Showing posts with label Being GM is suffering. Show all posts
Showing posts with label Being GM is suffering. Show all posts

Sunday, July 15, 2012

Field of View

Reworking the basic display parts of my game as well as storage ideas for maps. What I currently have is far too cumbersome to work though what I am making may not be too efficent. Will work on it later but results are promising. Though side tracked by trying to figure out the ever elusive field of vision formula I always mess up. Completely pointless to anything I'm working on but I still want to get it licked if I ever use it in the future.

Currently working with something called the Bresenham's line algorithm. It's working for revealing all the squares I want revealed but I'm doing something wrong in pruning the blocked ones. Still working on it and learning from it and also may have something simpler to upgrade legends engine. Would just need some readjusting to work with the current generator though.

Thursday, September 15, 2011

Planing ahead

Got framework for ai punisher use for combat project done. I may or may not get it out monday but I'm close. I just need to refine a bit more but am happy how close I am. I will have to do a grammar check or something cause as it stands it has some intentional and unintentional phrasing that looks like it came out of a bad translation.

Other than that I have been making some plans for more M&M. Last time we tested a very odd character design against something that was plainly created from my experience with group fights. So something that may not be soloable at all being fought by something that abused a bit of the energy system we were using. So to make a more fair test I'm making something that isn't quite as gimmicky for both sides.

While I have some tricks for the "boss" it isn't quite as bad as the other one. Last one had some healing mechanics, position ones (knocking PC down and away so they'd take a full turn to get back), and just a lot of toughness to get through. A lot was learned but it wasn't quite a typical case. This one is more "standard" some defense tricks with psuedo summons but nothing quite as bad as the other. Throw on some standard and slightly non standard attacks and it should work alright. For the test PC I have something that is called a "blaster" in M&M's ideas. Ranged attack and nothing too fancy.

It'll be interesting to see what the energy expenditure is. For the real game the idea was you defeat monster to get energy from them, run out bad things happen. Defeating these monsters is the only way to get such energy so DM would need a good estimate on what a regular character uses in a fight. I think he vastly underestimated it with original ideas but by how much I'm not sure. It'll be an interesting experiment if we could set aside the few hours for it.I might come back here with results, I like working on M&M but have few people to talk to about it with them being DMs or players of mine.

Other than that I have one game finishing up and another that could use a bit more work on. A sandbox horror game with lots of "surprises" for my players to find. Far too many NPCs for me to keep track of and I really need to define all their quirks and relation with other NPCs. They were generated from tarot draws a while ago and have some simple back story on each one but with around two dozen even a bunch of simple back stories takes  while to flesh out.

So that's my long term entertainment. What are you guys looking forward to working on?

Thursday, September 1, 2011

Mutants and Masterminds foe and friend design.

A little late for me but it seems Wednesday is the weekly bug friends day. Project combat test is in debug and low level code work right now. With that said there isn't much that may be interesting so I think I'll talk about something else. As I've mentioned before I play and run Mutants and Masterminds second edition. So today I'll talk a bit about making characters from the DM side of the table.

There are three things to consider when making NPCs in Mutants and Master minds 2nd (and 3rd) edition. What it can do, how does it stay alive with pesky players attacking it, and what makes it interesting. The first two are relatively easy as there mechanic based so I'll start there.


What can your being of pure evil do?
The question we ask ourselves in the morning, it's less about what it does and more about what it can do to your Players. This is is more or less the characters "Attack". This does not necessarily mean it's brute force abilities to cause players pain but more often does. In some games it could be the NPC social connection or even it's ability to enable others to be the big problem with them staying the background. Those social ones can be covered in a few skills and feats or if you get fancy emotion control and some sort of boost system if you don't just hand wave it for the sanity I seem to lack. After that we have the "main" power that work wonderful for refluffing what it can do.


The offensive powers in question are Damage, Fatigue, Nauseate, Paralyze, Snare, and Stun. While this isn't all the attack flagged powers it's the ones I see most useful as apposed to trip and dazzle which have a more limited use. First thing I would like to say which is odd is that third edition had a real good idea which I will explain in a second. first every attack in mutants and masterminds is resisted by a "save" on the targets side, how much you fail by chooses the effect. In Second edition the effects listed above had two or three stages of failure of varying degrees of severity but were set based on the type chosen. In 3rd edition they combined everything but damage and let you choose the effects beyond the powers name. This allows for a lot more customization and more fitting effects. Though either way it should be aimed at some how taking someone out of combat. Which isn't too hard for damage, the non damage abilities have a harder time of sticking though they have the benefit of "stacking" and increasing the severity of their effects if a player has failed a save earlier. Either way these should be kept near the "Power level cap" or how much the game allows you have them at though this is to taste for a Game master and their musings.

