Tuesday, October 26, 2021

I accidentally designed an FKR game, and you probably did, too.

 Disclaimer: please do not take this personally these are just my thoughts and i bear no ill will to benjamin milton or any FKR enthusiasts

 

Complexity

Recently, I was taking a bit of a look around the tabletop RPG sphere. I've recently purchased Warhammer Fantasy Roleplay 4e, mostly due to having someone run it for me, and my Blood Bowl group being generally interested in playing the system. It's a pretty big first for me, probably the crunchiest system I've run in my entire life. It should then go without saying that my favourite tabletop RPG systems are the simpler ones, and I will elaborate further why below, but as I read about this new 'revolution' in tabletop roleplaying, I seem to have stepped into an alternate universe where the way I have played OSR games for the last six years was in fact, a new 'emerging playstyle' that has been showing up in various discussions: FKR.


I've never been a fan of 'complicated' systems of like DnD 3e, for the simple fact that I was actually gate-kept out of various groups when I was a young lad. There's more history to it, but the person who was my 'in' to the group generally liked to keep his friends separate for insecurity reasons, something I didn't understand at the time. He would just hand me a character sheet and tell me to figure it out, and since I have ADHD, I just would try to, then get bored and it was back to video games.  

 

When I finally started playing good and fun tabletop RPGs - I started with Changeling- the first thing I learned about Tabletop RPG players who played complicated and crunchy systems tended to be the most horrific and abominable players. I remember an absolute clownshow of a roleplaying session where a player tried to figure out reason to not let a character shake his hand, because while his character would never know it, he knew from reading every single book there was that this NPC would be able to spy on him from the act. Twenty six minutes of getting increasingly more obviously irritated that he couldn't argue that his character would never shake another person's hand due to blind paranoia(after 20+ previous sessions of accepting drinks, gifts, rides places, sharing confidential information and more) finally resulting in him being 'forced' to shake a friendly character's hand and grumbling about it for days afterwards. 

RPGs and myself weren't on a way to becoming good friends. I dove into a multitude of systems, and I've read nearly ever RPG type under the sun, and the less control you have over building your character, the more I liked it. I dabbled in 5e, but the "treadmill to awesome" gameplay of having my players tell me how 'excited' they were to get to level X so they would use feature Y over and over made me feel like it wasn't a very good game, it just promised some cool shit way down the line, like Dragon Ball. 

 The OSR 

The OSR was a breath of fresh air. My entry into the style of play was Dungeon Crawl Classics, a wonderful and exceedingly well thought-out little system with very granular but not overly complicated rules. At the time, I'd never read a system that didn't have less than 30(usually way more) rules for everything, and DCC was even more impressive in that the rules were almost nonexistent, aside from optional rules. Most of the rules were just "roll on this table if this happens" and the game was very much saying things that were flagrant blasphemy to the orthodoxy of mainstream gaming. No, you can't fight a Balor at level two, it's CR X and that means it'll slaughter you in 1-2 turns. 

 

Beholders at level 3? Yeah, stick to the goblins, kid. Come back at level 10, you nerd. It was very nice to see adventures like Courts of Chaos where you are engaged with dealings of Moorcockian Chaos Lords of old. It was around this time I also read most of the Appendix N, which were many of my first forays into that whole style of fantasy, before that, I was very much part of the 'normie' "wow! game of thrones! so much cursing! it's so different to Lord of the Rings! thought process. Thankfully I can now me smug and clutch my copy of Three Hearts and Three Lions and know I am in fact, one of the blessed learned few in my ivory tower. Simply put, someone showing me his DCCRPG corebook in 2015 opened up to me an enriching look into a type of fantasy roleplaying and fantasy literature. It rewired my brain entirely on how these things of things were 'supposed' to work, and in fact, taught me that there were people who didn't think that you needed 40+ pages for combat alone to make an RPG worth taking seriously. 

I've read many other OSR systems, always finding them almost what I wanted, and eventually, I just shrugged and wrote my own whole-ass system for my own use. I don't know how much of it is my own stuff, it was largely a collation of my favourite ideas and concepts. Maybe the surprise dice? Who knows. It wasn't made for commercial use. 

Analyzing the "Brief Introduction to FKR"

After all of this, I think it's time to talk about the FKR plainly, and I thought a nice analysis of its six main points would be the best possible way to look at them. After all that stuff, let's get into the discussion.

#5: FKR is a high-trust style.

