Wednesday, 25 November 2020

How Can Games Teach Themselves?

 First I’m going to define the different ways i think a game can “teach itself”, then I’ll look at how and if and why these are/can/should be used in the ttrpg space.

These categories are broad abstractions for my own benefit, obviously at the end of the day it’s all semantics and I’m not a theorist! (Thank god.) There are overlaps and I don’t think any game can be said to belong to just one category, in fact almost all belong to 2 or more - an argument could probably be made that they all apply to all games in some way but that’s not the point here. I’m also just talking about learning here as in the base level of knowledge needed to then go on and play/replicate the basic game state, not mastery or levels of good/“bad” play.

Games teach themselves in these four ways. (I thought of a fifth but I seem to have forgotten it.) Mostly 2 or more at a time.

Culture: The knowledge needed to play is in the ether. This is the reserve of games so simple they can’t be played “wrong” (a baby can play with a ball or blocks without instruction), or more frequently games in which the rules have achieved wider cultural understanding. Nobody reads the instructions for tic-tac-toe or tag. You might buy a chess set, but you almost certainly didn’t learn from the manual. Nobody has ever published rules for hangman.

Video games encroach on this space in some ways too (you learn how to use a D-pad probably on your own, then learn how that controller affects each game in turn, again normally through cultural understanding. Ttrpgs are moving into this space too, and in some ways have always been there (you might not inherently know about attack bonuses and AC, but you know about water displacement and what types of materials are flammable, and that knowledge can be used to play a dungeon crawl game).

Of course, these games are not learned innately as with a ball, and necessitate a combination of cultural knowledge w/ the second on our list -

Teacher: Someone teaches you how to play the game. Playground games are most common, but board games also fit this space - someone learns via another method, then imparts that knowledge via this one. You probably didn’t learn monopoly from a rule book, for instance.

This is maybe the best, most effective, and most direct method. We have schools and teachers because we believe this method works. The main advantage is tailored, personal instruction - correcting mistakes as you learn, the teacher intuiting emotions, trying different methods, etc. A Teacher can use all the other methods as tools.

Text: A rulebook. Instructional videos also count, though they feel more like Teacher - watching actual plays is maybe the biggest overlap between these. Tutorial modes or hint boxes in video games are Text as they are non-diegetic to gameplay.

Maybe the worst method. Requires the person without knowledge to intuit and interpret instructions from one medium into the new, unfamiliar game medium.

Play: Continued play will always teach further, but this is about feedback from the act of play imparting initial and fundamental lessons on itself. Sit on a bike and pedal (teacher), then I’ll let go, see if you can stay on (play). Learn how the controller works (culture, sometimes teacher or text), then see if you can beat the level (play).

Most video game types have moved partially or completely into this space, or never left it - tutorials are out of favour, if the level design itself can impart the same lessons. Mario 1-1 is the classic example - no text, no teacher (unless external), no culture (at time of release - we now all know to jump on turtles and eat mushrooms).


Ok, so,

Ttrpgs leave the designer’s hands as Text, as if that’s enough, but in practice they almost always require a combination of the other three to actually be taught. These are generally external though - from sources other than the designer or the book itself. The GM, mostly, in the Teacher role.

We can use the other three more effectively, maybe.

Culture: OSR/adventure games lean into this by assuming a common design and even mechanical language. The Text can go further - use terms intuitively and without jargon, for instance, relying on the reader’s existing cultural understanding. Use terms from other games, wider cultural knowledge of game space, place the game within existing frameworks.

Teacher: Videos and actual plays are being used already as mentioned. Footage of someone else being taught could provide some of the same lessons as being taught directly. This is not nothing, but is still external to the text.

Hard to do it internally. Ideally the text should be clear enough and overall flow in the manner of a lesson, such that it acts as its own teacher - take ideas from lesson structure, essay/argument writing, to impart ideas, eg laying groundwork first, “testing” knowledge gained at key points? Which then kind of becomes -

Play: This is the one I’m most interested to explore. Some board games are teaching themselves - “set up the blue pieces this way, then do this,” then, “congratulations, you just played a turn” is normally the method, or thereabouts.

Could we make a text that it is impossible to interact with without playing, as with a video game? Or, signposted to encourage play, in steps, while reading? So, you can’t read the character creation chapter as written without ending up having made a character? Mothership’s character sheet has the character creation rules and a flowchart on it, this is maybe the most encouragement a non-interactive text can give.

