Friday, January 9, 2015

Regent: A Free & Easy Card Game For Infinity Players

Regent is a game I came up with today on the way to work... Seriously, I'm not kidding. I wrote this in less than 10 minutes, and I have no idea if it will work or not yet, so I am hoping some of you play it and give me some feedback!

REGENT:
A Free & Easy Card Game For Infinity Players

Regent is a card game which can be played with any number of players above 2, with normal decks of cards (you need 1 deck per player) and probably 30 minutes or so to spare (though this is merely conjecture at this point).

Objective

The aim of Regent is to defeat the other players - all aspirants for the Throne - by destroying their Holdings, which represent their military and political might. The last player standing is the Regent and gains the Throne, winning the game.

Set-Up

To play Regent, you need a normal 52-card deck of playing cards for each player. Once you have these, shuffle them all together and place the massive pile that you'll have on your hands in the centre of the playing area. 

Deal 20 cards face down to each player. This is their Holding Deck. Then deal 7 cards to each player which they may look at. This is their Hand.

Everyone declare how many Royals they have. The player with the most Royals goes first. If you have people with equal amounts of Royals, then the one going clockwise left of the Dealer goes first. Play progresses clockwise from this player.

Playing The Game

At the beginning of their turn, players draw a card if they have less than 7 in their hand.

During their turn, players can perform up to 3 Actions and play a Court Member. Outside of their turn, a player may Defend, Exploit or Assassinate at any time.

Each Action is assigned to a particular suit of cards, and to perform that Action, play a card of that suit. The number on the card represents the power of that Action. There are four possible Actions:
  • Attack (Club): Pick a target. Remove Holding cards equal to the power. You must declare your target before defence.
  • Scheme (Spade): Look at up to power number of cards on the field (in players' Hands or Holding Decks) and rearrange them as you see fit, though maintaining the amount in each location. You need not declare your target before defence.
  • Favour (Diamond): Draw up to power number of cards and add them to your hand. Discard down to 7 cards before taking another Action or finishing your turn.
  • Heal (Heart): Draw up to power number of cards face down and add them to either the top or bottom of your Holding Deck.
Instead of using them as an Action, a player may play one Royal per turn to their Court, face up. Doing so prevents any other player from being able to use that same Royal for as long as that card remains in their court, though the player who owns that Royal may still use them in Actions. Additionally, if you have all three Royals of a suit, you gain +3 power to cards of that suit. This may only be done in your turn.

Additionally, at any time (in your turn or off-turn) you may remove a Royal from your Court voluntarily to use them in an Action (though they never re-enter your Hand, so you must use them immediately or discard them). Once this has been done, you may not add an additional Royal of that same type to your Court this turn. I.e. You may not have a King of Hearts in your Court, remove him, use him, and play another King of Hearts that you hold to your Court.

Defending can be done by any number of players when another player plays an Action, but each player can only Defend with a single card per Action. To do this, play a card of the opposing colour to the Action (Red > Black, or Black > Red). Reduce the power of the Action by the power of the Defence. If an Action's power is reduced to 0 it failed (but still counts to the total Actions used). This can only be done in your off-turn.

Exploiting can be done by drawing cards from your own Holding Deck. This can save you in a tight spot, but also harms your 'health'. This can only be done in your off-turn.

Assassinating can be done by playing a Joker Card and removing a Court Member from an opposing player's Court, thus allowing another player to add that same Royal to their own Court. This can only be done in your off-turn.


Winning The Game

Once a player's Holding Deck is reduced to 0, they lose, and their Court is disbanded (and discarded). When there is only 1 player left, they win.

Clarifications

Once a card has been used to perform an Action, Defend, Assassinate, been Assassinated, or is discarded, it goes into the Discard Pile. Once there are no more cards to draw from the Deck, reshuffle in all cards from the Discard Pile into the Deck, and keep going with play as usual.

Royals are worth the following amounts: Jack (11), Queen (12), King (13). Ace is worth 14, but is not a Royal and cannot join a Court. Further, Jokers are worth nothing and cannot be played in any way except to Assassinate another Royal. You may also never have multiples of the same Royal in your Court so as to "hold" the space. Only one Royal of each suit can ever be in a Court at any one time.