Starting with five because structure is for buildings! I have to say, this is a baffling point to me: all tabletop roleplaying games are a high-trust style. You cannot run any tabletop game while constantly breaking people's trust unless those people are so deep into geek social fallacies they'll literally allow you to physically and verbally abuse them all day because they can't understand this isn't what a friendship is. The majority of tabletop games require an expectation management game, and if you want evidence, go look up any and all Dungeon Master horror stories. Most of, if not all, involve people running the game in a way that breaks the trust and makes the game less enjoyable for everyone. You tell someone they're going to play Dungeons and Dragons, and then they get there and instead of Dungeons or Dragons, your DM is talking about how important it is to have sex with animals in his setting, and you're expected to do so or make major social faux pas and now your trust is violated. Most people will generally walk from a game where they're expecting PG-13 adventures killing orcs and saving damsels and you have them walk into the Orc Gang-Rape Room, because that wasn't part of the expectation, and most players are expecting you, trusting you to not throw them into that kind of a situation out of nowhere. Tomb of Horrors would be an aggressive trust violation unless your players were specifically expecting a nightmare TPK dungeon(and as everyone knows, the original players were) and the same goes with Death Frost Doom, a fantastic little adventure about how you should listen to the crazy old man telling you the place is fucked up, but running an adventure like that straight with no warning is a singular kind of dickhole-ry unless the entire group is generally expecting(and interested) in things like that. 


Generally, when playing RPGs with people you're generally trusting them to be a pleasant person to play games with, same as any hangout. Any form of gaming is high trust when it's done in person, most people are trusting you won't suddenly flip the table or smash their teeth in if you start to lose. If you violate that trust, like FKR games and such, you can expect to lose players and sometimes even friends. There are gaming systems that attempt to mitigate DM fiat with metacurrencies that can brute-force change DM fiat but my take on this has always been "if you literally need rules to stop DMs from "rocks fall"-ing you, have you tried playing with a DM that isn't a complete bag of shit?"

Points #1-4, 6: LESS RULES 

The entire rest of the post is a general abstraction of the same handful of points, in that you need to have fewer rules to play FKR. There's a lot of attempts to get to the style of a Blackmoor campaign, which famously didn't have anything remotely resembling a clear rules set, mostly some hand-scribbled notes and some creature descriptions and everything I've read from FKR is mostly just that. 

So to the first point: " A common trend seems to be starting out very bare-bones and then adding in rules as the campaign continues, based on what it needs. These mini-systems are frequently tweaked, replaced, or thrown out as the campaign evolves."

This is how I've been running TTRPGs for years. I love the dungeon crawling procedure but I typically refuse to use it as anything but a narrative tool. Ask anyone on /osrg/ and they'll tell you you're not running an OSR game(get ye gone). Unless it's a new place, it's very dangerous, or they're transporting valuable cargo then I typically don't bother and just abstract it. If the dungeon is small and everything in it is dead, I just say "you leave the dungeon". I even put this in my ruleset as a thing to do, although sometimes I'll just randomly designate an area to never not use crawling procedures to mess with my players a bit. They'll not know the North Hallway is safe but they're always going to pay attention! This is also how the vast majority of OSR DMs I've had over the years ran the game. There was no Dungeon Master coming at us seventeen sessions deep and feeling the strong need to strictly time our trek back across the first floor of Stonehell to exit with our gold, the one time we did it was because we'd stolen a shitload of gold and were carrying it in very(his words) 'clinky' leather bags, attracting attention from the few things we'd bothered to leave alive. 

Most people I know who run OSR games like them because they're simple and you can just bolt on whatever rules you want. There's enough different mass battle systems out there you can just pick literally whatever the hell you want and run it.

Most of the old DnD editions usually had FKR abstractions in them as well, Domain play never got good rules and generally just described tasks with no guidance how to run them. Clear the lands, you will start attracting followers, monsters will attack you. Where's the rules for levies? For managing a household of servants? For collecting rents? Defending against sieges? The answer is that you were generally just expected to wing it, and pretty much every single DM just winged it. 

 All of us do, by the way. Recently disgraced streamer Arcadum had a thing where he talked about "consulting the deep notes" in his streams, and people who knew him in IRL have stated the notes don't exist and were mostly just shorthand for him taking a few minutes to think about what the fuck he was going to do next. Any DM who tells you he never short-hands, eyeballs, or abstracts is either lying or hasn't had a group last more than 3-5 sessions.  We all chuckle at the joke from Community where a player smugly tells the DM he's going in the opposite direction and the DM pulls out a massively over-detailed world. It's a fun joke but most of that stuff gets pulled out a hat. The stuff that lands gets used. Free DM Advice: never "create a whole world" without having it land for your players first. You will sob tears of bitter sorrow if you write an intricate legal system for your players to explore and they decide they're just going to run screaming from every lawyer they meet and use magical mind control to just force people to do what they want.

