Thursday, December 12, 2013

Tactical Compels

I enjoy tactical mini-games in tabletop RPGs that help to break up a larger freeform narrative. For example, in Fate Core, the conflict mini-game is utilized to allow for more tactical thought via zones, which make positioning and distance relevant.

Wrath of the Autarch has four such mini-games (diplomacy, infiltration, skirmish, and warfare), which take inspiration from the mini-games in Diaspora as well as the conflict rules of Fate Core. Much of this post was written after recent playtests of the warfare mini-game, but it could apply to other structured resolution systems as well.

I grapple with how to handle compels in these sorts of structured mini-games. Compels make sense to me outside of those more structured parts of the game (and I include Fate Core conflicts here), but during the mini-games I find them less satisfactory. When I switch to this more structured mode of thinking, I prefer less GM fiat, and allowing compels tends to bring in lots of fiat.

There's also the issue that compels aren't designed as levers to alter mechanical structure within those mini-games.

For instance, compels are "help the kid in distress" or "you're a wanted lady, here come the guards", not so much "end your movement" or "move to this zone because of this situation" or even "you show up two turns after the conflict has started". However, I'm interested in exploring the pros and cons.

It seems like there are a few options in dealing with compels in highly structured situations that have less GM fiat.

No Compels

Many different sorts of tactics are already possible just with a combination of the basic Attack, Defend, Create Advantage, and Overcome Obstacle actions as described in Fate Core.

Aspects can be created in zones to serve as blocks or barriers, or allow for various parties to perform defense rolls. Supplementing these actions with a form of Success with Cost that allows for success in exchange for consequences further makes compels unnecessary.

It could also be supplemented with the sort of tactical stunts that +Sophie Lagace has been blogging about for the War of Ashes RPG.

The one downside is the limited flow of fate points, which could be undesirable if the mini-game is epic (like a large warfare scene). Fate points would still move about by invoking aspects on target characters (or units, in warfare). But that results in a dwindling pool.

Limited Actions

In Diaspora, compels during the mini-games just have limited uses, also reducing the need for GM fiat. For instance, in the warfare mini-game, they can be used to end a unit's movement if an aspect justifies such a thing. There is no GM fiat at all in the Diaspora warfare mini-game.

It seems possible to twist this dial infinitely, so additional effects could be added for different mini-games.

Glow in the dark FTW!
The downside here is that a list of mechanical effects for compels may create a pretty complex mini-game without much added benefit.

It seems like the effects would have to be carefully thought out with the benefit of getting a fate point, but there may be some room for interesting ideas.

Done well, there may be some interesting options. Compelling that cavalry unit to slow it down while it marches through the fens is a good idea to allow your archers time to fire, but if the cavalry unit makes it to the archers, having lots of extra fate points to spare won't be too fun for the archers!

It's also easy to not do them well. For instance, ending a unit's movement is fine if you're controlling armies with many units, but nothing is more boring than losing your turn if you don't get many to begin with.

Actually, while writing this blog post, I found the following entry by +Brad Murray regarding the choices of compels in Diaspora mini-games: http://www.vsca.ca/halfjack/?p=479. Good stuff, and very much the sorts of things I've been thinking about lately.

Negotiated Compels

It might be possible to allow for any action given a more open negotiation framework. Off-hand, it seems like this could slow the game down unless there is a healthy dose of GM fiat to keep things in check.

Even with GM fiat, though, allowing compels to have any mechanical effect seems like it would invite abuse.

Thoughts

My current feeling is that compels aren't really worth it for these mini-games, since it seems like most situations could be handled without them. If an avenue for gaining fate points is really needed beyond getting your aspects invoked against you, it might be easiest to just offer a thematically appropriate avenue depending on the mini-game. Of course, I can't think of any off-hand.

Monday, December 2, 2013

WotA Strategy Game Recap Pt 1: Rethinking Magic

WotA Strategy Game

I created a java program to help model the long term strategy in Wrath of the Autarch. It basically abstracts a session of play (one season of game time) into a few clicks that only take a couple minutes. It does this by treating characters very abstractly, with only a rank that says how good they are, and a major and minor focus which correspond to the four mini-games in WotA. Missions have one difficulty number, which is compared to the rank of the heroes to see how well they do. Resources, regions, and developments and such are treated fairly closely to how they are in the game.

I might blog more about it some other time (the program is online where the rules live), but I'm hoping it helps me examine whether or not all the mission types are worth doing, how resources can be gathered and managed, whether some developments are wildly overpriced, as well as just figuring out how the game feels as a whole. I've found quite a few areas to think about, and I'll slowly incorporate the changes back into the model and see how they feel. First up is magic.

Current Magic Rules in WotA

Magic in WotA comes from the land, from the wild, untamed areas of the realm. This is similar to the theme of Birthright, as well as coming from Arthurian myth (and probably many fantasy works). Using magic is always risky, particularly the release of powerful magic. The risk comes in the form of backlash, which is damage done when magical power is released (usually to the land from which it's drawn). These two foundational ideas aren't going to change.

Currently in the rules, spellcasters slowly accumulate mana each season they remain on a mana-rich region. This mana is then released when casting a spell. This concept isn't bad thematically, but it's really fiddly - particularly tracking when a sorcerer is on this or that region, and how much mana they get. Already in playtests it's something we constantly forget to do.

It also greatly penalizes sorcerers, because they spend all their time getting mana from regions, rather than training or going on missions.

