• For a long time, I take it for granted that rolling dice is part of the RPG experience. They tell you whether you succeed at a task, gives the degree of success and add unpredictability and suspense to the game. In theory, during my games, I find that sometimes rolling dice becomes a grinding task.

    Now most core rulebooks would suggest that to roll dice only when necessary. However, this is not in the formal rules – it is like more of a rule of thumb. In Spirit of the Century,t hough the game is lighter than most, dice-rolling takes up most game-play time.  True, the Fudge dice roll will ensure that over a long period of time, you will get +0 most of the time but because a game usually involves less than a hundred rolls, you get unexpected results.

    Then I played Nobilis. As a GM, I feel strangely…empowered…and at a loss. Last time, whenever the player tries to do something, I set a target number, or apply a penalty (depending whether it is roll and add, or roll-under) then you see the dice roll and decide whether it succeed. In Nobilis, you use miracles. But what happened when a player does not use any miracle at all and try to use social skills to resolve a situation? I was very tempted to make them roll dice – except that this being Nobilis, I didn’t bring any dice.

    When it comes to a diceless games, things tend to be black and white – either your miracle (or points bidded) is enough to overcome the challenge, or not. But during the game, where the players are trying to use social means to resolve a problem, I feel it is unfair that I do not give them success, or even partial success, because they do not use any special powers. Plus, they put up a compelling argument. The spirit of the game of Nobilis, after all, is to avoid direct use of force and supernatural powers to get what you want. So I ruled in the party’s favour and have to drop a cinematic “powers unleashed” confrontation (though they did well, I grant them that).

    With the dice, I could easily delegated that to random numbers. Part of the responsibility goes to the dice. Sure, GMing guidelines say the GM could ‘fudge’ dice rolls now and then, but that’s not the point. The dice also justifies. “You rolled too low dude, sorry, no game”. It helps the GM to make decisions. That I appreciate.

    However, as mentioned upfront, dice-rolling can become a chore. So I would like games that have dice-rolling as an optional part of the game, used only in dramatic situation. Sure, Unknown Armies state that there is no need to roll most of the time, but somehow that doesn’t apply to conflict resolution (character vs. character), which makes up bulk of a game anyway.

    So when thinking about Qitai, the characters being Wuxia characters and all that, it would also feel strange to make them roll dices for every actions. I am toying with something like Nobilis and still retain the Fate Points aspect of SoTC. Here is what I have in mind so far.

    • If a player’s skill level is equal or higher than the challenge’s level, it is an automatic success.
    • In case of automatic success, the player can still roll the Fudge dice for style or to get better results
    • If the player’s skill level is lower than the challenge, he will have to spend Fate points to roll the dice. The only thing different is that it is a 4d+ – it is a 0,0,+1,+1,+1,+1 distribution.
    • In a stress situation (conflicts), both side will roll the normal 4dF, though the player can still spend a Fate Point to roll 4d+
    • The player can instead choose, while tagging an Aspect, to spend 1 Fate point for a +1, 3 Fate Points for a +2 and 6 Fate Points for a +3. Of course, for each +1 he needs to tag one Aspect (and the maximum Aspects he can tag is of course 3) – this is without the need to roll (a normal tag would still give a +2 bonus, but will require a roll)

    Hopefully, this would reduce the number of dice rolls needed for the game (the spending of Fate Points to get a flat bonus is pretty much like Nobilis) and at the same time, when the GM needs guidance from the dice, he got it too.

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  • Summer – days when the sun shines bright and strong, yet this season’s Summer is lasting a bit too long and hotter than usual. Ponds and wells have dried, and rivers flow more subdued than before. Yet while for other part of the realm it is getting cooler, it is not so in a particular region. The heat is intolerable and a drought seems to be coming. Is this really a natural occurrence, or there is something more to this?

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  • This has been something that I wanted to do for some time – a Wuxia conversion for Fate/SoTC. In many senses, a Wuxia game is pretty much like pulp ficition (I hope to explain why in a later article) and I think the Fate system is perfect for such a genre. I will begin writing the game one page per day and am starting a designer journal for it. Please feel free to share suggestions, gives comments and etc.

    One thing for now is that I think I would put the game out on as “donation-ware” with an optional “buy if you like it”. After all, this is just my first work :D

    First chapter coming up tonight!

