RPGs for Writers, Part II

In the previous post on this subject, I offered some arguments for why writers (particularly speculative fiction writers) should consider adding the running of roleplaying games to their toolbox for development of the craft. This time, I’m going to suggest a few particular games that might help you to begin.

A Bit of Theory

If you spend much time with online forums about pen and paper roleplaying games, you’ll come across a few particular common theories that inform the discussions found there. The first is GNS theory, meaning “Gamist, Narrativist, Simulationist.” In short, the idea is that there are three main approaches or sets of goals people have when approaching RPGs. Gamists want to achieve and “win.” Narrativists want to indulge and immerse themselves in character and plot. Simulationists focus on the coherence of the rules and reality in which they play, especially as those rules help create narrative that meshes well with our the player’s own experiences of how reality (extrapolated for fantasy and science-fiction, of course) tends to work. About this, I’ll say what I say about most attempts to categorize things into neat theories–it’s a gross oversimplification that misleads more than helps, I think. I’ve never found a person who fits solidly into only one of those descriptions.

That said, GNS theory has proved useful because it encourages us to think about the games we play critically. At the heart of GNS theory is the idea that different RPGs are about different things; they have different goals that (at least when done well) lead to different rules, attitudes and atmosphere.

The more modern argument about the classification of RPGs is whether they are “traditional roleplaying games” or “storytelling games.” In many ways, this relates to discussions about whether games are or should be “rules-light” or “rules-heavy” (though this is more often called “crunchy.” The argument I commonly see put forth is that storytelling games are an entirely separate category from roleplaying games, the supposed focus of storytelling games being on collectively creating a narrative with very few rules getting in the way and the focus of roleplaying games using rules (extensive or not) to decide the outcome of events in the progressing narrative at least as much, if not more, than “mere” dramatic requirements. Again, I don’t buy this; there are plenty of rules-heavy games that focus on the creation of meaningful narrative above all else, and probably some rules-light games that focus more on the game than the story.

Why bring all this up? Truthfully, probably because I’m a pedant. In my defense, though, these are things I’ve been thinking about lately as I lay the groundwork for creating a roleplaying game for my Avar Narn setting. Since both worldbuilding and creative traditional fiction with Avar Narn are goals I’ve set above a marketable (or even playable) RPG, I’ve been looking at lots of systems to determine how many and what kind of rules would be best to capture the feel and nature of Avar Narn in the improvisational format of the roleplaying game. To speak more plainly (I hope), my thoughts on the above influence the recommendations I’ll make below.

RPGs for the Writer

Roleplaying games have come a long way since the birth of Dungeons and Dragons in the 70’s. “Modern” games have moved away from the wargaming roots of the genre’s pater familias and toward a focus on narrative. By “narrative” in this context, I mean a focus on capturing the feel and structure of traditional fiction.

The gamer/writer will probably get the most out of games with a narrative focus (though any RPG has a narrative focus if you run and play it that way). So, my top three suggestions are some of my favorite narrative-focused RPGs.

FATE (Evil Hat Productions)

If you’re a writer who wants to try running a roleplaying game and it’s something you’ve never done before, I can’t give a better recommendation than FATE. The FATE RPG runs relatively rules-light (although it’s really a toolkit for running the type of game you want to run, so you can make the rules as involved as you like by grafting on additional systems) and, by design, uses narrative logic to influence the mechanics of the game.

The primary vehicle for this is the aspect. An aspect is a short narrative tag on a character, scene or object. Examples might be Sucker for a Pretty Face or (my favorite) On Fire! At the same time an aspect tells you something about the character or situation, it carries oomph–under the right circumstances (usually by spending a character resource called Fate Points, but sometimes for free) a player or the GM can reference an aspect to affect a roll of the dice. If the aspect positively affects a roll, the actor gets a +2 bonus on the roll (quite significant given FATE’s range of results). If it would negatively affect a roll, the same bonus is added to the resistance to the actor.

Aspects can also be compelled by the GM or a player to cause the player to act in a manner that is counter-productive but fitting for the character to complicate the plot. The noir detective with Sucker for a Pretty Face may fall for the femme fatale even though everyone else knows what’s going on. In exchange for accepting this narrative turn, the player receives a Fate point, which he can spend later to help his character succeed (or maybe just survive).