Cards used to Defend do so to their full amount. Any excess 'defence' left over does not get stored anywhere. Therefore, if you use a Defend card of 5 power against a 2 power Action, the other 3 power is simply wasted. So choose carefully!

As I say, please give this a try and let me know in the comments.

[EDIT #1] Thanks go out to Robert for making me realise I forgot some things in the original write-up, and for suggesting some changes. I'm a goof.

[EDIT #2] Thanks to Amelia, Laith and Sam for playtesting this over the weekend. It's fun, though a few issues need to be ironed out, so I will likely have to make a 2nd Edition!

Tuesday, January 6, 2015

Emotion in Gaming 2.0 - Part #3 - Involving the Other Senses

Woo! Back after a long break from a great many things, I am ready to start writing again. So, I'll get to continuing my oldest/newest series.

This is Part #3 of a 5-part series. For the other 4 parts, go to these links: Part #1, Part #2, Part #4, and Part #5.

Since the beginning of versamus my writing and my GMing has grown considerably. As such, I felt it would be a good idea to re-write the first series I ever released on here - Emotion in Gaming (1234). This post is a continuation of last post, Involving the Senses.

This series is useful to GMs and players alike who want games that really stay in your memory, long after the session in which it was played has come and gone.

Emotion in Gaming 2.0 - Part #3 - Involving the Other Senses


Last time I talked about Sight, Sound, and Smell in RPGs, but now I am going to finish up this 2-parter with Touch and Taste. Both of these are massive categories, so I had to split it up a bit.

You don't have to go full LARP to create immersion - though it couldn't hurt.

Touch

Touch is perhaps the most difficult sense to employ, but one of the best when used correctly. This comes in via props - in-game letters that you've prepared and handed to the players, 'magic' rings you've found, precious stones, coins, and the like.

Whilst making these items is possible, it can take a lot of time. Except in the case of letters, which are pretty easy (just get some parchment paper from your local craft store, and either print out your notes in calligraphic fonts, or get a fountain or quill pen and have some fun!) What you can do instead is raid local garage sales, thrift shops, and your parent's attic over the holiday break.

Anything from old jewellery, to pewter tankards, to a pipe, a hat, a broken doll, a wooden box. Anything. You should be able to pick up any old item like this and craft a story around it, or using it, or at least think of a way your players would love it. If you're playing a Sci-Fi setting and a friend of yours has a broken computer, laptop, tablet or other device, see if you can steal the broken pieces and make your own 'Tech' with it.

Coins, and in-game currency, has always been a close one to my heart. I've always wanted to be able to thrown down a bag of money in front of my players, and have them use it as they would in the game. However, currency represents a few problems: how do you get enough of it to be usable? And how to you make sure the use of it doesn't overshadow the game?

Several services now exist for in-game coins, the best of which would have to be Campaign Coins. However, Campaign Coins are quite expensive, and unless you can easily afford it, it is an expense that shouldn't be high up on the list for GMs (as coins don't add THAT much to your game).

Another alternative is to use metal washers, or other circular tokens. Again, getting enough of them is an issue, but can be done with a little investment. One method I have used is when I went to Japan I saved all the small Yen currency coins and brought them back with me. A few hundred 1 Yen coins work wonders as silver coins! Don't use native currency, as it has the issue of having immediate monetary value, and can become confusing if someone has their wallet out at the table.

Or, you can do what I do and offset some (or all) of the money with paper notes which can be printed in the same way as normal parchment notes above with a little photoshop skills to make the design. I've done this very successfully with Warhammer Fantasy Roleplay and Dark Heresy in the past, so I highly recommend this! (And if anyone wants the files I made for these, feel free to ask)


Taste

Taste is probably my favourite sense to use in games, as I do love to cook. It can be done cheaply and quickly - serving coffee (or ReCaf) in a tin cup when your players are fighting in the trenches of Cadia - or slightly more expensive on time and money - by serving a full multi-course Russian meal when your players are the guests of honour in a Boyar's court. Cooking is great, because you can have everyone bring something else to the table when game day comes around, and it fills your play area with smells, and tends to get everyone in a good mood before play begins.