Can we break up rules with interactive elements? We just taught you how attack rolls work - oh no, here’s a monster, quickly kill it before turning to the next page. Modular and simple rulesets obviously fit this particularly well. Can we get the reader to use each rule after it’s been taught, then find they’ve played the game in one way or another by the time they finish the book?

Or, in games whose play necessitates a GM type figure to “run”/facilitate play, can we provide teaching materials? Better than an abstract GM’s guide, but a lesson plan or checklist - not one that results in a tutorial, those suck, but one that necessitates interaction through play on behalf of the players? Tomb of the Serpent Kings is a “teaching dungeon”, but could it teach which die is which and how to add a to-hit bonus? Could character creation be a dungeon?


- of course this all has the caveat that it is harder to play a ttrpg “wrong” than, say, a board game, because the table interpreting and using the rules as and how they prefer is central to the medium and most often a deliberate design choice. So with that in mind, maybe encouraging that experimentation can be done through play? Could a game be written such that you can’t finish the book without hacking it?  (Yes, almost all games already do this by their nature - but sometimes indirectly or without clear signposting.)


-


Anyway, I hate theory without practice with a deep, unbridled passion, so don’t worry this isn’t just abstract thought. It’s all me trying to codify thoughts I’ve already had while making something I’m working on. You’ll see my interpretations of these ideas and be able to judge whether they work or not when that thing comes out.

(Side note, is zine quest happening next year? Do we know? This was around the time last year people started planning for it)

Monday, 9 November 2020

November Update

 Hey all!

Jack Rabbit JAM: Battle Roulette unfortunately had an unsuccessful Kickstarter campaign last month. I learnt a lot from what went wrong and am absolutely planning to get the game finished some way, some how, but it still sucks. So, uh, stay tuned!

Because of the KS, and the govt here’s decision to suddenly go back into lockdown - plus their terrible financial aid services which I am currently subject to, having lost my day job due to the last lockdown - money is very tight for me this month. I’m also unlikely to do much gaming, being trapped indoors. So basically, tl;dr, don’t expect many posts here for a while.

Sorry about all that! If you’re looking for game stuff my store is always open - there’s free bits there as well as some stuff you can pay me for if you’re able to.

That’s all for now, I guess! We’ll see how things turn out. Stay safe everyone!

Tuesday, 20 October 2020

The Ancient Rule of Cool

The “rule of cool” is a phrase some Online RPG People use, referring to the idea that if a player comes up with something interesting and fun, it should go into the game without question (i.e. without rolling dice).

The idea that people should put things they like into their game is so banal and tautological that it barely warrants repeating, which is of course why the internet repeats it constantly. Also because it rhymes.

But! Since you lot love people telling you what you can and can’t do so much, I have delved into the musty dragon-hoards of academia, studied the ancient and sacred roleplaying texts and found that the original rule of cool actually refers to the entire act of GMing - it is not a mindless mantra after all, but a proper Rule by which games may be governed.

(Which is to say that, as with any Rule in an RPG, it should be largely ignored until deemed necessary, like baking soda or a pneumatic drill. But don’t tell the nerds about all that, you’ll frighten them.)

*

The true, actual, Ancient Rule of Cool is as follows:

The GM first sets up a fictional situation. There may be cool things already happening. The other players have characters who find themselves in that situation. The game is those players suggesting cool things for their characters to do and the GM responding. Repeat.

Sidenote A: characters should therefore be constructed with the potential to do cool things through play. This takes precedence over a character being cool (optional, largely subjective) or, crucially, characters being able to do cool things separate from play - play in an RPG being the conversation and imagination provided by players. A character with a rope, torch and flask of oil has play potential. A list of die-roll responses to obstacles in the game state exists separate from play.

The GM then rates all player suggestions by the Rule of Cool.

If an idea is Not Cool at All, the GM’s response is No. The idea is not added to the fiction/ game state.

Sidenote B: This largely occurs only as a result of simple miscommunication, but if malice is involved the player is ejected from the game (note: this is a people problem, not a game problem, and therefore warrants no further discussion here).

If an idea is Not Cool Enough, the GM’s response is Yes, And. The table comes up with ways to make the suggested action and its consequences cooler before it is added to the fiction/game state.

