Sunday, January 29, 2017

Red Bank Summer Y1 - Festival of Illusions

Mission (Festival of Illusions - Diplomacy Mission, Difficulty 4) : The Amber Hand raided Echo Lake, and the leadership of Red Bank chose to ignore the problem, letting the locals deal with it. This resulted in a loss of stability for Red Bank and a lack of goods coming from Echo Lake. Instead, Thea, Fuscus, and Viator headed out to Burgan Vale to find the location of Thedda's Palimpsest, the legendary book of arcane lore.

Part of this decision came from a desire to see diplomacy in action. But raising the disposition of Burgan Vale would be really nice as well.

Heroes taken on mission: Thea "Speaker for the East", Fuscus "Master of Coin", Viator "Courtier of Candlelight Keep"

The spotlight character was Fuscus. Fuscus had a connection within Burgan Vale: Childric, the washed up mercenary captain. Both Childric and Fuscus were from Southkeep. This would be a recurring theme for the mission.

Build Developments: Lacking the resources from Echo Lake made things difficult, but still managed to obtain Great Casting, thus unlocking the possibility for a Mana Forge in the fall.

Challenge Phase: Preparations for the Festival of Illusions, the annual celebration of magic in Burgan Vale, were underway. Thea took the opportunity to make contacts and meet up with old friends, while Fuscus and Viator undertook efforts to find information that could be used as leverage by Red Bank.

Challenge Scene: An Unseemly Past - Diff 5, 2 Suns, 1 Moon, Disguise / Thievery / Stealth : Fuscus and Childric did all sorts of morally questionable things on the streets of Southkeep when they were growing up. For insurance, Fuscus and Viator decided to dig some of this up on Childric. Playing innocent, asking around, and using some measure of deception let them find out that Childric didn't come to Burgan Vale under the most honest of circumstances. His past as an enforcer for the Empire was not something he wanted to get out. Should the situation arise, such information could prove useful.

Advantage Scene: Alda's Hopes and Dreams : While Fuscus and Viator were busy, Thea spent time with Alda, the horsemaster for Burgan Vale. She took the time to better understand and relate to Elisa's granddaughter on a more personal level. This culminated in the creation of a mission aspect with two free invokes.

Challenge Scene: Structural Weakness - Diff 3, 1 Moon, Engineering / Wits : In the tower of Arankh, Thea and Fuscus met with Marellus to go over security within Burgan Vale. Leveraging information from Fuscus' past, the duo exposed some weaknesses that the Autarch may be able to exploit. Marellus was grateful for their aid.

Challenge Scene: Bending Elisa's Ear - Diff 1, 1 Sun, 2 Moons, Society: After an initial difficult challenge, the rest of the scenes proved fairly easy. The final challenge scene showcased Thea following Elisa about while Elisa performed various preparation tasks for the festival. Thea took the opportunity to get closer to Elisa.

Advantage Scene: Favor of the Blue Robes: Finally, Fuscus and Viator worked to gain the favor of the Order of the Eye. With Viator's magical knowledge and Fuscus' charm, they were able to create a campaign aspect with two free invokes.

Diplomacy
Conflict Phase (Diplomacy): The three envoys from Amber Hand worked carefully and methodically in addressing and discussing issues that came up for Burgan Vale. Marellus hammered on the history of Red Bank, the questionable relationship with the Amber Hand, and whether or not Red Hand could really be trusted with the knowledge of the Palimpsest. Elisa completely charmed Thea, using magic to put her in Burgan Vale's pocket for quite some time to come. Thea ended the conflict with both a moderate and a severe consequence reflecting this attraction to Elisa! In the end, the heroes narrowly completed three issues.

Mission Status: Success! Disposition with Burgan Vale increased by one. However, Red Bank had two campaign consequences with one free invoke each, Questionable Past and Watched by Elisa.

Stability: Stronghold: -1 (The raiders of the Amber Hand took their toll.)