While this list isn't impressive it is all based on your execution and proper extra use. For example Paralyze is slated in game as some sort of debilitating attack on a persons ability to react be it having to work through the confusion of some sort of poison or some monsters attack that saps the strength away from them. I have taken it's frame work and used it for an ice based attack from a foe that tries to encase in a layer of ice. I could have also used snare for the effect or even stun for this idea but paralyze was an interesting choice as it could slow players down. The only change was making it a "fortitude" save. I could get into a lot more on this but the bread and butter of any person making something in mutants and masterminds is using the same thing in different manner or even just a different weakness.


What can't your being of pure evil do?
The flip side of what we just discussed. It being inconvenienced, its defense and possibly an Achilles heel in the design. There are less things to consider here but they are very important. The first is do you want this to be a boss or a group of enemy encounter.

There is a big difference, the mutant and masterminds system runs on saves against everything, and a low roll means you fail and possibly takes you out of the fight. For players this is mitigated by hero points which can reroll the save around a "safe" zone or even higher for most attacks they would take. If you make a solo NPC to take the players on it is going to be thrashed by each one of them. Taking the group route hopefully means a division of attention as his buddies will be taking up the slack even if he goes down. Before I can go into the intricate parts I have to talk about saves in Mutants and Masterminds, if you played 3rd or later D&D they should look familar.

Saves in Mutants and Masterminds are Toughness, Fortitude, Reflex, and Will. From a mechanical standpoint they have more to do with the offensive powers above than what they mean in game but I'll go through the general explanation of each one. Toughness is effectively your HP in Mutants and masterminds, it allows you to shrug off attacks like nothing and take a lot of hits. For the most part only straight up damage. This one should always be near "Power level cap" for a villain because damage saves are rigged to have a higher chance to fail and plainly mess up a character than anything else. Other saves have roughly a 55% chance of succeeding if you are matched with it, damage saves have a 30% chance of passing so it is key that these are up to limits or the character in mind will go down far more easily than would be imagined. For this reason I tend to call everything that isn't Toughness a secondary save as they aren't the primary means of ending combat in a mechanical sense. Fortitude is the "strength of body" save, things like poison or shocks to the system go here. Reflex is actually one of the more import of the secondary saves, some powers may target it directly but it covers area of effect avoiding. Willpower is the flip side of Fortitude as it is the "strength of the mind" save that generally allows overcoming illusions and pain among other generic slated things.

Unlike Toughness these secondary saves are probably not the best thing to cap. In mutants and masterminds second edition there was an odd design decision to allow these to go up to PL+5 which when completely maxed out allows for a 70% chance of passing the save in question, I believe this is more from 3.X D&D than anything and actually makes things a bit difficult in designing solo encounters or boss battles where the villains are a higher PL. There is also the fact that it is kind of cheap to just cap these, as unlike toughness there are only a few powers that can take a character out of combat like toughness and last like an unconscious condition. So in general I follow the Mastermind Manuals "level based progression" of the D&D good and bad saves. One of the secondary saves is chosen to be "good" which means it's roughly double the bad saves values. There is a formula to this equation of good and bad save but it would probably be too long and pointless so I'll post up a small mock up chart here which is effectively what I use anyways. A thing to be mentioned is M&M is assumed to be played around Power level 10, it can be played higher or lower but it's assumed to stick around 10. The result is a character that isn't a brick wall for non damaging powers to get through. These aren't quite up to cap and will have a little variance when attributes are figured out due to save calculation. It also adds a bit of flavor when the big huge monster has a higher fortitude save, the small nibble melee fighter has a higher reflex, and the psionic powerhouse has a higher will save though it may not always be the case.

Why is your being of pure evil interesting?
Hardest question to answer. At the end of the day you will have a pile of numbers to throw at the players but why about this one over the last one is always a challenge. I commonly refer to this as the gimmick portion of the character and it can either be in the power set or its flaws. This one I can't really answer but it should be a theme to the character and how it's powers work, it doesn't even have to be blatant just something to tie the numbers together. I have made bosses that have abilities that drain down and on depletion give them a nasty complication (players never saw this happen) and ones that had reactive effects to show their prowess in ability. Though I will admit over the year or so in this game I've gotten a lot better and faster at this. Early bosses and such were a horrible situation that were often far too easy which was fine in learning a system. There is a lot of mechanical potential just in the books for interesting situations with a bit of thought into what the NPCs.