If an idea is Cool, the GM’s response is Yes. The idea is added to the fiction/game state.

If an idea is Too Cool [for School], the GM’s response is Yes, But. The idea is added to the game only upon the players achieving certain prerequisites. (Eg: a player wants to ride a laser dragon into battle. The prerequisite might be journeying to a far corner of the world to steal a dragon’s egg.)

Roll dice if you get stuck or don’t want to make a decision.

*

Now then, that’s enough academia from me, I’m off to actually play some games. Why quibble over coastlines with cartographers when you could be having fun at the beach?

Wednesday, 7 October 2020

Jack Rabbit JAM: Battle Roulette

Hey folks,

Paradice Arcade is my side project for making non-RPG tabletop games. Each minigame costs just £2 for a digital download with gorgeous art from a variety of talented collaborators, and only needs two ordinary dice and some spare coins to play. No crafting, no components.

The Kickstarter for our latest minigame, Jack Rabbit JAM: Battle Roulette just went live! I’ve got an incredible team on this one, and have been working on the project on and off for well over a year now, in between everything else I’ve got going on. I’m super happy with the mechanics and the art we’ve got so far, so I thought a KS would be perfect to finally get this thing finished and in your hands, ready to play.

You can support the KS for as little as £2, getting you the game at launch!

I know this is a little different to what most folks come here for, but if you like my stuff at all then this is the best way to support me right now. Backing the project helps pay me to finish development on this game, but could also free me up to get cracking on some other games too. If the game’s not your thing or you can’t spare the money right now, consider sharing it with your friends!

Thanks x

Sunday, 4 October 2020

Polyhedragon

 A small game of fantasy adventure

You will need: 1 set of polyhedral dice.

How to play: Pick characters, communicate clearly, be good friends.

Characters:

Everyone has one flaming torch and one packed lunch. Destroy items after they’re used for something cool.

Fighter (d4), 4d4 HP: When you attack, roll your die instead of doing 1 damage. You have 4 Protection Points. When you or an adjacent ally takes damage, either spend a Protection Point or forfeit your next action to roll your die and reduce incoming damage by the number rolled. You can spend multiple points at once for multiple rolls if you want.

Thief (d6), 2d6 HP: Before an adventure, roll your die on the Tool Table twice and get those items. If you use an item for something cool or useful it will probably be destroyed (same as with any character), but you can keep items that don’t get destroyed to use on your next adventure.

Tool Table: 1. Tinderbox, candle and mirror. 2. 20ft of rope and a giant fish hook. 3. A convincing disguise. 4. A pot of grease and a pot of glue. 5. Ball bearings and a clockwork mouse. 6. A spyglass and a knife.

Cleric (d8), 3d8 HP: You can roll your die, immediately lose half that much HP (rounded down), and then use healing magic to restore that much HP from yourself or others. You can split the number between multiple targets. Healing magic has the reverse effect on undead, dealing damage.

Wizard (d10), 1d10 HP: To cast a spell, pick a target and say the spell’s name out loud, then roll your die on the Magic-o-Meter. If the number you roll is equal to or higher than the number of the spell, it works. If not, you cast the spell whose number you rolled instead, at the same target.

Magic-o-Meter: 1. Bright Light. 2. Fireball (damage equal to die roll). 3. Handy Heal (3 HP). 4. Goose Grease. 5. Goblin Glue. 6. Frightening Lightning (loud, no damage). 7. Transform-a-Toad (turns animals to people and back). 8. Teleport. 9. Sudden Death. 10. Magic Wish.

Barbarian (d12), 1d12+12 HP: Any time you want, you can frenzy - roll your die and deal that much damage exactly, spending damage first on enemies, then allies, then yourself. You take half damage (rounded down) from weapons and traps, excluding your own.

Dungeon (d20): Make up a fun adventure for your friends and see what they do. Give them magic treasure if they do well.

If they get into a fight with monsters, let everyone involved take a turn doing one important thing, then keep doing that until the fight ends. Roll your die to see how much HP a group of monsters has, and tell your friends how scary they look based on that number. Your friends’ attacks do 1 damage. When a monster attacks, the person they’re attacking rolls their die and loses that much HP - same with anything else that would hurt.

