Showing posts with label Sword & Scoundrel. Show all posts
Showing posts with label Sword & Scoundrel. Show all posts

Thursday, April 15, 2021

Sex & Romance in Role-Playing Games

PCs should be getting laid. If fiction is any guide, the three universal motivators are love/lust, greed, and revenge. They are human urges so basic that when presented in fiction they need no further justification. This is what people do and have been doing at least as long as we’ve been writing about it. Sex and violence are just good story-fodder.

The thing is, this tends not to be the case in RPGs. Yeah, we get plenty of money and violence, but where’s the sex? Where’s the romance? I’ve always wanted to find a way to encourage fictional romance at the table, but the problem seems three-fold. The first issue is that games very rarely touch the subject. When it does come up, it’s often in some form of generational play, concerning the joining of families or creation of offspring. This is more logistics management than romance. PbtA games buck this trend slightly, with Apocalypse World having moves based on sex: “When you sleep with someone, take +1hx with them”etc. This at least brings the thing into active play, rather than a background strategic element. Still, it’s... lacking. In my experience, even the sex Moves aren’t enough to pique a player’s interest unless it offers some kind of strong strategic advantage.

The second problem is that players, out of character, do not care if their PC gets laid. Players are goal-driven creatures. They want to win. They want to earn points, they want to beat the mission, they want to accomplish their goals. For the player, there is no real temptation to divert time and energy into a romantic interest that does not bring them closer to said goals. Compounding this, we’ve sort of trained players to want the exact opposite. If you do get romantically involved with an NPC, you’re just asking the GM to take it as leverage to use against you. Combine all this with the lack of mechanical attention paid to the topic and even those players who might be interested in romantic story elements may not be aware it’s even a valid option. After all, games communicate what they are interested in by the rules they choose to include.

So what do we do with this?

Sex and romance are a pretty hardcore set of biological drives for most humans, at least at some point in their lives. They are a unique area of focus that is difficult to sublimate just by focusing on other areas of development. They are such powerful drivers that we often do very dumb things in the pursuit thereof, eschewing our more rational priorities for even a fleeting glimpse of that rush (or release.) This is such a powerful factor in most of our lives  that as an audience, we don’t even balk when fictional characters risk upending their entire lives because they were lonely or the bartender was cute. Many of us have been there, man. 

In general, the way you get PCs to act like real people is by making the mechanical incentives of the game mirror the physical or psychological incentives the PC would have in-character. You are never going to get a player to really care about their PCs level of comfort or discomfort, or worry about the quality of their sleep. However, if you mechanically reward them for being exceptionally well-rested or start punishing them for getting shitty sleep on a bad mattress, the interests of player and PC align. Suddenly, the PC will be very concerned about the quality of their mattress and a good night’s sleep.

If we want players to be tempted to actively court romance or be tempted to make dumb decisions concerning their gender of choice, then we need to creative incentives for the players to do so. Getting this right, however, requires a few things:

  • It needs to be a discrete subsystem, the very existence thereof drawing attention to the fact that this is a valid thing to explore in play.
  • It needs to be built in such a way that it can be accessed or ignored at the player’s preference, without having to specifically build your character around taking advantage of it. This is ultimately why relegating the concept to a drive or trait doesn’t quite work. It’s fine for the P/PC who is specifically set out to do that thing, But for anyone else it may as well not exist.
  • The rewards must be unique enough that you can’t get them from other systems in the game and compelling enough to tempt goal-oriented players into making trouble for themselves to do so. This is even more important when you remember the liability potential of tying yourself to an NPC.
  • And ideally, we’d want it to (wherever possible) integrate into other areas of the game and plug into/make use of the existing mechanics so that it feels a natural extension of play. Accessibility is key.

You may have noticed above that I said three-fold problem and only listed two. The third and perhaps largest issue comes from the topic itself. Simply put, people have baggage. For a lot of people, sex is a significantly greater taboo than violence. The same group that will happily engage in fictional sword-fights and describe a disebowelment in gratuitous detail will get squirmy at even vague descriptions of physical intimacy. Even someone who is otherwise very comfortable with the topic of sex and their own sexuality may not be terribly interested in role-playing the details thereof with and in front of their friends at the table or watching said friends do the same. Unless, you know, you’re into that.