FATE uses Fudge dice, which are six-sided dice that have two blank faces, two faces with a “+” and two faces with a “-“. You roll four, looking at the appropriate character trait’s rating and adding one for each plus and subtracting one for each minus. That number is compared to the difficulty of the task to determine success.

I could go on and on about the innovative and influential aspects of the FATE system (see what I did there?), but there’s more ground to cover and you can find full reviews elsewhere on the net. I’ll summarize by saying that FATE has a system that’s easy to grasp, fun to tweak and that feels intuitive to the creative writer.

I will also say, however, that many of the principles of FATE can be used in other roleplaying games without using the mechanics whole cloth.For instance, you don’t need to spend a lot of time writing down scene aspects on notecards to take a look at the description of the narrative and the scene and say “circumstances should affect your action like this, so here’s a modifier” in other games.

Either way, it’s worth a look. Best of all, it’s free!

Cortex Plus (Margaret Weis Productions)

I’ve heard Cortex Plus called “FATE with more crunch.” I suppose that’s true, but given the toolkit nature of both rulesets, there could be wide variation in the “heaviness” of the rules.

To name drop, Cortex Plus is produced by Margaret Weis, co-creator of Dragonlance and is written by (among others) Ryan Macklin–a major force behind FATE, Rob Donahue (who’s written for many different games) and Philamena Young (who has worked on some of my favorite games–Shadowrun and World of Darkness–and who has become a voice worth listening to in terms of both game theory and gamer culture). Maybe to recommend it more, Cortex Plus is used for the following franchised RPGs: Marvel Superheroes, Leverage, Smallville and Firefly.

The base book (really the only you need unless you’re going to play one of the above-mentioned settings) is the Cortex Plus Hacker’s Guide.

Like FATE, Cortex Plus focuses on a strong dialectic between narrative and mechanics. Conflict is resolved by forming a dice pools from different sized dice that represent different traits, skills or belongings of the actor and rolling against a dice pool created from the opposing character’s traits or the circumstances of the task and scene. The two highest-rolling dice (this can be manipulated) are totaled and compared to determine success or failure.

By giving you control over the categories into which relevant traits fall, Cortex Plus allows you to use a toolbox game to create the feel of particular types of narrative–from the dramatic television represented by Smallville and its ilk to heist-style stories a la Leverage to the thrillin’ heroics of Firefly and much much more in between. This provides the writer a way to customize the stories she tells in RPG form and even to set the mood of the game without much heartache. A game where you receive dice for your pool based on the nature of your relationship with a person and one of a handful of ideals feels very different from a game with character statistics like “muscle” and “guns”. Same mechanic, different atmosphere.

I’ve run and played in several Cortex Plus games–I’ve even used it to run Avar Narn. The “heroic fantasy” rules in the Hacker’s Guide provided a good starting place for developing the grittier more dangerous feel of my own world.

I really like the way the Cortex Plus system works, but I do have a few complaints. While reskinning rules and attributes to fit the tone of your setting goes a long way, a universal system like FATE or Cortex Plus will never match what a customized ruleset will do to accentuate and define a setting. Also like FATE, I think that some of the concepts from Cortex Plus can be used effectively without needing to resort to mechanics to enforce them. That’s my opinion and the people I game with very much like both FATE and Cortex Plus.

HeroQuest (written by Robin Laws and published by Chaosium)

No to be confused with a number of other titles with the same or similar names, Robin D. Laws’ Heroquest is another narrative-focused ruleset that would suit the author experimenting in roleplaying games quite well.

Robin Laws is unqualifiedly a master of narrative in roleplaying games. His Robin’s Laws of Good Gamemastering and Hamlet’s Hit Points are excellent books for people who want to run games well (no easy task). Writers should read Hamlet’s Hit Points even if they don’t ever run a roleplaying game.

In addition to writing about RPGs, Robin Laws has written for more RPGs and publishers than I can count and has published a number of RPGs of his own design, including Feng Shui, Hillfolk and HeroQuest.

Like FATE and Cortex Plus, HeroQuest turns narrative descriptions into actual mechanics. The mechanics of HeroQuest are simple and streamlined in the interest of telling fast-paced stories where the rules bleed into the background. Does that make it a storytelling game rather than an RPG? Don’t know, don’t care.