If you’re not sure what happens next, roll your die. Use the Dungeon Decider to come up with ideas for monsters and stuff to use in your adventure, or make up your own.

Dungeon Decider:

1. Skeletons, one is wearing a crown and giving orders, they’ll all obey whoever wears the crown.

2. Zombies, very slow and stupid, hate fire.

3. Rats, roll your die to see how many, each attack kills one.

4. Skeleton Rats, same as rats.

5. Mosquito Bats, attracted to light, or whoever has the most HP if there’s no light.

6. Goblins, clever and mean.

7. Skeleton Goblins, less clever.

8. Troll, smart and greedy, roll your die each turn and restore that much HP, unless it was hurt with fire.

9. Dog People, easily become friends.

10. Cat People, easily become indifferent.

11. Pit Trap, big hole that’s hard to cross.

12. Spike Trap, very obvious, spikes come up from the ground if you step here.

13. Arrow Trap, very obvious, shoots arrows at head height.

14. Fake Carpet, nice carpet, comes alive and attacks if stepped on.

15. Jelly Cube, big transparent cube of jelly, tall and wide as a corridor, bits of old adventurers inside.

16. Armoured Ghost, each time it takes damage it takes 1 less than it would, wear it if you beat it, each time you take damage take 1 less than you would.

17. Vampire, all the normal rules about vampires work.

18. Ancient Wizard, can cast spells like the wizard but can’t cast Sudden Death or Wish and uses your die.

19. Many Eyed Beast, if it does damage to someone they turn to stone on an odd number of HP.

20. Dragon. Can’t be beaten, might be tricked.

If you want to use a map to show everyone the dungeon layout, use another set of polyhedral dice to mark where everyone is.

Thursday, 17 September 2020

a Free Hobby

Threads on the subreddit for board games tend to fall into one of a few categories. Is this game any good, framed as “is it worth the money”. This new game is out now/soon, framed as “here’s a thing you can [soon] buy”. Here’s my collection, or “here are the things I’ve bought”. Even the more innocuous posts like personal crafts projects often result in comments asking to purchase the thing someone’s made.

The rpg subreddit, and other online spaces for talking about ttrpgs, aren’t all that different. Online conversations about hobbies are framed around money. This extends to physical spaces, too. In a pre-socially-distanced world, the real-world hubs for the hobby were, at least through the US-centric lens of most conversations, the FLGS (where you buy things) and the game convention (where people sell you things).

As someone who can’t afford to frequent games stores or travel to conventions, I could have seen this focus on interaction with the hobby through commerce as a deterrent, or passive capitalist gatekeeping. Same as any other hobby with a price point - I can’t play golf, and wouldn’t consider trying, because I’m aware of the costs involved. The money means it’s not for me.

As game designers know, if most of your book is combat rules people will think your game’s about combat - and if most of the conversation around your hobby is framed around commerce, people will think they need money to engage with it. People will assume, fairly reasonably, that buying and owning things is the primary mode of engagement with tabletop as a community and, by extension, a pastime.

Luckily, my personal gateway to games was through old hand-me-downs and homebrew, and eventually through stumbling into a sphere of generous, creative writers and designers, happy to build things for fun and share them with anyone who might want them. Free content was my introduction to this hobby and, like any interest, without a suitable introduction I doubt I’d ever have engaged with it.

Free stuff as a gateway is brought up fairly regularly, but the conversation often stops there. The fact that the current most popular ttrpg, 5e, has its basic rules available for free, is mentioned briefly in your average introductory blog post or YouTube video - but the underlying assumption is always that you will, sooner or later, buy things. The starter set is “only” x dollars, or you can use online dice rollers “until” you want to buy your own custom dice set. The assumption is that you will spend money on something at some point.

And, yes, all these prices are relatively low. This is an enormously reasonable hobby, by and large. But any price point is a barrier to entry in a world in which poverty exists. I’m not against creators putting price tags on art to express its value within the restrictions of capitalism, and I’m certainly not against artists trying to use their skills to earn a living and survive. This is how the world works at the moment. Knowing that money sucks ass and that I need it for rent are not mutually exclusive beliefs. Insert Matt Bors comic, etc. But the fact remains that any product outside my price range is by its nature inaccessible. TSR’s greatest and most terrible innovation was turning home games and zines into a paid subscription model.