Existing RPGs haven't done themselves many favors. When people think of the topic, they often think about things like FATAL where the its inclusion is about simulating the act itself. Add to this the above issues of social-squick and potential prior bad experiences due to either group immaturity or deliberate bad actors and it's easy to see where this can lead to uncomfortable territory. Further add in the lack of representation of the topic in RPGs and it creates a culture where sex and romance are neither a normal part of expected RP experience, no one people know how to explore in a safe, productive fashion. No one wants to end up on r/rpghorrorstories.

The thing is, all of this latter point is a red herring. Most of the discomfort (and prior bad experience) comes from the idea of playing out sex-scenes at the table.  As ludicrously amusing as it might be to develop a God of War-style sex mini-game out of Full Contest (how else would you know who won?), that's not only unnecessary, it misses the point. The reason that sex and romance are valuable as a story element is through the exploration of character motivations and the relationship dynamics it creates. While the gratuitous nudity is good for HBO's ratings, the physical act of sex is not where the drama lies. From a dramatic standpoint, it's all about the lead up and the consequences to the relationships involved.

From a game standpoint, the purpose of such a system would be both to demonstrate sex and romance as a legitimate are of play and encourage PCs to behave in ways that feel more natural to reality and fiction. In so doing, it helps close the gap between the kinds of stories that S&S generates and the kinds of stories S&S seeks to emulate. 

Creating such a system would be a delicate balance. To feel legitimate, the system would require enough structure and guidance that it was teaching players the right way to use these elements in a story and explore them safely through play. That will include a necessary emphasis on the relationships themselves, in and out of character, and handling the subject matter in a way that's comfortable for everyone involved. Such as keeping the actual climactic details safely veiled and off-screen.

I don’t have more specifics, yet, but it does occur to me that this is a very close cousin to the social conflict topics I’m currently developing. One could easily plug into or effect the other. It’s thus worth a bit of consideration, as I’m solidifying the latter. It’s also a very, very big element in the kind of fiction that S&S seeks to emulate. How many Scoundrel-esq characters practically live out of a brothel?

At this stage, I’m seeking input. Any thoughts, questions, ideas, or suggestions? Have you seen sex/romance used as a part of play at the table? How did it go? How do you feel about the topic and its inclusion? Is this an area of development that interests you, or something you’d prefer left to HBO?

Friday, November 30, 2018

Sword & Scoundrel: Now on DTRPG (and I couldn't be more thrilled)

This has been a long, long road traveled. Now it feels like it's starting to pay off. On Wednesday the 0.2.1 release of the S&S pdf was approved on drivethrurpg. That is a pretty major milestone for me, as it marks the first time something Ive designed is really out there. I've released pdfs on my own before, but it's different when the thing is actually swimming in the waters of actual games. As someone who struggles with recognizing the worth of their own work, it was a major feeling of accomplishment — even if I still have so much work to do.

Meanwhile, I've begun the (somewhat painful) process of trying to actually get the work seen. I've been blessed with a small but fairly devoted community throughout this journey. We've picked them up in ones and twos over the years by internet searches alone and they've sort of stuck with us ever since. Now I'm at the point in the development cycle where I need fresh eyes to look at the thing and that's a more difficult task. This is even worse when it comes to my personal dislike of marketing and pathological discomfort with self-promotion.

Still, I recognize that it has to be done. It's not enough to write and design if you can't get people to look at the thing. Ugh.

I've been going with the following pitch:
Sword & Scoundrel is a player-driven tabletop role-playing game of passion, violence, and general skullduggery. Set against a gritty renaissance backdrop, Sword & Scoundrel is a morality play presented as an HBO character drama, where players declare what is most important to their character and see it challenged through play. It's a blood opera of intrigue and swordplay, exploring how far you will go, what lines you will cross, and what — or who — you are willing to sacrifice for what you hold most dear.