While I’ve played FATE and Cortex Plus extensively, I have not played HeroQuest; I’ve only read the rulebook. That said, it made me excited to roleplay in a way that only a few games do, and I’ve considered using it for games I want to run on many occasions.

Conclusion

The three games I’ve mentioned here are on the rules-light side with a stated narrativist agenda, for whatever that’s worth. Really, they’re just games that are or seem to be easy to run, easily adaptable to your setting of choice and focused on the aspects of roleplaying games most useful to the writer.

Online publishing has been a Godsend for gamers, as it’s allowed an explosion of new games and innovative ideas that are not forced to run the gauntlet of publishing pitfalls (which exist even, if not especially, in the gaming world, I gather).

There are many excellent games to play, many very good rulesets (though I’ve found none I’m willing to call perfect) and many interesting settings to explore to pilfer inspiration from. Go out and find them!

In the next post in this series, I’ll talk about the ups and downs of using your own fantasy setting for running a roleplaying game.

What Tom Clancy’s The Division Teaches Us About Humanity

I’m a big fan of Tom Clancy games in general, but The Division really hit a chord with me. I don’t usually devote much time to MMO games, but I’ve remained steadily involved with the game since its release back in March. This is partially because I have good friends to play it with; friends make everything better.

But this is not a review. Instead, I want to talk about some of my observations in the game.

If you’re not familiar, the game has a place called the “Dark Zone”, a smallpox-contaminated part of Manhattan quarantined from the rest of New York City. The Dark Zone is the game’s PvP (Player versus Player) area. Some of the toughest computer-controlled bad guys are in the Dark Zone, as are some of the best rewards. To eliminate these bad guys and reap the rewards, one typically needs to form a group with other players. Once you’ve grabbed the loot, you have to go to a special area and call in a helicopter to extract the items before you “own” them. They are contaminated, after all.

Before you’ve extracted items, any other player can kill you and steal those items. Lone wanderer players make easy targets to teams of other players and—especially when you get the drop on them—are often easier to kill than the non-player character bad guys.

This is supposed to be part of the draw of the game—the cat and mouse of stalking and evading other players, the team-on-team direct combat against player opponents and, most of all, the tension the system creates. There are few people you can actually trust, and I’ve had more than a few encounters where, randomly encountering another player, we both have to scope each other out, not wanting to fight, but unsure of the other’s intentions. That nervousness is in some way satisfying because it is so immersive; it brings you into post-disaster New York in a personal and experiential way. I like that.

On the other hand, particularly because I’m introverted and often avoid linking up with random players (only joining teams of people I actually know in real life), I often find myself navigating the Dark Zone by myself. Consequently, I often find myself getting killed and my stuff ganked because I’m outnumbered, outgunned, or simply stabbed in the back by an opportunist while I’m trying to defeat the Zone’s tough computer-controlled hostiles.

My time playing has taught me that there are three groups of people when it comes to the Dark Zone. The first is where I find myself, reluctant to “go rogue” to kill and steal from other players even when I’m in a group and confident I can get away with it. I’ve encountered only a few other players with this view. The second group is probably largest. They understand that this is a game—there are winners and losers, and those who play have agreed to the rules that govern the game. This group probably enjoys the game the most because they fully play out the game’s possibilities—sometimes going rogue and killing other players in ambushes or pitched battles. But they don’t strike me as the type who would probably act that way were the game real life. They know the difference in the stakes and consequences of a game versus the real thing.

The last group is the one that I find so simultaneously fascinating and infuriating. These are the bullies, those whose primary joy in the game is picking on players less powerful than themselves. These are the ones who, having killed you in an unfair fight (usually extremely so—four to one odds and they strike when you’re otherwise occupied) come up and stand next to your body to laugh and mock you until you’re able to respawn. These are players with malice aforethought.

At the end of the day, it’s still a game, and it wouldn’t be fair for me to make a presumption about a stranger’s moral capacity in the real world based on behavior in a digitally-manufactured world. On the other hand, I’m a believer that the anonymity of the internet (including multiplayer games) allows people a release from the social conventions that normally restrain their baser selves.

When playing the game (admittedly, perhaps more to relieve my own frustration than any objective reality) I am constantly reminded that maybe there really is a fine line between social order and the chaos of those with more power and less restraint.