 Another point: " FKR places a high priority on immersion and realism by giving the DM a lot of authority over the rules. They can decide what to roll, when to roll, the range of possible outcomes, etc."

Again, this is just the advantage of tabletop RPG playing over a computer game, and then zooming in a bit more, it's just the value of low-complexity OSR systems over metacurrency and feat-choked nightmare systems where manipulating numbers is the skill, not the gameplay. His minimalist example linked there is interesting, I've never read that before but I've had this happen many times. There's a class in my game where you can play as a Lich, and one of its abilities is that it can summon little shades. They're visible, anyone can stab them to death, but they can move through walls, can be infinitely summoned (max of 3 at a time) and never get stronger. One of my lich players tried hard to make them stronger(I added items that allowed extra summons and more damage to a point) but overall she just treated them as Pikmin and threw them at enemies nonstop. 


The second player in a different campaign looked at me and said, "Can I talk to them?" and suddenly an ability the other one considered "mediocre" became the most powerful skill in the game, as was sort of the intention. I allowed him to summon specific dead people and ruled that the fresher the dead, the better the mind would be, and suddenly my players never needed to spend any time investigating anything. Dead body of a rival adventurer? "Oh there's a blade trap. Cut me in half. The trigger is right there, master." Dispute over the will? "No, the will has been changed. I intended to leave my estates to my daughter as my son is a lout and a womanizer who can't stop gambling." This led to(medieval) courtroom battles, seething Paladins and Clerics who didn't like the whole "bringing people back from the dead" thing, and social upheaval like you wouldn't believe. Grief-struck parents gave my player character everything they owned to just speak to their son one more time. Murderers were haunted by their victims until they went insane and confessed, we even did "A Christmas Carol" with one particularly shitty Baron who did not learn his lesson but he did commit suicide and left his more compliant son to let the party have the horses they wanted. The amount of mileage that player wrung out of my "osr" system sounds like something you'd find in a described FKR game. That also ties into point 3, which is "less rules to let players do more" and again, this literally happened because I thought I was following OSR principles of player skill and imagination being more paramount than rules. Rulings, you know?

Final thoughts

Obviously I'm neither offended or frustrated by the idea of the FKR. It's more of what I like from tabletop games, and I'm way into abstracted character advancement and simple rules. My current obsession with WFRP is an aberration, not an establishment of a norm, but I do wonder why we need a new label for such a way of playing games. I salute the FKR and I hope you guys start putting out some really great ideas. I'd love to see more modern blogging efforts like those heady days before 2018, where bloggers would just drunkenly dump an entirely new way of looking at class progression nobody had ever seen before onto a blog that you may never see. That feeling of searching through the blog "maze" of the OSR was amazing, there was a near infinite amount of fun and interesting ideas to find being posted every day at times, and I hope that the 'FKR' brings it back.

 

Arneson always seemed like a more fun DM, anyhow.

 

- Dicey


PS. What do you think? Am I way off-base? Let me know!

Sunday, September 26, 2021

Painting Table

 So I've been getting into the uh, warhammer scene. Not Warhammer warhammer, just warhammer. I really like the models, I really like the worlds and I generally find them pretty well put together and fun. Much moreso than most settings and it has slightly impacted my development of TCFRPG. Not extremely, but I do genuinely enjoy painting miniatures, its hard and I complain a bit while I do it, but I do it because I like doing it and that is what matters to me.

Unfortunately I'm a dumbass and have amassed a really big collection of very nice looking unpainted miniatures. My progress through this horde has been slow, it took me two weeks to finish two skaven Gutter Runners and two linemen for Blood Bowl! I haven't even added the decals onto the bases yet! 

So I made a table.


And I rolled a ten, so let's paint the Gyrmwatch:



This should be fun! All contrast for this lot!

 

Sunday, July 18, 2021

The City Fathers Dev Diary #2: Heroic, Expedition and Domain play

 2021-07-18

 

Tiered Play

One of the things I find with a lot of rules systems I don't like is that most systems don't really try to make a system that can accommodate most playstyles. With The City Fathers, I wanted to write a system that allows the DM to easily set expectations for both himself and the players and create a really cool campaign that doesn't throw too many curveballs. I think a lot of campaigns die with a whimper due to poorly set expectations (after the number one cause being life) and I thought that every game should offer clear guidelines for what they mean when they tell a player the campaign is gonna be about X or Y. If you go "hello, we're doing a pirate campaign" that doesn't really "set expectations" in any meaningful way. How? Are you going to be carefully plunging through caribbean themed tombs? Are you going to manage your ship's supplies, raiding other ships for things, sail them back to port and offload them for fun and profit? Will you be building up your own Libertalia or navigating complex political alliances among the Great Pirate Lords? Or are you going to do a Pirates of the Caribbean adventure where you gotta stop the evil pirate before he gets the thing and does the thing? Save the world, etc? Because there's a lot that goes into "pirate campaign". 