Ally Disposition: Burgan Vale +3, Crescent Hold +0, Gravewood -1, Lily Manor +3, Sunriders +2

Stronghold Developments:
Great Channeling
Great Casting

Regional Income:
Red Bank (Capital): 1 food, 2 timber, 2 mana
Echo Lake: 2 ore
Tarrydale Farms: 2 food
Green Vale: 1 food, 1 ore
---------------------------------------------------
Total: 4 food, 3 timber, 4 ore, 2 mana, 1 luxury

Schemes: Skirmish One! The Autarch was causing problems on the frontier. Ignoring the scheme would mean a campaign aspect for the Autarch.

Scheme Pool

These are special dice pools used for the solo version of WotA.

Diplomacy Schemes: 1
Infiltration Schemes: 1
Skirmish Schemes: 1
Warfare Schemes: 1

Region Threats: None

Faction Threats: Lily Manor, Diplomacy difficulty 6. Lily Manor is nervous about the push toward gaining the Palimpsest. This worry could fester.

Rules Musings:

Used the same basic structure for diplomacy as was used for skirmish: each opponent has a chart which determines their action and the resulting total. It worked pretty well! It was difficult, probably on the border of being too difficult, but I enjoyed the fact it was kind of in doubt. It would be pretty fiddly if played solo, though. It's not as bad with a group if each player controls one of the opposing leaders as well. That kind of reduces the amount of info that's needed to track.

Also, it would be nice if the charts didn't need the character skill numbers at all. Currently, they do. That will make things a little redundant, but it's another way to be less fiddly. Used the complication and invoke rules tweaks from last session, and that went much better!

All in all, it worked fairly well. The biggest issue is probably going to be in terms of developing the info so that it's easy to track.

Next Session:

Not sure! Given how tough a difficulty 4 diplomacy mission was, the difficulty 6 mission to Lily Manor probably isn't going to happen. So that disposition is going to drop. And it doesn't really seem worth it to try to stop the Autarch's skirmish plans. Early on, they aren't that bad.

Most likely it will be an exploration mission to either Sunset Isles (diff 4) or the Gray Forest (diff 5). It would be good to ping-pong a few times between skirmish and diplomacy for playtest purposes, before moving on to infiltration and warfare. Probably choose Sunset Isles as Gray Forest looks pretty tough.

Sunday, January 15, 2017

Red Bank Spring Y1 - Werewolf of Hambridge Farms

Mission (The Werewolf of Hambridge Farms - Conquest Mission, Difficulty 4): For the first mission in the co-operative campaign I chose to help Green Vale with their werewolf problem. One of the easiest openings in WotA is to go after North Oaks, since the difficulty is only 3. But the food located in Green Vale makes it more attractive. I created some initial playtest rules to handle complications and invokes without an Autarch player, as well as rules to handle how the werewolf would move and attack.

Heroes taken on mission: Adula "Tracker of the Gray Wastes", Cyra "Alchemist of House Amber", Keel "Hobilar of the Amber Hand"

Although it's possible to play with only two characters, it's fairly difficult, so for this playtest Jennifer took on the roles of Cyra and Adula, while I played Keel. The spotlight player was Adula. This mission revolved around the young Cyra's growing realization that the world was much broader than her rather narrow form of schooling would lead to believe her. Adula was selected as the spotlight character since she knew more about the smaller farms and establishments surrounding Red Bank.

We talked for a while about how Red Bank is perceived in the world. There's a rift between the smaller hamlets and farms and the large technological hub within the capital. Cyra has been insulated inside this academic hub, studying magic and science and new forms of government. Keel comes from a time before this rapid progress. Keel is the classic veteran of many wars, coming as he did from the brutality of the Amber Hand. The tension between them was a big part of the mission. Somewhere in the center was the practical Adula, balancing both of their personalities with the need to finish the job at hand.