Well this was far too long and possibly convoluted for people that don't know much about D&D. So as a question for those that have stayed through all of this have you played any table top games?

Thursday, August 25, 2011

game night

Today's post was mostly delayed by watching some friends stream games and run my own. I run a silly fantasy Mutants and Masterminds game that has been going on for a very long time now. It's a fun little game that is getting towards the end of ti's lifespan.

For a change of plot driven pace I decided to have a little dungeon crawl through a very splatter house themed session. This was roughly 3 sessions ago that this started. I filled a house with undead things and mid bosses who've been easily dispatched. While fun I expected this to be at most 2 sessions, even after many sessions in the game and realizing how slow combat can be online this caught me by suprise.

The general hope was to finish it up this month take a month off to finish up some lose ends in my next game and then start that. That deadline is being delayed. Not that this is a bad things, at the moment I'm trying out a few ideas in system for what I'm calling mid boss enemies that I've described before, and variations on it. They go down fast or get weakened more easily then the usually created monsters in the game. Some work in game, some are just hand wave for interesting sake but either way it's a learning experience. Just wish it was a little faster but we're having fun with it.

Friday, August 12, 2011

Minion mash

Well it seems yesterdays listing of things to work out didn't come to pass today at least, spent about five hours wandering around town. Took care of some things though none of ti really panned out but was a lot of walking. So instead of progress I'll talk about some game running problems. The problem being, lots and lots of monsters.

Lots of games have you fighting hordes of monsters. RPGs are notorious for things you dispatch in one round and just keep appearing through the game due to random encounters. FPS and action games love hordes as it can present a legitimate challenge in a game where you are overpowered to everything and your downfall can come from overconfidence or other things. RTS use this with some factions as their main method of winning as they can overwhelm you with inferior troops. Usually this is fun, in table top games it's a little differnt.

Running games usually means all the little boring things such as tallying up dice is done by humans and not in microseconds by the machine, it also has some verbal asking of players to do things, and them joking around and other things. This means what in any other game of it's genera that would take maybe five to ten minutes takes roughly a half hour of real time. Online this is even worse, I believe this was mentioned it sometime ago but my tired legs and sore feet are preventing me from moving my mouse around to dig that up, how I'm not sure. Seeing a three round combat session take forty minutes  is not uncommon for me between 5 people. I suspect youtube, image galleries, and the lower typing speed of some players has something to do from it as seeing the same text for two minutes gets them to think "well I'll just look here and check back occasionally". While a player I don't usually mind but as a DM I feel like I'm failing in keeping them interested especially when this is just a minor inconvenience fight that could go bad if mistakes are made.

This often makes me question the making of such things. Usually I go with it though with less monsters than I'd see fitting as this keeps the hack and slash slough from continuing too long. Another thing is not only do my players have to roll, I have to roll for the monsters while the players have to do checks. Having 6 monsters who make attacks and target different players who may cause rolls from them and so on is a bit of a headache and extends the length of battle quite significantly.

Mutants and Masterminds system does have a solution to minion swarms that are still threats but aren't quite grinds. It's damage system is based on a saving roll and failing that by enough can incapacitate a player, foes generally run on the same rule. While it seems horribly swinging it's mitigated by hero points and the fact that you can't be taken out in one hit. Minions work slightly different, they make their saves so they can get by unscathed but on any failure they take the worst condition. Beyond that they can dish out damage like any other character allowing them to be a real threat without the unfairness of them facing double their numbers that are roughly as hard hitting as them.

The rolling for the mobs attack I've written a page from my book on. I've come up with two solutions that I employ regularly. One I have "auto pass assistance" for the mobs, each one in range adds +1 to the attack roll of one monster. Assistance is an action that tests a monsters attack against DC 10 so it passes 55% of the time with no attack bonus, most have attack bonus so quickly this is just auto passed. Using the idea allows for a better chance to hit with less rolling, though it's safer for players as they have less chances to just flat out fail a save roll. For minor encounters it works for me. The other one is to use the books combined attack with monsters. For each one that "hits" the target there is an increase in the difficulty of the save that must be passed. It reduces rolls for players while allowing me to at least pretend each monster maters more, and does increase the threat level substantually from a group based beat down. The problem is that it starts to enter one shot territory. By rules and probability if they were equal level threats 6 monsters attacking would cause there to always be some sort of wound and about a 50% chance (with large room for error due to me not actually taking out scratch paper for this) of defeat if they all succeed on hiting. Players could hero point to avoid this but that seems slightly too punishing if it's just a bump in the road to your main encounter.

