didn’t know a lot but we played anyway. We got a lot wrong but we still had fun. I’m considering including something like the following in my games.

So if you can have fun not using the rules, do you need them? Rules can help you tell a story, they’re a partner in the creative process that makes for a level playing field. Ignoring rules can make things too easy, too hard or maybe make things that should be possible impossible. They change the story being told.

But if you leave them out, as long as you have a way of handling conflicts between players you can form a narrative together. The most common conflict to resolve is establishing a cost for success. Usually that cost is some kind of skill check.

Aim for play that follows the rules as you understand them. There will be times when you realize you don’t know how something is supposed to work. Usually this results in the facilitator frantically reading through the book trying to find a relevant rule. That may be necessary if the condition is likely to come up frequently.

If It’s something that’s only going to come up once a session, consider ruling in favor of the players this time and make a note to study the problem later in between sessions. Automatically favoring the players can serve as a signal that no rule is being used and the players should not always expect that result. There is a problem with establishing the precedence of a house rule. It will stick in the players minds and it will be hard for them to remember it was a stop gap.

There is a long history of house rules in RPGs. They became an important part of play because rules were often poorly written and players were left to fill in the gaps.

Today there’s more page count being dedicated to better descriptions and a greater knowledge of what works for players. House rules are best when a rule gives the players an experience they don’t want or they don’t cover a subject the players are interested in exploring.

As you learn, update your play to match the rules as written. This way you’ll get the experience that was intended.

Player Conflicts

there are really only three conflicts that come up in RPGs. Not in story, I mean between players. Usually the default mechanism for resolution is GM fiat or group consensus. I have some thoughts on that but for now, see if you can come up with a type of disagreement that can arise during play (that is about the play) that can’t be covered by these three.

Not for free

Players want the event to happen but it should require a test of skill or pay a cost.

Tone Harmonize

Something introduced is not in the perceived tone of the story for one or more players. Giving all players influence over tone can cause the tone to shift over time.

Problem Causing

A narrative causes discord with established story. Normally this is seen as a failure in the story. Can the discordant elemements become acceptable in specific circumstances?

Working On Station Keepers

Hey, I can finally say I’ve run a successful Kickstarter! Station Keepers is a go and I’m furiously working on it. The first phase of getting a functional structure is in place and now I’m working on infusing it with some more meaning. Not that I’m trying to shoehorn meaning into it, but each design speaks in it’s own voice. Station Keepers has a specific voice and I’m trying to find it. Maybe I have my metaphor, but I’ll have to see if I can make it work.

Infinite Win

I’ve been asked “How do you win” an RPG a number of times. This is closely adjacent to “Why play an RPG”, A question I’ve thought a lot about. I’m stealing from the book Finite and Infinite games for this description.

How do you win?
An RPG can be played in two different ways.

You can play a finite game with one win condition in mind. A way to reach the end of a story and everything hinges on that goal. It is some condition agreed to by everyone at the table but often suggested by the GM.

Or you can play an indefinite game, where much like life, there are many finite games along the way. Here, you win as long as there’s more ground that the players want to explore.

There is a big difference in tone in each option. Finite games are powerful, focused and serious. They are played within boundaries, time matters, they are played to be won. It’s not fair for the goalposts to move in a finite game. Players should not be surprised in that way. The conditions of play are controlled.

Indefinate games are dramatic, playful, exploratory, they’re about curiosity. The game’s boundaries will shift and even break, the reason to play is to be surprised by the results of play.

The Player’s Character

In Robert McKee’s book – STORY he says “True character is revealed in the choices a human being makes under pressure – the greater the pressure, the deeper the revelation, the truer the choice to the character’s essential nature”

He’s talking about character arcs, but the thing that struck me about the quote is this is exactly why I love to GM. Only I’m not so much interested in the character arcs, I’m more interested in learning how the player will guide the character. It’s almost like a laboratory to find the essential core of the players.

That’s why I think I’m less interested in constructing a “Story” and more interested in how the player interprets their character. A good story helps to do that, but arriving at the story isn’t my end goal. It’s to know that essential element of the player’s personality, to see who they are inside, revealed by that pressure.

It’s really only then I feel like I know someone. So while I like exploring fantastic worlds and finding out how they work, those fantastic worlds allow me to explore the people I’m playing with in ways I can’t in everyday life.

Counterintuitive

In setting and adventure design, include one minimally counter intuitive element in a scene. This will produce a feeling that the world the characters are in is not their mundane world and there are things to discover.

Making Allies

I’m consolidating some of my far flung posts in different places. This is one of them.

I’m going through some basic business advice on making allies and as I read thoughts are popping out that I’d like to track. So here’s my disjointed notes so far.

Be strategic – Think about who you would like to have as an ally. What skills might they have? What resources? This might sound cold but running around asking everyone to be your ally is probably not going to be helpful.

Be a fan – You’ve heard the advice “be a fan of your players” that’s very similar to being a fan of other designers. Maybe they’re not making what you want to make (and that’s good) but find things in their technique or some other aspect of their work.

Compromise – Try it their way. It might not be the direction you wanted to go but try following their suggestions and see what happens.

Communicate – Ask people what they need to start a project on an idea they’re talking about. Ask them what they need to finish a project. If they ask for something you can’t offer, say so and then counter offer with any skills or resources you think could help. This doesn’t have to be you doing work. If they need a skill you don’t possess, do you know someone that does?

Give dignity – Even if you’ve been doing something for fifty years and they’re brand new, treat them as an equal. Talk about what you think they’re doing right and ask for more.

Respect Input – Even if you won’t use what someone is telling you, thank them and let them know you’ll keep it in mind.

Spend time – If they’re local or if you’ll be at the same con, make the time to at least say hi and have a chat. If you do end up working together, possibly meeting up on hangouts or Skype, is a good option for being friendly.

Your allies’ allies are your allies – That’s it I just wanted to write that.

Give credit liberally – Don’t hold back. Strive to have your next title page full of credits. Look for opportunities to credit people even if it’s just a “Thank You” section.

Don’t drop an ally – Maybe you hate their new project. Don’t give up on them yet, even if what they are currently up to just isn’t your cup of tea.

Reciprocate – When you’ve been done a good deed, do what’s practical to return a favor.

Say no politely – There will be times where you can’t help and things you can’t do. Say no politely and let them know what to expect from you in the future.