Build Developments: Rough rolling to start the campaign! But Red Haven finished work on Great Channeling. Which could come in handy given the number of spellcasters in Red Bank. Hopefully a Mana Forge is possible to build in the not too distant future.

Challenge Phase: The heroes made it to Hambridge Farms, the large agricultural center within the Green Vale. Hambridge Farms is run by Mila. The people of the farms have made token sacrifices to the werewolf as a way to appease it from making even worse attacks.

Challenge Scene: Over Hill and Under Hill - Diff 2, 2 Suns, 3 Moons, Survival / Thievery: Adula and Keel were in the first scene together. The card draw triggered a complication (suns higher than moons), which netted Adula another fate point, but made the scene more difficult by adding moons. As an initial way to handle complications in Autotarch, they occur whenever the suns are higher than moons. Adula charged ahead through cliffs and underbrush, ignoring demands for sleep and rest. The hunt took its toll on Adula and Keel. But they narrowed down how the werewolf moved about the farms.

Advantage Scene: Wolfsbane: Cyra took the opportunity to research Wolfsbane while Keel and Adula were out and about. She was successful, creating the Wolfsbane Oil mission aspect.

Challenge Scene: Animal Movement Patterns - Diff 1, 3 Suns, Survival / Thievery: With some research, Cyra ended up using the history of animal movement patterns to find holes in where they were located. Rather than wait for Adula and Keel, she charged off into the woods on her own to confirm her hypothesis. What she learned is that the woods are unforgiving, gaining the "Rocks Are Not Beds" consequence from gaining too much stress.

Challenge Scene: Amber Hand Raiders - Diff 7, 1 Sun, 2 Moons, Fighting / Marksmanship: Adula and Keel had drifted rather far away from Green Vale when Keel heard a familiar sound - the whistle of an attacking Amber Hand raiding party. The Amber Hand had never forgiven Keel for defecting and throwing his support in with Red Bank. Red Bank founders had used the Hand to secure territory and alliance, but then cut ties with them. Keel struggled with his feelings toward the Hand, but ultimately decided that they were not the path toward a brighter future. Many in the Amber Hand took this move as a betrayal, and Keel was now a wanted man.

The attackers were young, which gave Adula and Keel an advantage. Keel reacted quickly, dropping a sniper hidden in the trees and given Adula time to react. Adula bull rushed in - smashing one of the attackers and summarily dispatching another. The final few ran off. This would come back to bite the heros when threats were determined.

Advantage Scene: Angry Townsfolk: Jennifer decided to make a tactical choice by using a hindering aspect on one of Cyra's skills while she was creating advantage. This would almost certainly result in failure (and it did), but it gave Cyra two advances in Command. Coupled with the free one at the end of missions, this would be enough to raise Cyra's Command skill up.

Cyra decided to dismiss the folk wisdom of the local townsfolk in making her plans to deal with the werewolf. It was a city slicker vs. country bumpkin moment. In this case, the country bumpkins were onto something. Cyra decided to mess with the offerings to the werewolf, deciding they were of no benefit. Instead, this enraged the werewolf, causing it to attack in town. The Autotarch got the Endangered Farmers mission aspect with two free invokes. The farmers were going to be in the way during the final battle!

Conflict Phase (Skirmish): The werewolf could sense Cyra's weakness and stalked her relentlessly. Keel and Adula did a good job taking advantage of its aggressiveness, picking out openings and making it pay. Cyra also nailed it with a fairly potent fireball.

However, the werewolf took a pound of flash, pinning Cyra up against a wall and slashing her up. It was only the last second heroics of Adula that saved her. But Cyra still ended the mission with multiple consequences, both physical and stemming from her shaken confidence.

Mission Status: Success! Red Bank added Green Vale.