It's a thing I struggle with in designing encounters. Thematically it is great but in practice it could just be seen as filler or a time sink. At least with the last batch I've been making the taking out of the mass of zombies be laughably gory which has something for it.

Tuesday, August 9, 2011

Blast from the DM past

Now for something a little less boring. Between resume shuffles, working on some aspects of combat project, and doing minor DM things I've been digging through my DM notes and folders to find some of my most earliest Mutants and Masterminds workings for my current game. So I think I'll share some laughable things with you.

First off this was made with very very sketchy knowledge of Mutants and Masterminds 2nd edition. So much so that I overlooked a few things. To start with Mutants and Masterminds 2nd editon was green ronin taking the OGL for D&D 3.5 and thoroughly gutting it and replacing its innards and limbs with modular cybernetic running off an arcane magic generator that was brought to life by cosmic rays to make a point buy Super hero game. All the basic ideas are in there to a degree along with the "Toughness" save system. So the six stats everyone loves is still there, with some attack bonus, and the gutted armor class system renamed defense. The game is point buy with "power levels"(which will be refereed to as PL) which works like regular levels to a degree. How easily a character can hit another character, damage them, or otherwise effect them is caped by these things. I won't get into it too much but it's actually an interesting balance system in a game that relies on the DM keeping it from being horribly broken due to it trying to replicate super heroes.

There is attributes, saves, skills, and feats. All the fun stuff D&D has come to gained in 3.5, on top of that is powers and the power structure which would take a while to explain. Effectivly Attributes get modifiers that are applied all over the place, mostly saves and skills. 2nd edition divorced most of attributes from combat things beyond strength modifier damage. Other than that mostly functions the same.

So anyways with that onto the things I did. These were some proto ideas from my Fantasy Mutants and Masterminds game. The thought was that if I need something quick I'd pull out one of these classes and add up some numbers on the fly and be good. I went a different direction but will talk a bit more on that.

So without further delay the "fighter" template.

General fighter

Attributes
(1:1) +1 bonus per 2 above 10
STR   12(+1)       2 points
DEX  12(+1)       2 points
CON  12(+1)       2 points
WIS   10
INT    10
CHR  10

-6 overall

Combat modifiers
(2:1)
ATK +0       
DEF +1        2 points

-2 in section,-8 overall

SAVES
(1:1)
Ref  +0       
Fort +1        1 point
Will +0       

-1 in section,-9 overall

Feats
(1:1)
Attack Focus(melee or ranged) 1 rank
Equipment 1 rank (upgrade in armor and weapon)
Takedown attack

-3 in section ,-12 overall




Skills
(1:4)



-0 in section, -12 overall

Powers
(Rank*Cost)

Device 1 rank 3 points
base 4 points a rank
Flaw Easy to lose -1 point a rank

-3 in section, -15 overall.

So to what this all means. First this idea follows that "each PL is 15 points so if I fill up 15 points I can slap them together to make foe NPC!" idea. It works and it doesn't. While this does stack up well there were some things I missed. First not a skill rank in sight, while this isn't too horrible sometimes players like to try something that isn't beat them over the head until they stop trying to impede their movement. It's rare but it happens and that's where skills come in, I generally run NPCs under a system of  "Excellent","Proficient", and "not trained" as per a twist on the 2nd edition Masterminds manual splat. Instead of paying 1 point for 4 ranks of some skills it's 2 points for max ranks in a skill and 1 point for half of max ranks, no points means it's relying on attribute bonus only. Not the worst thing.

The worst thing was that I made things that violate PL and took non stacking feats along with this "fighter" is just as good with his fist than without. Not bad if you were going for that sort of thing but this was to be the classic he uses a weapon fighter. Strength bonus goes straight to your unarmed damage which is capped at your PL, with devices or certain equipment you can get weapons that add it to their damage as well, up to the PL. By having a +1 bonus per PL you end up Capped on strength based damage and any more is just pointless, should have it be 1 point a rank so it's at least half of the potential cap but that's not what I did.