The beta document is available at drivethrurpg, where it is and will remain free of charge. https://www.drivethrurpg.com/product/259404/Sword--Scoundrel-Open-Beta-Document

It currently contains everything you need for core game-play: the core mechanics, character creation, combat, and the weapon/armor customization rules. The GM material is being worked on as we speak, but if you have any familiarity with The Burning Wheel, The Riddle of Steel, or Apocalypse World, you can run this without missing a beat.

As the beta progresses, we also have plans on a fully-developed sorcery system, social combat, faction support, and a few other goodies.

Which seems to summarize things well enough. We won't talk about how many times I rewrote that first paragraph.

Along with that, I've been appending all of the follow-up links so that people can actually give feedback. The website, our forums, our surprisingly active discord server. The latter has been growing at a slow but steady rate, of late. I must be doing something right...ish.

To others out there in the design/writing space: how do you deal with all of this? Self-promotion, outreach, whatever. Is it like pulling teeth for anyone else?

Thursday, November 15, 2018

Sword & Scoundrel -- Finally, a Release

Only the gods know how many hours, words, and bottles of whiskey went into this project. What I can tell you is that a 77,000 words, 250 pages, and 379 days later, I have a solid draft available for playtesting. It will almost certainly have mistakes, typos, and broken bits inside.. but it's the single largest and most complete thing I've ever released and that's a personal milestone.

Check it out here: https://www.grandheresy.com/blog/2018/11/15/sword-amp-scoundrel-020

Saturday, November 3, 2018

Praise the Lord and Pass the Ammunition

As a game concept, ammunition sucks. There's an argument for tracking ammunition. It's realistic. It costs money. It takes up space. In the context of OD&D it makes sense to track ammunition because resource management is an explicit part of the game. The more gear you take, the more room it takes up in your pack, the slower you go. The slower you go, the more monsters and things you run into. The less room you have in your pack, the less loot you can take back. It's an intrinsic part of the risk/reward.

On the other hand, that is not something Scoundrel really cares about. Encumbrance in our game doesn't care about weight, money is mostly abstract, and even the buying of ammunition is sort of an odd proposition because it's mostly an r1 expense.

So is there any real need to track ammunition?

The only circumstance I can think of in which th game would actively care about ammunition is in the circumstance where running out of ammunition would be narratively interesting and even that doesn't necessarily require marking off each arrow loosed.

In the OSR world, some people have adopted an interesting piece of gaming praxis called a "usage die." You might have d8 worth of arrows. After every fight, roll the d8. If it comes up as a 1, it shrinks to a d6. Repeat until you either buy more arrows (increasing your die size) or you get down to a d4 and roll a 1 -- indicating that you are now out.

The main benefit of this setup is that you aren't erasing and rewriting a total every time you make a ranged attack. You're still doing some accounting, but it's something you do post-combat, rather than during.

It makes me wonder first if such an idea could be adapted to Sword & Scoundrel (there are ways, I'm sure) and then second if that would actually be desirable in a game where we have taken a substantially more simulationist approach with so many other aspects of weapons and combat.
Floating ideas. Feel free to toss in feedback.

Almost a Year to the Day

That's how long I've gone between posts. It's an impressive feat, really. Then again, that's how I've always dealt with this poor blog. I will go through active bursts of content and then get out of the habit for an age.

I won't bore you with the details of the last year. Personal stuff, health stuff. Some ups. Some down. Life goes on. Very little of it would be of interest to anyone who wasn't part of it, and none of it is relevant to this blog's stated purpose. Instead, I'll update you on the one thing that is:

What began as an attempt to make a streamlined "quick play" style rules set for NaGaDeMon last year turned into an overhaul of the system itself. Seventy-three thousand words later, Sword & Scoundrel is preparing for its most complete release to date. Higgins is off doing bigger and better things, but I've wrangled a couple volunteer editors to pour over prose on my behalf. With luck, they will have that back to me in relatively short order and  I can get the layout done.