Stability: Stronghold: +0

Ally Disposition: Burgan Vale +2, Crescent Hold +0, Gravewood -1, Lily Manor +3, Sunriders +2

Stronghold Developments:
Great Channeling

Regional Income:
Red Bank (Capital): 1 food, 2 timber, 2 mana
Echo Lake: 2 ore
Tarrydale Farms: 2 food
Green Vale: 1 food, 1 ore
---------------------------------------------------
Total: 4 food, 3 timber, 4 ore, 2 mana, 1 luxury

Schemes: None

Scheme Pool

These are special dice pools used for the solo version of WotA.

Diplomacy Schemes: 1
Infiltration Schemes: 1
Skirmish Schemes: 1
Warfare Schemes: 1

Region Threats: Echo Lake regional threat, Skirmish difficulty 5. Attack of the Amber Hand raiders! We decided this threat would be the Amber Hand raiders coming back for more. Maybe they'll be recurring villains in this campaign?

Faction Threats: None

Rules Musings: Lots of stuff.

The Werewolf:

Overall, I think this session went pretty well. The werewolf was actually pretty fun. I created a chart to handle its behavior. The symbols on the Deck of Fate cards were used to determine the action type, while the value was its result (usually its result on the fighting check, possibly with a bonus based on the chart).

Kind of like:

...
Eclipse - Lycanthropy, move 4 and infect with lycanthropy (this was a special effect that basically gave the hero a really long term consequence)
3 Moons - Whirlwind Attack, move 5 toward zone with most characters, attack all with Fighting +2
2 Moons - Heightened Senses, move 5 toward character with lowest Athletics, attack with Fighting +1
1 Moon - Quick Attack, move 4 toward character with most physical stress, attack with Fighting
1 Sun - Powerful Attack, move 1 toward character with most physical stress, attack with Fighting +2
...

That sort of thing. If there were multiple symbols on a card (like 2 moons and 1 sun), the werewolf would do both, starting with the moons action. I have different "archetypes" for enemies, like tank, sneak, striker, that sort of thing. This fight went well. In fact, movement played a bigger role in this fight because the werewolf AI doesn't always do the optimal thing, which actually can make positioning matter a little more. It isn't easy to craft those charts, though, there's quite a bit of possibility to have really weird or boring interactions.

This kind of approach might be trickier with lots of minions. It might be one card draw determines the behavior of all of them at once. Drawing one card for every minion sounds like a pain.

Defense or Offense:

I kind of like the idea that the Autotarch never makes checks (the AI doesn't draw cards). So, on defense the werewolf will just have a target number. Drawing one card for the attack and one for defense is kind of a pain. With multiple players, drawing a card makes you feel like you have some agency. With one player, it's just extra fiddliness. And really, with the fate distribution, the only thing really happening is a pushing out of that bell curve. It makes it so that results like +6 or +7 are possible, since both cards are added.

Jenn didn't like the idea of drawing a card for the hero's defense, though. Since the werewolf wouldn't draw one for defense. I think it might be useful, though, because a card draw is a signifier to invoke aspects, etc. I don't think it's a big deal either way, but it could be when there are multiple opponents.

Invokes:

The Autotarch fate point spends didn't really work, though. I had this "trigger" thing where the Autotarch spends fate points in certain conditions. But the sequencing was hard to remember and untangle. I was hoping the AI wouldn't have to do invokes at all, but there's just too much in WotA that needs that ability. And one of my design goals is to keep as much the same on the player side as possible. I don't want to change how skills, stunts, core actions, developments, etc, work if I can help it.

So I'll have to do something a little more "dumb" but easy to remember. Like enemies invoke one aspect on their action during the conflict any time one is available, regardless. At least then they'll all get used, and it will be much easier to untangle and remember. Granted, there's always the chance an opponent does it at a really weird time that doesn't make sense. But the tables are much harder than the human controlled opponents, so that's how I'll balance it, I think.

