If you read my previous article on Advantage in 5e, you can probably guess that I have “opinions” on Fantasy Flight’s cute little dice systems. Opinions one might describe as “unpopular” or “hateful.”
Look, I’m not going to lecture you on why these dice are badwrongfun / not much of an improvement over binary dice systems (That’s the Angry GM’s job, and he already did a better job than I could), but I will point out how the disconnect between dice mechanics and game design made the new Star Wars FFG games take a major step backwards from where the system was at with Warhammer Fantasy Roleplaying 3rd Edition.
Feature image taken from here.
I have always had a bit of a love-hate relationship with the d20. That icosahedronal sonavabitch has been my ruin many a time. Hell, from the name of this blog you can probably tell that I prefer d6’s.
Part of this is an accessibility thing. Any game that prides itself on “special” dice is actively throwing up barriers to it’s entry. Everyone has d6’s. To get a d20, you need to go to a game store, pick out a set, maybe buy a couple extra d20’s in case one betrays you, roll it a few times to make sure it isn’t cursed, have a maiden true blow gently upon it, etc etc. It’s a bigger hassle than cannibalizing a game of Yahtzee is what I’m saying.
Every time I go back to reading The Angry GM, that sonavabitch makes me want to try running a game again. Not just any game, but good ol’ DnD. What can I say? Either he’s a persuasive writer or I’m just a gullible sod.
In either case, reading the latest batch of rants and articles got me thinking about player agency. After looking up some old stuff of bankuei’s on fictional positioning, and I’m thinking the two go hand-in-hand with 5e’s Advantage and Disadvantage system.
A brief overview: In 5e, players can sometimes either get “advantage” or “disadvantage” when performing an action. If they have an advantage, they roll two d20’s and take the higher number, if they have a disadvantage they roll two and take the lower result. As part of 5e’s unifying superstructure, there’s a lot of conditions, statuses, and spells that grant advantage and disadvantage in specific situations, but there is also a surprising amount of leeway given to the GM.
I recently started playing in a game of FATE, best summed up as “Chthulu vs. the Mob.” The name of this little campaign is “Guys and Dohls”, and I figured it was worth blogging about a little. For our first session, we put together a skills list, built our city, ramped up through character creation, and played a short “tutorial fight” to get the rules down. So, without further ado, I give you our city, Oubliette d’Ivoire.
I’ve been thinking about the core, basic mechanics of roleplaying games recently. It seems everyone has their own unique theory on the basic particles that make up a roleplaying game universe, but I was taught that in order for a model to be worthwhile, it needs to offer some sort of insight. Hopefully I meet my own criteria.
To summarize, I believe there are three ‘core’ things a player does in a roleplaying game. Characterization, action, and resolution. Everything else; combat, story, adventure, is built from these three core aspects. Lets see if I can’t break this down a bit and show you what I mean.
I’m a fan of “Extra Credits”
. If you’re not in the know, they’re a group of video game design people that put on a cool little semi-animated web series. While their main focus is primarily on design for video games, it still has my recommendation for anyone interested in any game design. In one of their more recent videos, they talked about a concept called “Counter Play.” The basic description is that abilities in a game should exist to do more than just make the game interesting for the player using them; they should actively enhance the experience of everyone playing the game.