Wednesday, July 31, 2013

Missions in Wrath of the Autarch

Under advice from people smarter than I, I have been playing through the longer term strategy in Wrath of the Autarch, trying to get it humming along.  This takes the form of having a player handle the seasonal details of the Stronghold (building developments, rolling for threats), and then abstracting out the actual missions.  For lack of any better resolution system, I just give a ballpark result, based on what I think would (or should) happen.

Because the player running the Autarch is trying to defeat the players running the Stronghold, it is important for the players running the Stronghold to have some understanding of what options are available and why they would take them.  Unfortunately, the text at this point isn't all that helpful - so this article is the first of a few which summarizes the strategies present in the game.  Hopefully this will serve to crystallize my own understanding of the design, but it will also help players who are going through the strategy game understand their options.

The building blocks of the campaign are missions.  Each season, a few heroes from the Stronghold may undertake one such mission.  Choosing missions carefully is the backbone of any strategy.  Winning!
  • Conquest - Conquest missions allow the Stronghold to acquire a neutral region, from a list of available neutral regions.  Only one neutral region may be acquired each year (although the Cartography development grants two regions a year).
    • Why do it? Because regions are the lifeblood for resources, and resources are used for many different things.  Almost any strategy is going to require a couple neutral regions.
    • Mini-game - All mini-games are used, although most of the time Skirmish is necessary.
  • Trade - Set-up a trade deal with one of the five neutral factions.
    • Why do it? Successful trade improves disposition with the faction, and a high enough disposition means the faction becomes your ally.  Furthermore, trade helps build developments quicker (the type of development depends on the type of faction), as well as giving access to certain quests for artifacts.
    • Mini-game - Diplomacy.
  • Espionage - Steal secrets about a development from a faction.
    • Why do it? Makes building a particular development much easier.  In a few cases, developments provide a different benefit than build points (such as leverage against the faction in an upcoming Trade, or military advantages).
    • Mini-game - Infiltration
  • Sabotage - Destroy a development within a faction.
    • Why do it? The biggest benefit is usually a stability hit for the target faction.  If stability drops enough, the faction is no longer around - in the case of the Autarch, that's the victory condition!  In addition, a few developments provide other benefits, like neutralizing military advantages.
    • Mini-game - Infiltration
  • Military - Attack a region that a faction controls.
    • Why do it? To steal the resources a faction has, and lower their stability and population in the process.  To do this mission, the Stronghold really needs to be committed to a solid Military strategy, supplemented by many developments.
    • Mini-game - Warfare
  • Assassination - Take out the leader of an opposing faction.
    • Why do it? The stability of the target faction will most likely drop (sometimes by a lot if it's an influential leader).  Furthermore, getting rid of leaders can render a faction weak in a particular area (such as killing a military leader).
    • Mini-game - Infiltration
  • Quest - Gain a powerful artifact.
    • Why do it?  It's hard to gain access to quests, since it requires an allied faction.  Once one becomes available, it's usually worthwhile to grab it, since it can be the capstone of a particular long term strategy.
    • Mini-game - All mini-games, although Skirmish is mainly used.
  • Threats - Threats are all the bad things that happen in regions, with factions, and from the Autarch.

Tuesday, July 9, 2013

Fortex+ (Looking Deeper into Alternative Fate Dice Distributions)

After hearing some gripes from players in my WotA group about Fate dice, I've been interested in exploring the pros and cons of various alternatives.  I'm particularly interested in the following features:
  • No re-rolls.  This is in an attempt to place all the tension at the moment of the roll itself, rather than a negotiation afterward.  I'm also not a huge fan of the re-roll option in Fate - it's sort of another hoop to jump through.
  • Player driven compels.  One thing I like about Cortex+ is the simplicity of player driven compels, where there is a mechanism for players to generate their own currency (fate points, plot points, etc).  I'm not against GM-driven compels, but I *really* like a mechanism for players to bring in currency without the GM's guidance.  The way I handled that in WotA was just to let players take a Fate point anytime they could narrate how an aspect they had caused problems on a failed roll.
Anyway, I was interested in exploring the d6 - d6 distribution for Fate, and then extending that to rolling a set of dice, taking the highest rolled, along with rolling a set of dice, and subtracting the lowest rolled.
  • Start with d6 - d6.
  • Spend a Fate point to:
    • Step up a die in the first pool, or add a new d6 to the pool.  For instance, with two fate points, you could roll d10 - d6 (incrementing d6 to d8, then to d10).  Or you could roll 3d6 (taking the highest) - d6.
    • Add a d6 to the second pool, taking the lowest of the results.  So, with two fate points, you could roll 2d6 (taking the highest) - 2d6 (taking the lowest).
  • Rolling d4 - d6 counts as a compel, granting a Fate point.  Of course, an aspect is needed for this, and it must make narrative sense.
This system does fulfill the no re-rolls and player driven compels features.  However, it also compromises much of the player agency that Fate provides.  Anyway, it was interesting to explore the probabilities of such a system.

The first metric to look at is expected value.  For expected value, the best way to use Fate points is just to bump the first dice up.  Adding extra dice doesn't help expected value as much.  In the last entries below, the parentheses indicate rolling a set of dice and taking the highest (if before the subtraction) or the lowest (if after).  As can be seen from expected values, a Fate point in this system is worth much less than in regular Fate (it's roughly +1 instead of +2).
  • d6 - d6 : 0
  • d8 - d6: +1
  • d10 - d6: +2
  • d12 - d6: +3.0
  • d12 - (d6, d6): +3.97
  • (d6, d12) - (d6, d6): +4.46
That said, expected value is only one way to look at probability.  It doesn't take into account the distribution of results.  For that, rolling a set of dice and taking the highest naturally makes the lowest results even less likely, while simultaneously making the highest results less likely (or impossible).  For instance, the graph at right shows cumulative probability density functions for when three Fate points are available.  In that case, the first dice can be bumped up three times from a d6 to a d12, or two extra dice could be added to the first pool (taking the highest) and one to the last pool (taking the lowest).  Thus, if you really need to get above a two, more than you care about rolling really high, it's better to go the pool route.  Because rolling a -5, -4, or -3 is very unlikely.

So, there are some real trade-offs in this approach, and risk can be involved.  Interestingly, if the pools are removed and traditional Fate re-rolls are used with the stepped up dice (d8 - d6, etc), it's worth a re-roll if the expected value or less is rolled.  So, if a +2 is rolled on d10 - d6, it merits a re-roll.  This is another possibility that could be interesting: allow re-rolls, but the first dice must be stepped up and locked down before any re-rolls take place.

Anyway, after thinking about how this might work in WotA, I think I'm going to stick with the standard Fate model.  However, I am considering using d6 - d6 for Fate rolls and allowing certain Stronghold developments to bump up the first dice.  There's something very visceral about rolling d12 - d6 and nailing a +11.  But I would keep Fate points the same (add +2 or allow a re-roll).