Showing posts with label New School. Show all posts
Showing posts with label New School. Show all posts

Friday, June 6, 2014

What is Wrath of the Autarch?

Bandits are stealing your grain, a border dispute has ignited with Crescent Hold, and the peasants are uprising ever since your guard accidentally murdered an innocent. Amidst all of this, the Autarch's spies are everywhere... it is only a matter of time before they launch a full scale assault. There aren't enough resources to deal with all of these threats, but what gets ignored?

Wrath of the Autarch is a kingdom building role-playing game. The beta rules are complete and freely available here: Beta Rules

I'd love to hear from you! Please post your thoughts in the WotA G+ community: G+ Community or the WotA rpggeek community: WotA on RPGGeek

Wrath of the Autarch features:
  • Domain Management
    • WotA owes its inspiration from 4X video games, and role-playing games like Birthright, Houses of the Blooded, and Pendragon
    • The main character in WotA is the Stronghold, a society the players grow over a number of seasons
    • The Stronghold controls regions, large areas of land that can be used to gain valuable resources
  • Troupe Style Play
    • There are a limited number of available heroes for the Stronghold. These heroes are leaders and skilled characters capable of accomplishing important missions
    • Each session of play highlights one season of time, focusing on one important mission for the Stronghold
    • The players choose which heroes to play based on the type of mission they elect to undertake
  • GMless
    • WotA is a set of rules written for a specific campaign included with the game
    • The Empire of the Autarch is a powerful kingdom bent on the Stronghold's destruction
    • One player takes on the responsibilities for managing the Autarch, while the other players all manage the Stronghold
    • The Autarch player allocates points to various threat pools over the course of the campaign, which lets them inflict miseries upon the Stronghold
    • There is a strategic interaction between the missions the Stronghold takes as seasons go by and the threats the Autarch wields against them
  • Campaign Frame
    • There are five different minor factions present in the world, each with different goods and services they're willing to trade for, as well as different capabilities they possess
    • Allying with compatible factions is a key part of the strategy for the Stronghold
    • The Autarch may sabotage relationships with minor factions using threats
    • The factions and the world they inhabit is not fleshed out in detail, giving players a framework to use, but plenty of mechanisms to make it personal and unique
  • Structured Missions
    • Each season the heroes from the Stronghold go on one mission
    • The mission choices are alliance, conquest, assassination, sabotage, or dealing with a looming threat
    • Missions consist of a challenge phase and a conflict phase
  • Challenge Phase
    • The challenge phase is open and flowing, with all the players contributing to the unfolding narrative
    • There is a constant time pressure to succeed at the challenges for the Stronghold players
    • The Deck of Fate is used to help spur creativity and create challenge scenes
  • Conflict Phase
    • WotA employs four types of conflicts: diplomacy, infiltration, skirmish, and warfare
    • The type of conflict used depends on the mission
    • Conflicts use similar action types, but each have their own flavor and tactical options
  • Based on Fate Core
    • WotA is based on the Fate Core rules, and uses the same four core actions, as well as the familiar skill ladder, stunts, and aspects
    • Instead of one type of aspect, there are three, based on their duration: minor advantages, mission aspects, and campaign aspects
      • The longer the duration of the aspect, the more important it is, and the harder it is to create
    • WotA heavily uses the Deck of Fate (although Fate Dice may be used instead)
    • Stunts, developments, and other effects modify how the cards are used
    • Stress for success is an option to succeed with cost for any action type: allowing a player to increase their result by drawing cards and applying the suns as physical stress and the moons as mental stress
    • A unique relationship mechanic is used that rewards both helpful and hindering relationships
    • There is a special system called "aspect burning" which lets players convert free invokes on campaign aspects into other in game effects (units, familiars, allies, advantages in conflicts)
I've tried to provide an overview of the key features that distinguish Wrath of the Autarch from other role-playing games. If it sounds interesting to you, feel free to look over the rules and comment!

Tuesday, April 9, 2013

OSR Analysis #12: Gamemastering as Probability Creation


So, I picked up Gygax magazine a few days ago and have been reading through it.  It has been a fun experience, probably a little heavy on the nostalgia department, but then most of the OSR strikes me as having a large component of nostalgia (nothing wrong with that).

The magazine itself certainly brings up fond memories of the heyday of Dragon magazine, when I was introduced to the hobby.

Anyway, I ran across a comment in an article by Lenard Lakofka.  "The DM has the final ability to rule and conduct the game.  If something a player wants to do is outlandish, give it a 3-8% chance of success, but if it's well thought out and doable make it 75-90%.  In those cases, where it is not a sure call in the DM's mind..."  Standard OSR boilerplate "Rulings not Rules" stuff, right?

But it got me thinking.  It strikes me as maybe the dividing line between old school and new school.  In old school, there are a ton of systems - all of which are completely optional (save for usually combat, which holds a hallowed place).  However, the one ur-mechanic which drives old school play is the ability of the GM to create a probability for any situation.  Indeed, that seems to me to be the defining characteristic.

But, what is going on here?  It's the GM's job to judge the worth of an idea, and assign a probability to it?  More than that, such probabilities seem to be neither 0% or 100% as a matter of course.  Is a really, really, really good idea worth 99%?  And a really, really bad one worth 1%?

Now look at a game like Dungeon World.  In that game, all the probabilities are largely fixed - good and bad ideas are going to make it into the mix.  They tend not to be tuned by probabilities, but rather by table consensus and other social factors.  Fiasco also dispenses with such probability assignment, favoring table consensus as well (although it is such a different model of design that there aren't many parallels).

Another new school game, FATE, is on the surface closer to that old school "let the GM judge the probabilities" method.  After all, the GM has a strong stance, and there are skills, with various difficulties assigned for success.  However, the escape hatch comes in the "Create an Advantage" action, which allows a player to put aspects into play.  With enough aspects that may be invoked for free - many actions become not just possible, but true.  In essence, a player is adding to the narration in exchange for success - also a marked difference from that old school philosophy of GM as probability creation engine.

Of course, the difference between old school and new school (to the extent that those nebulous terms even have a center) is much more complex than that, but that quote did strike me as a glaring exemplar of the old school mindset.