The next bad thing is the saves. They're just horrible and way back then they seemed alright but really weren't. First thing is not an ounce of will save, which is fine for fighter minions I shouldn't care about but it seems like a vast oversight when I'm using this template for stronger than town guard things. The Fortitude save is completely non functioning past PL 3. The reason being that it takes the constitution bonus into account and the Saves (besides toughness) cap at PL+6. At PL 4 it'll have 8 fortitude when it should only have 7. This is a big oversight. having PL in reflex save is acceptable though.

Last bit of problems is in with the feats. Attack focus isn't bad, that or attack bonus which is just wasted points for a one range NPC. The first problem here is equipment. Equipment runs on what is effectively the power system only scaled down in cost and mundane for the most part. A lot of them are just given out in a list but you are encouraged to make other things for it. With this I was expecting all the points to be dropped into armor and such. With the oversight that con goes to "toughness" saves which is where armor would go, not only that it maxes it out. Jumping ahead you'll see the device entry is wher eI planed the weapon to go so buying weapons is pointless here. The only thing I can think of is a bunch of rope or other little useful trinkets that are only useful to PCs for the most part unless I want to play Tuckers Kobolds. Not a promising aspect as I'll be getting a lot of such items with every PL getting 5 points worth of them. After that there is the non ranked takedown feat, so every PL added woudl mean I have one point floating around that I would probalby ignore or take a random rleated feat in.

So all in all, this didn't quite accomplish what I wanted. Thanks to how I ran the games I ended up more often than not hand constructing the little obstacles in the players path until I got the hang of winging it. Winging it being I pick what saves the best, what attributes are high and low, what gimmick it has, and a few powers at the relative level for anything without a name. Which works pretty well and I know I could fit it all together without breaking the guideline of Power points per Power Level ideals I keep as a GM.

Well hopefully this was a bit more entertaining, it's a bit of a challenge to come up with something worthwhile on a near daily basis. Though it's probably a good thing for me. Anyways I might revise this idea in the future, if I'm really feeling like it maybe I could see if I could make a book of minions and mooks under Green Ronins OGL licence for Mutants and Masterminds. Either edition would work though I would think 3rd would be the one to work under, and that isn't quite my style.

Friday, July 15, 2011

Knowing your Lim f(x) = L

Wow, MSPaint really has changed. I usually just use pencile tool in photoshop but I thought for today I'd really do it in that. Terribad mspaint aside I've had some amusing GMing the other day.

I run a very silly game in Mutants and Masterminds 2nd edition. Ran it starting at PL 6 and it's about PL8 now. It runs on the premise of any bad yet funny idea I can throw at a party of "Adventures guild" members that take contracts and do stuff. Nothing too deep but I usually have thinly veiled refrences the players can laugh at while they roll virutal dice. That aside I'll get to the meat of all this.

Knowing your limits. And a GM's limits is the groups fun. A GM can do anything they want as long as the players stay at the table and take it. It doesn't mean that they should. Personally I try to have different parts in my sessions, I don't quite like having entire sessions be consistent of one thing. Often I want the situation to always be on the change, they do something something new gets to be chewed on by them. Doing this hopefully keeps it fun and allows them to fill up most of the session with in character talk instead of me dictating what is going on.

This latest bad idea didn't quite have that. As I have possibly 3 members who occasionally look here I won't get into deeper reasons but effectively they had ideas about this entire situation which made the plans for the session seem a little short. So I threw a wrinkle in it, a minor boss fight that could prove entertaining and possibly scare them through some of the dirty tricks I threw on it. Nothing too major though but outcomes of the fight would have extended this session in interesting ways. As the image shows, that fight didn't take long (and they did strip both of them and time them up so they could check to see what was causing some of the complications). I did have ideas on the spot how to extend the fight and make it seem like a boss fight. But with some thought didn't take them. Time was almost up and while I did plan this to be a drag out fight I thought actually dragging it out would not accomplish much. I do lean more towards lengthening plot fights through villain points

While knowing this it always seems a cop out to let players just smash and grab something that I designed to put up a bit of a challenge to them. Overall it did accomplish what I wanted though, it gave some more conflict and added a complication to what seemed to be a mission that was involving "go here talk to them, make a decision and come back" with how they went about things. One fault was I had one of the duo be a lower PL than the main guy as it seemed to make sense, another was some misunderstanding on just how effective some of the players effects were. Other than that I did get to show off a few of the tricks though not all of them which makes it feel like a waste. Though it is food for thought on better design later.