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  • This entry is part 4 of 8 in the series Meta Plots

    The Meta-Plot can be a curse and a blessing. As discussed, it gives direction to the game – it also restricts. It justifies the rules, but at times the rules clashed with the Meta-Plot. Here are some of my ideas on Meta Plots and making them work in your game.

    Introduce the Meta-Plot Slowly

    There are some games which are 100% crunch and 0% fluff – then we have the opposite where fluff takes up so much room that it becomes as much as a required reading as rules. Nobilis suffers from this – what with Mythic Earth, Prosaic Earth, Lord Entropy, Ash Tree, the Bright and Shadowed Realms and more besides, fluff takes up about 70% of the book while the rules could be summarised on two sheets of A4 paper (with really small fonts).

    What I have experimented for my first Nobilis game is to dish out the Meta Plot in small servings. Sure, I give an overview of the Vlade Bellum, what’s an Imperator and estates, but I save the rest for further espiodes. Sometimes in a setting-rich game there is a temptation to throw everything at the players – it may be wiser to focus on a particular aspect and as the players get their bearings, introduce more and more elements of the settings. For the first game I introduce the group to a “dead chancel” – which press in the point of what happened to estates that are erased out from creation and bring home the Vlade Bellum. They don’t have to deal with Lord Entropy or his bunch of Cammore for a while.

    Get the Group to Create the Meta Plot

    Spirit of the Century has a fantastic idea which I will be using for all my other games – getting the player to plot the backstory of their characters and having them star in each other’s story. For my fantasy homebrew of SoTC, I called each story a “novel” and have each character stars in them with another one as the “co-protangonist”. First, the player will offer ideas for how they will fit in the Meta Plot. The game was set in Titan (the Fighting Fantasy setting) and I briefly describe, on  a map, the important places, their culture and what significiant events have happened there. As the players plan their character’s origins, what they did during those significant events, how they end up meeting each other, who are their nemesis and so on, the players are describing how they fit into the setting’s Meta Plot. You, as the GM, could take chances to explain what’s relevant to their character instead of doing an information overload on all of them.

    Second, the players come to owe that part of the Meta Plot – they created it and described how they would fit into it, anyway! That in SoTC yo would get Aspects for Meta Plot is a nice touch too.

    Fast Forward Time

    Sure, the status quo is this and that now, but what will happen in a hundred years time? Turning the clock ahead of the cannonical “present time” of the setting allow you, as a GM, to customise the material to your taste. Going backwards could be problematic as you need to make sure the latter events still happen, which call for research – unless you are ready to “reboot the setting” as in new Star Trek movie. In a hundred years time, a strong kingdom could become a weak one, the Great Old Ones are just a step away from being freed, a great war is on the verge of happening and a new weapon technology has shifted the balance of power.

    You can also try to find an epoch in the settings where not much material was given – such as what Bioware did with Knights of the Old Republic – and fill in the gap yourself. There is also a geographic shifting – such as in Lord of the Rings Online, the attention is paid to all the lands mentioned in the novels but never visited by the Fellowship, such as Angmar, the Forsaken Inn, Oatbarton and so on.

    History Lies

    In the Chinese manhua “The Ravages of Time”, which gives a radical re-interperation of the events found in Romance of the Three Kingdoms, the author basically says that “History lies” . That is one way to treat the Meta Plot if you need to loosen it up. They are, after all, just one version of the world according to the author of book. Add in new details, behind-the-scene facts and now-you-know-it truths.

    Don’t Let Meta-Plot Stands in the Way of Fun

    Nit-picking, canon walling and meta-debating are just waste of time when one rather be gaming. A game ought to be fun. Consistency can be resolved when the game is over, through email or forum – facts can be added, motivations could be altered. Saying “Drizzit would never do this!” while in a game (and while encountering the famous drow ranger) is akin to reducing the NPC and the Meta-Plot to just a black and white straitjacket. If we think of Meta-Plot as just the point of view of one person, not the entire record of a world or a person, the GM would have more fun planning and the players would be kept on the toes more often.

    One way to have the right balance of Meta-Plot, to me, is to understand its purpose. To sum up the next article I have in mind, the Meta-Plot is to:

    • Gives direction
    • Influences design
    • Influences the artefacts used in the game
    • Provide plot hooks for adventures

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  • Some sort of sickness has descended upon a small farmstead. Everyone there suffers a pounding headache, and they wake up everyday dazed with an unbearable ache in their forehead. Consulting leeches and healers yield no help while even sorcerers and mystics fail to find a magical explanation. Eventually, if the adventurers stay long enough, they will succumb to the headaches as well. What is going on here?