You may wish to serve food before play begins, eat, and then get into the swing of things, or eat during play, but remember a full mouth is a misunderstood mouth, and the GM may want to hold back during dinner time. My advice would be to either serve before hand as stated, or plan for some PC planning or discussion - an intrigue scene where you can talk as an NPC instead of narrating. Have someone bring the bread, and someone else the wine-spirits-or-beer as dictates, and either cook something yourself, or get another player who can cook better than you to bring the main course.

Trust me, it will make a memorable game. It has for me many times.

Next post will be about the Cardinal Emotions.


Have you ever used touch or taste at the tabletop to heighten the ambience, and create more memorable moments? Did it go well? Did it go poorly? Let me know!

Sunday, December 7, 2014

What I Learned About RPGS from MC'ing a Wedding

Yesterday, Saturday December 6th, 2014, my best friends got married. They were both beautiful, and the wedding went off without a hitch... Which was surprising, considering I was both Best Man and Master of Ceremonies, so a lot of the screw-ups (which thankfully didn't occur) would have been on me!

The whole experience got me to thinking: planning and running a wedding is a lot like running an RPG as the GM. In fact, the two are so similar, that I wouldn't be surprised if that was why I was chosen for the role!

So here are a few tips for both MCing a wedding and for running a successful RPG session.

Tip #1 - Over-Plan, Under-Plot
When planning for the special day, I looked over several revisions of run sheets, spoke to everyone who may-or-may-not speak, collected together a series of items for the Groom in case of emergency, and ran through every situation in my head before it could surprise me. I also wrote a giant stack of palm cards with every step of the day marked out clearly.

Now, do you think the day went according to the plan? No way. Herding wedding guests is like trying to direct players - except you have about 10x as many, or perhaps even more! And yet, all this planning wasn't wasted.

Because I knew how the day was supposed to go and why back-to-front, I knew what I needed to change on the fly to get it back on track, or just as good. It also allowed me to be comfortable enough with the material that I could improvise when I needed to (which I did need to with several points).

For RPGs, I would recommend this sort of over planning, yet under plotting. Know who your characters are and what they want deeply (and why!), and then figure out how they're going to get their goals completed. Once you know this through and through, throwing a few players into the mix wont hurt so much. Your players will mess everything up, but your finely crafted NPCs will be able to reel with the punches and deliver some great dynamic game play!

Tip #2 - Get to know your guests and supporting cast
I spoke to everyone (or near everyone) on the Bridal Party, close family of the Bridal Party, and Church/Reception Staff before their roles were exposed to everyone else. I knew where their weaknesses were (Would they dance? Would they give a speech? Would they prefer to mingle early, or take a break from photos, etc?) 

This enabled me to know who I could rely on for what tasks, and to delegate out pieces of the evening. If I needed something for the Bride or Groom, I knew who to ask. If I needed to shuffle around some of the speeches, I knew who to talk to. If I needed to get the music changed, I had that covered.

Obviously I couldn't do everything at the Reception myself, and nor should I. The parents of the Bridal Party would want to help out on the newlyweds wedding, and I was more than happy to have their help! This delegation allowed me to focus more on the Bride and Groom, and also allowed the rest of the Bridal Party to feel more included, and to actively shape the happy night their children will remember for the rest of their lives, and that is truly special.

For RPGs, this advice boils down to: know your players, and know what they're good at. Do you have a player who is great at maths? Have them keep tabs of HP. Do you have a player who loves music and has a great ear? Have them run your playlists. Do you have a player who can bake? Have them bring some delicious treats for the rest of the players!

Keeping your players involved beyond just being characters enables them to build culture with the RPG group, beyond just in-game memories. You'll have your players talking about not just the two-headed Troll they slew, but also the sweet music going on in the background, and the delicious biscuits to go along side it! This sort of culture is, in my opinion, deeply important to RPG groups.

Hell, it's the reason the Bride and Groom are my best friends... I became close to them through my first campaign in Melbourne!

Tip #3 - It's ALL about the Bride and Groom
The single greatest piece of advice I received when planning for last night was that nothing matters beyond the Bride and Groom having a great time. Nothing. If they are happy, the wedding is going well, and in return they are happy, ad infinitum.