This is the first version of the game that is "complete." All of the absolute core material is there. The core mechanic, character creation, combat, social stuff, gear and equipment. You can make characters and play the game. It's shocking that it's taken me years to have all of that together in a single document, but it's unbelievably relieving to have the bulk of it behind me.

The only parts of the game now missing from the original vision are the GM section and magic. Both of these are fairly massive things in their own right, but neither are absolute requirements for using the core material. The GM section is my next project, but anyone with significant GM experience can likely run the game as-is. This is doubly true if you've been a Burning Wheel, Riddle of Steel, or Apocalypse World GM in the past.

The magic system isn't strictly necessary at all (the very first version of the game in ye ancient Song of Steel days didn't intend to have one). It's useful for a lot of fantasy stuff, but you can play without it. Much of the Sword & Sorcery genre sort of works on the premise that sorcery is for the antagonists, not the heroes. I'll get to work on that after the core system and GM stuff is all settled. My ambitions for it are as such that it isn't something I would want to rush.

In the meantime, I'll keep you posted.


Thursday, November 2, 2017

NaGaDeMon Update 1 - Scope

I came across this post from immersion studios which is perfectly topical for what I have in mind. Boiling a system down to a quick start guide is an interesting and slightly daunting process. Figuring out what to include and what to trim is tricky under the best of circumstances. This is even more tricky for a game like Sword & Scoundrel, where play can be focused in different arenas.

The two immediate attractors are drives and the combat system, so any introductory to the game will need to leave those two factors largely intact. The former will be simple enough. The latter will need some slight modification, I suspect.

A big concern I have at the moment is in the word count. The existing scoundrel material is over 50k words so far and we're have maybe half the total content I'd like to generate for the core book. Boiling the core of that down into a smaller package will be a tricky task all by itself. 

At this stage, I'm optimistic. We'll see how long that optimism holds out.

Wednesday, November 1, 2017

November Update and NaGaDeMon

Another month passes. I've been under the weather lately and nowhere near as productive as I'd like to be as a result. However, a new month is a new opportunity and November is a particularly exciting month. For those that aren't familiar, November is National Game Development Month — NaGaDeMon (how can you not love an abbreviation like that?) — which makes it the perfect time to start that project you've been kicking around in the back of an old notebook.

I had a mighty temptation to indulge in my ongoing affair with OSR, but I will stay true. Instead, I'm going to use this as an opportunity to tackle Sword & Scoundrel from a different angle. From the beginning, I'd talked with Higgins about making a kind of "Basic Edition" Scoundrel. It would be the same game built on the same rules, but with minor abridgements and all the optional clutter removed. The purpose of such a project would be to serve as a kind of entry-level version for people who were curious about the system but could be intimidated by the massive tome the full game will inevitably become. Alternatively, it should be able to stand-alone for people who like the angles the game plays but want something a little more lightweight and flexible.

The finished project should be more or less compatible with the full game so that players who learn on the basic edition won't have to re-learn much (if anything) if you transition to the full game.

I'll keep you posted on development.

Wednesday, October 11, 2017

OSR & TROS

In terms of role-playing preferences, I've always been in kind of a weird position. There's always been a weird undercurrent of animosity between the different camps of the role-playing community. Within the indie/nar/forge/story-game crowd there are certain elements that have a tendency to look down on D&D in any form as an unsophisticated and unsatisfying experience. This sentiment is often extended to the OSR movement, which can be seen as a nostalgia-fueled leap backwards in gaming. In turn, the certain elements of the OSR crowd have a tendency to look at the story-games people as elitist hipsters trying to pass off their game experiences off as high art.

This isn't universally true of all parties on each side — how often is anything universally true of a group of broad group of people? — but I've gotten in debates with people on both sides about the legitimacy of the other as a valid game choice. This brings me back to the first sentence: I've always been in a weird position between the two communities, with one foot on each side. I enjoy both kinds of games quite a bit, as they offer very different experiences that appeal to me for different reasons. The more I've thought about it, though, the more I've realized they have in common.