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  • Upon a desolate hilltop, its summit stripped bare by the howling wind and the merciless rain, stands seven tall, pale grey stones. To the eyes of the imaginative, those look like humanoid figures frozen mid-stride.  There are credulous claims that the stones “danced”, especially during nights of thunderstorm when the rain lashed at the hilltop and thunder resounds in the valleys…

    A strange tale accompanies the circle of stones. It was said that a dark one, of Demonkinds, once hosted a gathering at the very stroke of midnight on what was once a verdant and green hilltop. Men and women came alike, curious about the mysterious stranger who had promised them their every wishes and would erase their hurts. The party included strong wine, and soon the party-goers were dancing, and when the sun rose and the rays of the dawn struck the dancers, they all were turned to stone.

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  • Within a small town the strangest things have been happening – one by one, each of them has committed atrocious crimes and were either killed or imprisoned. The list of wrongdoings range from petty thefts to outright murder. Each time the culprit is apprehended, he or she appeared to be dazed, unable to recall what he or she was doing – yet without fail, they have all admitted that if given a chance, they would do exactly what they have done. Some are even happy about that!

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  • This entry is part 5 of 7 in the series 101 Forms of a Dungeon

    After taking a break to recharge my mental batteries, I hopefully am able to come up with some nice ideas for dungeons. This is the 5th list in the series, so this would bump the number so far up to 50!

    1. Slaughter House: An abandoned slaughter house, with dried blood and bone scattered all over the place while bleached bones hang from hooks. It seems that no only just farm livestock were slaughtered here…
    2. Aqueducts: Sewer crawling happens all the time, however a change of altitude? The ancient aqueducts which feed the fountains and well of an ancient city has dried up, and are infested with…well, whatever the GM has in mind.
    3. Endless Stairways: A massive chasm where stairways lead up and them, left and right and are joined by numerous other stairways. Some would eventually lead to towers which raised up from the unseen bottom
    4. Giant’s Mine: A mine where the steps of each stairs is half the height of a fully grown man, tunnels stretched high above and filled with oversize mining equipment
    5. Underground Garden: A gigantic cavern underground, its light-source a strange glowing large crystal which glows with an eerie pale blue light. The vegetation grown there are unknown to most and strange insects roam the thick undergrowth
    6. Abandoned Gladiator Arena: Arranged in a series of arenas, in which pits the hapless slaves or a toughen gladiator against different type of challenges. It is now abandoned, its storage room either looted or its stores worthless, and monsters which once feed on slaves thrown into the arenas now have to hunt for other preys…
    7. Ice Glass Maze: Walls of ice, crystal sculptures and bridges of frozen water made up this maze; the interesting thing is the ice wall are reflective (and refractive too), and the adventurers would be prone to seeing what they want to go, and unable to get to it, and other interesting light tricks.
    8. Hospice: Used to be the place for resting, recuperating and spending one’s final days, the hospice has come under the shadow of an evil beings, perverting the original nature of the place. What has it became?
    9. Mechanical Temple: Temples of ancient time were often rigged with clever mechanics to give the impression of “miracles”, such as doors opening by themselves, urn which dispenses water when coins are dropped into it and the bronze songbird which burst into song by itself. Those mechanics are also used to guard secrets and dispose of unwanted intruders.
    10. Mutated Caves: A mysterious entity dwells at the heart of these series of caves but is gradually transforms the entire mountain; instead of stone walls, it would have wall of flesh. Instead of wind, it will be the rancid breath of the creature. Once the transformation is complete, the being will come to life. 

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  • It may be a case of mistaken delivery or a practical prank, but a merchant has just received  a weird shipment, among which is a chest full of teeth! The origins of those teeth cannot be readily determined, but they look like humans’ and the merchant is too perturbed to check out the rest of the delivery at the warehouse; he sends the adventurers to do a quick stock check, but upon reaching the PCs realise that the plot is deepening…

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  • The teenage son of a noble has been down recently, having no appetite and losing interest in the usual activites, such as his sword training and the hunt. He is also begining to lose sleep, fidget endless and has been shut up in his room. His parents are starting to worry about the young noble, especially when he begins to sleep with a sword by the side of his bed. The adventurers could be called in for a number of reason – they are friends, allies or they run into the young lord fleeing, waving his sword and cutting at the thin air frantically.

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