I made sure to keep my Bride and Groom stocked with drinks, food and anything else they could possibly need. I made them know that if they needed anything I hadn't offered, they could merely ask and I'd get it. (I also discovered a form of Wedding Sorcery - honestly, if you're ever on a Bridal Party, try going to the Reception Staff and asking for something for the Bride or Groom. They will drop what they're doing and run for it. I may have gone power-crazy.)

For your game, know that so long as they players are enjoying themselves, the game is going well. So what if you'd planned for a Dragon fight at this point - if they're having fun discussing court politics with the aging King, then damn well let them! However, if they're starting to nod off, have the Dragon come to them! Bring them the fun - don't make them find it.

Tip #4 - Be Sincere, Be Happy, Laugh When You Fall, and Help Up Everyone Else
My last tip is simple - don't take yourself or anyone else to seriously... At the Reception, I didn't write in jokes. I was nervous, and I just said what came to mind. I opened the night by standing like a dick in front of everyone chatting away. I thought, How will I get their attention? I picked up my fork and tapped it against the glass in front of me like I'd seen in the movies, and like I'd always wanted to do. Everyone shut up and looked and me, and I forgot what to say, so I said what came naturally to mind...

"I've always wanted to do that."

People laughed, I laughed, and I remembered everything I was supposed to do. I made myself a momentary prat, and then captured the audiences attention and empathy. We were all there to have a good time. They weren't there to listen to my verbosity - they wanted to see and toast and love the newlyweds.

Plus, the line became a running joke for the evening, bringing everything together. Whenever I needed attention, everyone looked over and laughed again, and it kept the tension broken. We could get on with the good stuff. During my speech, I spoke sincerely. I didn't shove in Buck's Night Humour as one cousin congratulated me on afterwards, but spoke from the heart, and matched how I felt. I hope I did them well.

And so my last time is this: Don't run your game like a TV Comedy Panel, trying to force entertainment on your players. They want to have fun along with you, not be entertained by you. They want to build their own fun out of a game session, and build it co-operatively. So let them. It will make your job easier, and make the sessions better! Just run a game as you'd tell a good story to a friend down at the pub. Your players will laugh in the right bits because you will. Your players will be tense in the right bits because you'll feel it. And they will laugh when you fall, and you'll laugh when they fall, but just as you should help them back up, so to will they.

Final Words
I love my RPG group. I really do. We are all the best of friends, and I feel comfortable around them in and out of game with anything. I've seen two of them fall in love, and two others get married now.

The game is nothing compared to the culture, and that's what I want to protect. We're an RPG Family. Thanks, M.O.R.T.E.




Wednesday, November 19, 2014

The Lightest RPG Ruleset Ever

Don't worry, I'm still writing the next part of my recent series.  I haven't forgotten! This is just something I thought about on my way to work this morning...

The following is a ruleset for a light RPG you can play in any amount of time, even less than 30 minutes. Character generation takes 10 seconds, and combat (if you even have any) takes a single dice-pool per 'side'. It can be used for any setting, ever.

Each player chooses 3 things their character is good at. This could be anything, from Strength, to Running, to Talking People to Sleep.

Each player ranks these traits from +1, +2, and +3. You have to use each, and you can only use each once.

To make a test, a player rolls a d6. If they are testing an action against something that they have a trait in, they roll that many more dice and add all the results together.

The GM sets the Difficulty of an action (or in the case of a contested action, the other party rolls and compares the highest). Difficulty 4 is the base-line.

If a player rolls equal to or above the Difficulty, then they succeed. If they get equal to or more than twice the Difficulty, they have performed a Critical Success, and they can describe the extra awesome things they've done.

Combat is fought by both sides adding up all their dice and rolling it as a single dice-pool. The side with the highest total wins, and the other side loses. It is up to the GM and the players to decide what this means.

Weapons and armour, and other gear add more dice, or have cool effects determined in the moment.

Rules of Thumb: Don't be a dick. Play to have fun with everyone. Trust each other. Do these things and the system will work.

Have fun!

Monday, November 10, 2014

Emotion in Gaming 2.0 - Part #2 - Involving the Senses

This is Part #2 of a 5-part series. For the other 4 parts, go to these links: Part #1, Part #3, Part #4, and Part #5.