Intentional, Focused Design

The hallmark of both movements was a dissatisfaction with some element of the hobby that was so widespread as to spark the creation of new games meant to answer a specific question. For the forge/nar/story-games movement, it was largely a dissatisfaction with games on the market in terms of creating the kind of stories that people wanted to tell. For OSR, it was largely a reaction to the introduction of 4th edition Dungeons & Dragons that made a whole lot of people realize that the current official version of the game was no longer giving them the kind of experience they wanted to have. In both cases, this dissatisfaction lead to intense critique, analysis, and eventually the cultivation of a body of design philosophy.

DIY and the Indie Explosion

In both cases, fierce forum debates quickly became blog posts and ultimately an explosion of games designed to embody various elements of the design philosophy. The primary focus on both ends was on a specific way in which the game was meant to be played in order to deliver a very particular kind of experience. Both scenes have flourishing online communities where people are constantly churning out games and hacks and other content. Both scenes are to this day dominated by independent publishers, many of whom have turned their passions into a legitimate business. 

As I chewed on this subject, I realized that if I went a bit deeper I could actually draw far more parallels in my own journey through this. My gateway drug into the narrative scene was a now largely forgotten game called The Riddle of Steel. It was a formative game for me, in that it not only introduced me to a whole new way of playing, but ultimately changed how I played everything after that. The parallels between TROS and the OSR are striking, even beyond their amusingly similar abbreviation.

Red-Handed Pulp

The Riddle of Steel is a reference to the classic Conan the Barbarian movie, from 1982. Both TROS and the OSR ultimately take their origin from early pulp Sword & Sorcery as filtered through popular culture. Amusingly, both also then sort of obscure the human-centric and exotic pulp quality to do a Tolkienesq medieval fantasy with elves and dwarves.

Modular Mechanics

Like the overwhelming majority of OSR games, TROS had no single unifying mechanic. Instead, it had a handful of different self-contained systems the game leaned on for different situations. Much like with OSR games, this both told you rather explicitly the arenas in which the game wanted to focus but it also gave you a ton of room to add, remove, and tinker with the guts of the things. Almost as soon as the game was out, people began to customize and hack it to suit their campaigns much in the same way as even today people hack their OSR system of choice to customize it for whatever they are doing.

Gameable Gaps

Many OSR enthusiasts will argue that the lack of rules for certain situations is a feature, rather than a bug. TROS benefits from a similar gap in its rules set. While it features a rudimentary skill system, it was obvious that combat and sorcery were what the game was really interested in. Everything else was a simple test and you moved on. It gave the GM quite a bit of leeway and in practice I found playing TROS to have a lot in common with my memories of playing AD&D: you basically ignored the book most of the time until someone got in a fight or cast a spell, with the thief-type character usually being the one to do nearly all of the task-resolution kind of rolls.

Player Choices, Player Skill

Much like the OSR, TROS was not a game you could by any means just "roll play" your way through. TROS has one of the highest player-skill curves of any game I've played. You, the player, have to become very good at both engaging with the system to get XP (Spiritual Attributes, in this case) but the combat and magic mechanics require a huge amount of system mastery to play. What's awesome about this, though, is that the system mastery here means "picking strategies and making interesting choices in play" rather than something like 3.pf where system mastery means "knowing how to build your character in order to get the most amount of bonuses."

This, more than anything, is probably why I was so attracted to TROS back when.  The idea that you would win because of your choices rather than having the highest numbers or the biggest sword or whatever was enthralling. It gave me a taste for something that I've been chasing ever since.

Player-Driven Play

This may not be true for all of the OSR, but it is generally true for the parts of it I enjoy. I love sandboxes, huge, sprawling dungeons, and anything that lets the players have a significant say in the strategies and engagements they will attempt. Even if you've all agreed to the premise "we're going dungeon-delving" the gold-for-xp nature of so much OSR tends to mean that players are in charge of their own advancement. The OSR assumptions of balance mean that the players have to pick and choose their battles and are making decisions that ultimately puts their success and failure in their own hands. Contrast this with later D&D (or other games) where you are often a participant in a pre-written story and are rewarded for hitting milestones within that story.