(Side note on piracy - if it’s your only option then you do you. If you’re using it to deny hegemonic corporations your money then that’s chill, but also you... do realise you don’t have to play their games at all, right? And if you’re using it to deny income to poor and marginalised creators then fuckin check yourself.)

The thing is that under all this, under all the starter sets and subscriptions, the free SRDs and at-cost PoDs, the limited editions and Invisible Suns, the collections and libraries and d20s made of gemstones... under the restrictions placed on it by capitalism, which are the same ways in which capitalism affects all things, this is a free hobby. Anyone can access it free of charge, and crucially anyone can continue to play, indefinitely, without spending.

There are free games. There are free modules, adventures, hacks. Free essays to read, free conversations to engage in, creators who are open to dialogue. It costs nothing - not nothing but, not nothing until. Tabletop RPGs are, at their heart, entirely separate from capitalism. Not above it or transcending it, not below or restricted by it. They are communal traditions. My game design didn’t start with the first book I bought and hacked, but with my playground games and notes scrawled on stolen paper.

Now, this is obvious, but please, please, support independent creators. I wish I could put out everything I make for free, and I do my best, but that’s just not the world we live in right now. Capitalism uses money to denote value, and so if you feel you’ve found value in this hobby, and are able to support the people who make the stuff you like... well, y’know. Money, mouth. You can start here, hint hint.

But if you, or someone you know, thinks this space isn’t for them because they’ve fallen on hard times, or have never not known hard times, if someone is working class or marginalised or just has better things to spend their money on... this space has no ticket price. You’re already included.

D&D is folk art. It is made of words, the only legitimate barriers to play are accessibility, culture and communication, and capitalist restrictions on our hobby are entirely arbitrary.

Tuesday, 15 September 2020

Sisterhood of Sleep

This is a dungeon i doodled about a month ago, good for a side quest maybe. Someone you know got took.


Entrance - 1d4 cultists, moving inward

A cave at the foot of treacherous cliffs, out of the reach of the tide but wracked by sea spray. Cold, wet grey stone and the faint orange glow of torchlight on the far wall. The entranceway is hidden in the stone. This is where the cultists, women in white robes, cloth masks bearing the Closed Eye, have taken their kidnapped.

Pillar Chamber

Here, the stone is less rough, natural but hewn into shape. Four pillars support the craggy ceiling. On the first two, facing inward, are two twisted faces - any movement between them causes sleeping gas to spew from their gaping mouths. The cultists know this, and casually walk around the pillars in a twisting path.

Stairwell and Antechamber - 1d2 cultists, preparing

Stairs in the stone lead down. There is an opening to the east into a small room - to the left as you enter is a stone basin for the ritual washing of hands, and to the right a keg of sleeping draught. The back section of the space is separated by a thick white curtain - behind it are spare robes and masks.

Great Pit 

The passage opens onto an enormous cavern deep in the cliffside. A walkway encircles the great pit in the centre, leading to a raised altar on the opposite side. The pit is immeasurably deep, and leads to the dimension of the Dreamer.

On the western side of the walkway, an alcove contains a spiral staircase leading up to a mezzanine level, which mirrors the walkway except for a gap over the altar. To the east, steps lead down into the library.

Library - 1d4 cultists, researching

Two joined chambers, full of old tomes. The first contains the majority of the books, while the second has the rarer pieces. The northern bookcase in the second chamber is a secret door - pulling the right book causes the case to slide away and reveal a hidden passage.

Notable Books: 1, a spell to ease nightmares and protect dreams from being eaten; 2, holy texts on the Dreamer, detailing the sacrificial ritual; 3, history of the Sisterhood, giving the current leader’s name and details such as clothing, greetings and minor rituals; 4, a history of the area, leading to another dungeon.

Hidden Passage - cult leader, with prisoner

A tunnel connecting the library to a room behind the altar. In this space, the leaders of the Sleeping Sisters prepare for their sacrifices - placing a sleeping person on the altar and performing the rites cause the Dreamer to stir and lift Her mighty trunk from the great pit to impart dreams into the sleeper’s mind.

Once the drugs wear off the sleeper wakes in a stir, and has mere hours to recall their prophetic dreams before their mind fades into endless sleep. The prophecy will contain information about a greater power in your campaign.