Since the beginning of versamus my writing and my GMing has grown considerably. As such, I felt it would be a good idea to re-write the first series I ever released on here - Emotion in Gaming (1234). This post is a revision of the second part: External Influences, which I am renaming Involving the Senses. I'm actually breaking this one into 2 different posts, as it was getting a little long!

This series is useful to GMs and players alike who want games that really stay in your memory, long after the session in which it was played has come and gone.

Emotion in Gaming 2.0 - Part #2 - Involving the Senses


Often the greatest barrier between your players and their emotions is, oddly enough, your game. Not the story, or the characters, or anything on that kind, but the fact that you're all sitting around a table and playing something. Whilst true immersion is impossible (and not even ideal), you do want your players invested in your game world. The best way to do this, I have found, is by influencing your players' senses.

As I touched on last time, we have more than the 5 senses that good ol' Pliny put down, but we can hardly include proprioception into a campaign. What we can do is influence Sight, Sound, Smell, Touch, and Taste. Some of these tips are elsewhere, and last time I left them out if they were, but not this day.
Procrastination, always putting things off till another day.

Sight

Sight is the easiest and cheapest trick in a GM's book. A GM can go to really any length on this spectrum, from finding good image boards on Pinterest (of which there are many), and checking out the two Greatest Damn Art Resources(1, 2), to making PowerPoint presentations or AfterEffects clips showcasing the art, all the way to performing your own "holograms" like I described last time.

Really, anything can be mocked up easily for your players' benefit.

Not only is sight easy to trick, it is also quite effective at rallying your players behind a single mindset. A map is great to give a sense of scale to a journey, and a monster image will help build the epicness. But all of these techniques are surface deep.

The best use of sight I have ever done was in limiting it. By controlling the lighting in your sessions you can build fear and apprehension (much as I did, by making the corners of the room difficult to perceive). This can be done in any way from replacing electric light with candles (or those "electric candles" you can get from craft/homeware stores) to a dimmer switch.

Sound

Sound can be a great addition to the tabletop for building emotion, but it can be a distracting tool for the GM to use. Building playlists around themes may work for some, but I often find myself either ignoring the playlist completely, or tripping over it as the mood changes.

Luckily, fantastic alternatives now exist! Syrinscape, a subscription-based system enables you to more seamlessly integrate sound effects and music into your game. However, there is a lot there, and it might not be to everyone's taste. Therefore, a free alternative (though you really should donate!) is Tabletop Audio, a lovingly curated background ambience web-player. Check it out, if you haven't already.

Music should be played at low volume so that when only one person is talking (hopefully the GM, not players talking over each other) it can be heard in the background, but when everyone is getting into the spirit, it doesn't make you raise your voice. Sound works best to create emotion when you match the flow of your own voice to the music, so make sure to describe those dark caverns in a slow, deeper method than a pirate swinging from the riggings!

Smell

Smell is a very difficult sense to trick, especially so at the tabletop when you don't have anyone behind the senses. Whilst I used to think incense was a good idea at the tabletop, it can be very distracting if done incorrectly. Instead, I now advocate for mixing Smell with the other senses:
  • If you're using candles for lighting, consider scented candles (or maybe even church candles if you want to get that waxy smell really strong),
  • If you're cooking (see Taste next post), make sure you do it shortly before playing, so the house smells strongly of the food,
  • If you're not directly cooking, put some spices in a pan for a few moments, or brew some coffee, or make fragrant tea,
  • Spray a little perfume under the table at a pivotal moment,
  • And so on...
Smells should be used sparingly. Not everything needs a physical smell, but you should always describe it at least. However, if you have a villain who always smells like sickly lavender, and you spray some under the table every time they appear, the next time your players smell it yet you've said nothing they will go into frenzy.


Next post will be about Touch and Taste, my two favourite senses at the tabletop!


Have you ever used sight, sound or smell at the tabletop to heighten the ambience, and create more memorable moments? Did it go well? Did it go poorly? Let me know!

Friday, November 7, 2014

Emotion in Gaming 2.0 - Part #1 - Group Dynamics

This is Part #1 of a 5-part series. For the other 4 parts, go to these links: Part #2, Part #3, Part #4, and Part #5.

Since the beginning of versamus my writing and my GMing has grown considerably. As such, I felt it would be a good idea to re-write the first series I ever released on here - Emotion in Gaming (1, 2, 3, 4). This post is a revision of the first part: Group Consensus, which I am renaming Group Dynamics.