TROS did this in a way that no other game I'd encountered had, with the PC's Spiritual Attributes making them masters of their own destiny in a massively compelling way.  The two camps take massively different approaches, but both games ultimately empower the players to make decisions that matter and let them drive the game onward in a compelling way. 

In hindsight, it's not surprising to me at all why Sword & Scoundrel inherited as much TROS DNA as it did or why we retained what we did after all of these revisions. By the same token, it's not surprising that I'm gravitating towards OSR even as I work on the former. In a lot of ways, they are the answer to the same kinds of desires taken in two different directions.


Tuesday, October 10, 2017

Sorenson's 3 Questions - Sword & Scoundrel

In ye ancient days of yore, Jared Sorensen (designer of many things) put forward three questions that now collectively bear his name. Between writing on the subject, I've been attempting to decide how I wanted to answer.

What is your game about?

Sword & Scoundrel has the tag: A game about Passion, Violence, and General Skullduggery. Above all, the game is a passion play. It's medieval morality theater presented as an HBO or AMC-style character drama. Players decide what's most important to their character, what they care about, what they want, the lines they will not cross. Through play, we challenge them to see how far they are willing to go and what they are willing to sacrifice. The game is about moral conflict, with forces set in motion against the player's goals and beliefs. Finally, it's a blood-opera with the player's passions leading to quick and brutal violence. We wanted the fantasy equivalent of a western or a john woo film, with swordplay being quick, flashy, and lethal.

How does your game do this?

Mechanically speaking, characters are not just their attributes and skills. Their goals and beliefs are represented by player-nominated phrases called Drives which have a mechanical weight to them. Similarly, characters have Traits which can represent everything from the character's history and background to their physical or personality quirks and their relationships with other characters, including the players in their group. These all have mechanical significance in play, often giving them additional dice for their pool when relevant.

On the other side of the coin, the game is written in such a way that it is explicitly about conflict. If there is nothing in conflict and nothing at stake, there is no roll made. Further, while the game goes out of its way to play up its blood-opera persona with a detailed combat system, the rules support conflict in a broad range of arenas. The current beta supports anything when rolled as a simple conflict, but as we get the opportunity we intend to add a fully formed social combat system, faction rules, magic, and other forms of more abstract conflicts.

How does your game encourage/reward this?

The primary reward mechanism is through the accumulation of Drive Points. When players engage in conflicts with their drives, they are rewarded for it through additional dice that drive is worth. These dice come up as bonus dice in any conflict that is directly about the drive in question. Further, when players engage in certain behaviors that highlight their drives and traits, they can gain additional points that can be added to the drive of their choosing. The quickest way to earn these points is often to allow your drives or traits to get you in trouble, rewarding the player directly for making choices that are in line with who their character is even if those choices are not the optimal way to get what the player might want. Finally, these drive points can be spent to increase any of the character's abilities or traits or learn new of the same.

In short, players advance solely by making the kinds of characters suitable for good character dramas (ambitious, resolute, yet flawed) and then role-playing them in the fashion that these characters tend to behave (struggling between who they are and what they want). When they do this, the game not only gives them more dice to throw around in the conflicts they will face but also gives them the means to improve their character's scores as they play.

Thursday, July 13, 2017

The King is Dead, Long Live the King

The blog here has been silent for a while, as my writing efforts in the last few months have been almost solely concentrated on a project that I can happily announce has begun its release cycle today.

If you would, head over to Grand Heresy where the Sword & Scoundrel (great name, huh?) RPG will be beginning it's release cycle. The starting documents contain the core rules and the character creation materials. We also have a print pdf, form-fillable pdf with character creator, and a sheet already approved and available in Roll20.

This is going to be an interesting ride, folks. Buckle up.