Some people write specific systems for these games. I wanted to write a system that is easy enough to understand, doesn't require the tedium of something like GURPS and lets people make fun characters. I'm aware that many setting-agnostic systems exist, like Cypher or GURPS, but I'm just arrogant enough to believe that I'm gonna provide the real solution this time! 

 

I did it!

 

Heroics 

Heroic play is all about doing the simple beer'n'pretzels shit. Lord DarkSoul has stolen the world endin' gem and its up to you, noble heroes, to be guided through a modestly pre-prepared storyline and slay his lieutenants, undo his worst plans, and then hack him to pieces on a mountaintop. He's a bastard and an asshole and you're the one who is going to fix this shit, fix it good. 

For how that would alter the game, the main differences would be a lot more starting health, and so instead of "roll STAmina and your HD and that's it" you would take the max value of your hit die, then roll again, then add your STA modifier. This would mean you get a real jumpstart to your health pool. You also do the roll 3d6 and drop the lowest and decide where you're going to place them, giving you higher on average ability scores. On top of that, you wouldn't have to worry about equipment: it's DCC rules here, left vague and up to the Judge - "if it makes sense, you can carry it". On top of this, I added that you can simply pick whatever starting equipment you want, because plate mail doesn't help very much when you need to make saves - so you need to be careful. High AC won't save you much. 

The biggest change is probably including a proper exp system, one which would only be used and allowed to be used in Heroics systems. This means that warriors and combat focused Features are infinitely more valuable, useful and dangerous than in the other versions. Heroic play is all about combat, and modern DnD style adventures. If you want to do 5e adventures, you will want to do it with Heroic play. 

 

Expedition Play

Expedition play is very different to Heroic play, and it's the most OSR feeling of the bunch. This is where you get everything from strict time records to careful tracking through a dungeon. It's very easy to have a character who, in theory, should be stomping face in a dungeon, but his 2hp betrays him. It's easier to die in this mode than the other two, and it's for people who want a DCC-esque experience without DCC's guardrails making it harder to die. None of the things mentioned above are true here - you roll 3d6 down the line. You take what you get health wise. You have strict encumbrance rules. You have to purchase your own equipment. There is no experience points given for killing monsters, instead you gain a free test for "hard" battles (more on that in a later post). All of this means that warriors with high HP pools and STR scores are going to be at a premium, but - the more tactical players will find themselves much more useful. A locked door, a lone guard near an alarm, etc - these are things you won't really need to worry about in Heroics. In Expedition play, each of these is gonna be a cool challenge. 

This very much is about the old-school loop. Into the dungeon, battle, barter and befriend your way through the various challenges, and then leave after a few rooms, pockets clanging with glinting gold. An easier way to explain Expeditions play is that it's the default assumed play, and Domain and Heroic play are pulled from it. 

 Domain Play

Domain play is the toughest one to define, and so I won't be doing much in the way of trying to "codify" what it means for every single campaign. I'm probably just going to come up with domain rules for each and every single thing. The original set of the City Fathers rulebook came with a fairly work-able little domain system but I ended up throwing it out (somewhat) because it wasn't as modular as I wanted it to be. The City Fathers Domain and Setting Book I will probably contain enough campaign rules for running campaigns set in that particular city, running your own little domains, warring with others, generating them on the fly, detailing them and on and on and on. For how it will play at the table, you'll just be expected to think in grander terms for your adventures. You'll need to, as a Judge, add intrigue to your player's games. They'll have responsibilities. They will be leaders of a community, and experience the difficulty of keeping that community happy. This can be as small as a ship full of pirates or as large as a massive empire ruled by satraps. 

 

That's that

There you have it. The general idea of this tiered system is to provide a similar, easily understood systemic ground for you to build a campaign on. If you say, "I want to run a tribal survival game, domain-level", everyone understands what you are doing. If you say, "I want to run a vampire hunter campaign, expedition-level", everyone will know what you're doing, and what to expect. And obviously if you say, "I want to do a pirate campaign, heroic level" people will come in expecting fun adventure. 