This series is useful to GMs and players alike who want games that really stay in your memory, long after the session in which it was played has come and gone.

Emotion in Gaming 2.0 - Part #1 - Group Dynamics


Emotions play a massive role in tabletop gaming, whether it is the anger felt over someone building your route in Ticket to Ride, or the sense of conflict-camaraderie when you push back the Barbarians in Settlers of Catan: Cities & Knights. Whilst these experiences are fun, powerful and memorable, they do not hold a candle to those had during a roleplaying game... Our group still shares a few moments of silence when Saint Ghanima's name is mentioned.
Is it that I don't like Catan? Or that Catan doesn't like me?
These emotional responses create long-lasting memories for players. Everyone around your table will remember the time when the young innocent barmaid is sacrificed for the greater good, or the villain slays a party member who then miraculously (and dangerously) comes back to life. (I'm getting chills writing these examples, as they are all excerpts from my Praag campaign!) These events will create a shared narrative around the table, and represent the height of the GM's craft - you've created events so real to your players that they count as 'memories'.

However, this isn't for every group. I'm lucky in that my group trusts me to run damn near anything. I've scared the shit out of them with sadistic cultists of Khaine, and I've brought (at least a few of them) to tears when their gruff mentor himself broke down weeping. I've been lucky in that my group are happy to experience these greater emotions. Not that we don't play for fun, but we are far from a beer-and-pretzels game.

But not every game is this way. Along with your Standard Table Contract, you'll want to discuss what emotions and topics people don't want to explore, and which ones they do. Some people love horror, others hate it. Some want romance in their games, others are uncomfortable about it.

To go through this, I advise three levels of gradation with each topic and emotion: 
  1. Green: The topic / emotion is completely fine. No issues with it being included.
  2. Orange: The topic / emotion is fine thematically, but keep it 'off screen'.
  3. Red: The topic / emotion is out-of-bounds. Keep it away from the game.
In the case of a Green topic, it's fine, just leave it, and let everyone know they can always flag it with Orange if they get uncomfortable. 

With Orange, discuss as a group how best to present it: "fade-to-black" is my personal favourite, where you say how it begins, and then allow the scene to explain itself in player imagination while you change the scene. 

With Red, just leave it out. If it is thematically necessary, discuss it with the group, but it is better to not have compromise. Nothing is worse than a player feeling out-of-character uncomfortable at your table.

Discussing these issues will help your game significantly, as it will allow your players an idea of the games you want to run, and the mindset that they should be coming to your game with, because at the end of the day, if the players don't want to feel a certain emotion, you're going to have a very difficult time making them...

Have you ever used a strong emotional response in your games? If so, let us all know! These tend to be the best stories from the tabletop, so keen to hear about them!

Thursday, November 6, 2014

Versamus 30k: We Did It, Baby!

I'm very proud today. I'm proud because versamus has reached 30,000 page views!

That's pretty intense, I have to say... 30,000 is a lot more than I ever dreamed I would get way back when I started. My writing has changed a lot in the 3.5 years, and my life has changed a lot more. I've grown as an individual and, most importantly for this blog, as a Game Master.
This photo is a metaphor about how I've been standing still with my hands cupped in front of my for so long that a tree has started growing in them. It has no relevance to this blog. None. Nothing about Growth. I'm just bragging that I can no-hands photograph.
In the 3.5 years I've finished a major campaign, graduated university as a Games Designer, and begun working in the industry. I've even started freelancing! I helped release a WFRP 2e fan supplement, and began writing my own... It's been a busy few years.

To express the growth that has gone into this time, and to pay homage to the beginnings of versamus, I am going to rewrite, and re-release my first four articles on the site - Emotion in Gaming (1, 2, 3, 4).

Thank you to everyone who has ever read anything on this site. A second thank you to anyone who has ever commented! (I don't get many, so when I do, I get very excited!!) And a third and far-from-final thank you to those who have encouraged me along the way, shared my work, or let me know that anything I've written has actually been worth reading. You guys are the reason there are 30k views on this blog. Not me. I had very little to do with it...

Cheers, and I hope I'll be doing this for a lot longer :D