Complications:

I also created an easy way to handle complications (any time the suns are higher than a moon when creating a scene). That worked well, I think, but there's some sequencing weirdness. A player creates a scene, draws a card, then when do players commit vs. when is there a complication? I think it works a little better if other heroes commit to the scene before the complication is determined. That makes it harder for the players, but I think it's a little bit better of a narrative flow. Again, not a big deal, but these are the sorts of rough edges that Autarch players usually handle which I didn't think about with Autotarch rules.

Friday, January 13, 2017

Red Bank Stronghold Creation

I'm currently working on developing Autotarch: solo and co-operative rules for Wrath of the Autarch. As part of that design process, I'm going to run through a new campaign! My hope is that I'll be able to design the rules iteratively, adding and tweaking rules before each session.

I created a broad stable of characters for this campaign, rather than adopting a more focused strategy. I'd like to see many different types of missions play out, so breadth was more important than depth. I have a rough idea for a Stronghold and a starting set of characters. I like starting a little sketchy, and filling out ideas as the campaign goes along.

Along with the narrative details of the unfolding campaign, I'm also going to use this forum to go into some detail about various mechanical options that I'm weighing. I'll put that information at the end of the different session posts.

Red Bank

I like the idea of creating a strong trading capital, something to rival Lily Manor. It is fairly cosmopolitan. There's a little double entendre in the name. Red Bank is both a monetary hub as well as being situated on a wide, winding river.

Wrath: Interest is Owed

There's a dark history buried in Red Bank's past. The founders of Red Bank borrowed significant funds and resources from the current Autarch's grandfather to start this new colony. Contracts were signed and agreed upon to pay these funds back. Due to a growing cultural rift, there is no political will to make these payments. So they have stopped. The Empire will not abide by that decision.

Belief: Keepers of True Lore

The people of Red Bank feel like they hold keys to knowledge which would be lost under Imperial rule. Large libraries adorn the city proper. Protecting this hard gained knowledge is a common rallying cry within Red Bank.

Culture: Duality of Atom and Void

There are many sects within Red Bank that value empirical inquiry. This inquiry has been codified and adopted into cultural norms that ripple outward: a rejection of determinism and the adoption of scholarly hedonism. This puts Red Bank closer ideologically to Lily Manor than the Empire.

History: Riders of the Amber Hand

All was not always scholarship and republicanism. Prior to founding Red Bank, most of the inhabitants in the area were members of a vicious warband known as the Amber Hand. There is still an affinity toward the legacy of mounted warfare handed down from those founders. This is also part of the dark past of Red Bank: it is a city founded on violence and theft.

Rule: Elevenfold Conclave

Different subject matter experts are elected throughout the populace to serve on a broad council which makes most of the policy decisions. The process of election varies, and is frequently plagued by corruption and graft, but many of the leaders are competent and have thus far guided Red Bank to rapid success.

Faction Dispositions

Note: rather than have two factions starting with disposition, I'm going to have one of them start at -1. This will make things a little harder, but that's going to be necessary in general in the co-op version.

Lily Manor: 3
Burgan Vale: 2
Sunriders: 1
Crescent Hold: 0
Gravewood: -1

Heroes

For now, I'm just coming up with a core concept and the top few skills. The rest will get fleshed out over the course of the campaign. There is quite a bit of magic in this set of characters, so getting mana will be useful.

Adula - Tracker of the Gray Wastes (Fighting, Engineering)
Viator - Courtier of Candlelight Keep (Secrets of the Mind, Lore, Thievery)
Cyra - Alchemist of House Amber (Secrets of the Elements, Lore, Tactics)
Arilde - Hawkleader of the Ghost Legion (Command, Fighting)
Yasmina - Keeper of Natural Lore (Secrets of the Wild, Lore, Stealth)
Keel - Hobilar of the Amber Hand (Marksmanship, Stealth)
Thea - Speaker for the East (Society, Command)
Oniri - The Last Necromancer (Secrets of the Dead, Lore, Command)
Fuscus - Master of Coin (Rapport, Disguise)
Lucia - Youngest Daughter of the Guild of Secrets (Thievery, Rapport)