Bound Regions and Starting Mana

Instead of having mana fluctuate between seasons, spending some here, gaining it there, I'm going to have each spellcaster start bound to a region. This region they're bound to forms a big part of their identity. In fact, I think it will be a mandatory aspect that each sorcerer has - such as Sorcerer of the Obsidian Wood. The players can work out what this means, what is the temperament of the land to which your bound? Is it calm and tranquil or wild and chaotic? That will help the players and GM decide when it's appropriate to invoke or compel the aspect.

At the start of each session, sorcerers get starting mana equal to one-half their Channeling skill times the mana value of the region.

For instance, Kara has a Channeling skill of 3.  If she's bound to the Obsidian Wood, which has a mana value of 3, she'll start every mission with 4 mana (3*3 = 9, 9/2 = 4).

This is much easier to track, because skills don't change very frequently, and neither will the mana value of a region. It also creates a nice range of mana for design reasons, because mana will generally range from 0-10, with 15 being an absolute maximum if the Stronghold is heavy into the arcane arts through heavy development research.

It is possible for a caster to switch regions, but I'm thinking it will take at least a season of doing nothing. If the land forms that big a part of their identity, changing a bound region is probably like forsaking a loved one.

Spell Power Ranges

I'll probably keep the "base magic effect" idea that's already in WotA. That is, a hero may spend one mana to transform their Spellcraft skill into an effect related to the sorcery they know. So, spending a point of mana when casting the Secret of Fire would allow a spellcaster to roll Spellcraft instead of Marksmanship to attack something in combat, etc.

Extra mana spent on the spell would function like fate points, either adding +2 or allowing a re-roll.

Besides that base effect, though (Apprentice level magic), there are additional spell effects cenetered around three bands of power roughly corresponding to spending 5 (Initiate), 10 (Journeyman), or 15 (Keeper) mana points.

The details of the effects would depend on the particular spell, but they would be exponentially better than using the mana points as simple fate points. For instance, spending 15 mana on a spell would do things like raise an army of the dead, blow apart castles, or sway the will of a civilization. That level of power is the pinnacle of a campaign.

Each of these levels of power is accessed through Spellcraft skill stunts.

Backlash

The general procedure for casting a spell works a little like Dresden Files RPG, with one pretty big difference: spells always succeed.

  • First, the spellcaster spends mana to cast a spell, rolling their Spellcraft skill to determine the overall effect. The effect depends on the spell and the amount of mana spent.
  • Next, a Channeling skill vs. mana spent check is made, with any difference below the target number taken as backlash. Most commonly, each point of backlash means one resource from the caster's home region is gone. The land is dying - and it's your fault!
This is pretty harsh, because there's almost always going to be a chance of backlash, no matter how good the caster becomes. In the case of huge mana spends, like 15, it's pretty likely the whole region will be destroyed and turned into a wasteland.

I might allow the caster to absorb some of the backlash as mental stress - maybe taking a consequence to lower the backlash by one. That might be a good Channeling stunt?

As I mentioned at the start, though, magic is risky, and I don't want any combination of stunts or abilities to remove that risk. Just lower it.

Developments and Artifacts

These changes are going to wreak havoc on the Arcane developments I have, because many of them are built from the previous method of gaining and using mana. I've re-thought them as follows. Oh, and a word about the following stunts: I've been using d6-d6 rather than 4dF (the four fate dice) for my WotA games lately, and many stunts and developments rely on that fact.
  • Mana Forge - The land gains one extra mana.
  • Advanced Mana Forge - No longer exists
  • Improved Channeling - Roll d8-d6 for backlash skill checks. (Add one if using fate dice)
    • Advanced Channeling - Roll d10 - d6 for backlash skill checks. (Add two if using fate dice)
    • Expert Channeling - Roll d12 - d6 for backlash skill checks. (Add three if using fate dice)
  • Improved Casting - Roll d8-d6 for all spell effects related to rolling Spellcraft.
    • Advanced Casting - Roll d10 - d6 for all spell effects related to rolling Spellcraft.
    • Expert Casting - Roll d12 - d6 for all spell effects related to rolling Spellcraft.
  • Mages Guild - Every character gains one Spellcraft stunt that they have the prerequisites for, or may become an Initiate in a secret even if they don't have the correct prerequisites.
  • Thedda's Palimpsest (artifact from Burgan Vale) - Every region controlled by the Stronghold has one extra mana for the purposes of channeling spellpower (even regions with no mana may be treated as having one).
  • Artificer - Unchanged.
  • Battle Mages - Unchanged.
Since regions have 0-3 mana, this puts the far upper limit of spellpower available at about 15. If the region had 3 mana to start with, along with a mana forge, and the Stronghold has retrieved Thedda's Palimpsest, the region will grant 5 mana for the purpose of casting spells.  With a Channeling skill of 6 (high, but possible by mid-game), this is 15 mana to start each session.

Getting to the point where spellcasters start each mission with 15 mana requires a massive dedication to the Arcane tech tree, forming the backbone of the whole Stronghold strategy. It's definitely a risky, but potentially powerful, strategy.

Neutral Regions with Mana

Another area that I've really noticed in playing the strategy game is that some of the neutral regions really aren't that appealing in terms of targets for conquest missions. Part of this is because too many of them are a mish-mash of resources, without much thought being given to how they fit into various Stronghold strategies.

I'm thinking of really restricting regions with a mana value of 3 to Dusk's Ayrie (where the great wyrm Arankh makes his home) and probably one of Burgan Vale's home regions.

That makes both of those bigger targets for the Stronghold that wants to go the magic route. Of course, attacking Burgan Vale seems unlikely since they would be the best ally to a magic-centered Stronghold.