 

In this way I generally hope that things will work for players. When people are playing "the city fathers", I want that to mean everyone understands how to fight and throw spells, but as to how the campaign unfolds is the thing. 

 

Let me know what you think. 

 

- Dicey

Wednesday, July 14, 2021

The City Fathers dev diary #1: A general outline

 This is the first post on what I assume will be many, many posts on the state of The City Fathers rpg. I'm not entirely sure where this is going to go, but I would like to finish this project.


So, What's All Going To Be In This Game?

The City Fathers is a tabletop role playing game of exceptional quality. It's my own 'riff' on DnD, and I daresay, it's the best one. Chalk that up to arrogance, but I only started RPGs as a hobby in 2014 and tried out over 63 systems before I threw up my hands in deep frustration and just made my own. I spent about six months trying to get people to read it and give me feedback, but I sent copies to about fifteen people, many of them OSR 'names' if you will, established and relatively successful artists and I never heard back from a single one. So, I said fuck it, clawed a group together and ran it from december 2020 to june 2021. Some of this was online, some of this was with people in real life. For the most part, we had some cool campaigns, even if nobody ever left Thimmer. What a shame. 

So there's going to be two books, that's the hope. PDF, PoD on DTRPG and PDF on Itch.io. There's just realistically no way to really do RPG books printed in China with the way shipping prices are now. 4k to 20k over a month, it's nuts. Lots of kickstarter people got fucked from that.

So two books. One is going to the basic rules for exploration, combat, and character/class creation. You know this. Some of you have seen it. The other book is going to be the "Domain" book, with lots of lore and story and such. 

Okay okay, what's the game like?

The City Fathers Rulebook: Rules for characters, combat and exploration is going to be the first one. It's tentative table of contents will be something like this:

Introduction: What is an RPG and what is TCFRPG? (Polyhedral Dice etc)

Heroic-Level Campaigns

Expedition-Level Campaigns

Domain-Level Campaigns

Character Creation

The Custom Class Generator (Race and Class notes on balance)

Class Features (Dice-Specific and non-dice specific)

Sample Classes (This one confuses people, I might just delete it, they were mostly meant to be examples)

Equipment (pretty simple)

Exploration Rules (One-page)

Combat Rules (One-page, this is an OSR game and you don't need crazy rules for it)

Magic Rules (Acquiring magic affinity, combat spells, ritual spells, gathering spell components)

Advancement Rules

That's going to cover everything you need to make a character, arm them with weapons, customize their class, and get into trouble. There's rules for exploration, stealth, the unique rulings for healing (they're weird) and the slot-based system for encumbrance. Magic rules exist as well, but don't take that to heart, magic is something you earn your way into in this system. But you're meant to earn your way into everything besides what you get from features. 

 The other book is going to be the domains book, and instead of writing domain rules that can be universally applied, because that fucking sucks, each one of these setting books I write will be a domains book. Setting books are really boring and I hate them, unless they're game-able. One of my biggest frustrations was buying incomplete setting books. Either it's a bible of garbage that's unusable or there's so little content and there's a bit of a wand-wave followed by a ~just make whatever else you need up~ which...no. 

Anyway, the table of contents will look something like this:

The City Fathers Domain and Setting Book I: Thimmer, the Rot Behind The Walls

The World As We Believe It (This is just a very brief, 

less than 5 pages explanation of the world in the perspective of two different people, 

one who lives in Thimmer and one who lives in the world beyond the walls.)

Thimmer, as We Perceive It (Perspective of life in the city from four different perspectives)

Our City Father: (Bootlicking summary of the main "villain" and ruler of Thimmer)

The Magistracies of Thimmer (Crime and Punishment/bestiary)

The Corruptors of Thimmer (Factions, acceptable/bestiary)

Our Gods In Thimmer (Religion and Religious Factions/bestiary)

The Filth of Thimmer (Criminal factions and additional enemies not covered elsewhere)

Hidden Secrets of Thimmer (Magical Spells for this city, rituals/bestiary of spellcasters)

The Thimmer Campaign (general explanation of how I run the campaign, 

how you'll play in said campaign, etc. This includes rules for generating your own arbitratum, growing it in size, 

waging war on other arbitratums and how to generate them for endless adventuring locations, think a hex generator.)

Shatter Approach (Sample Arbitrarum with three small dungeons)

The Glass Moon (Dungeon, proper-sized)

 

That should cover everything. Stay tuned! More to come! 

 

- Dicey 

Tuesday, July 13, 2021

Question: What is this blog, what are you posting?

This is my dedicated hobby blog. It's for when I do TTRPG things, it's for when I do wargaming things, like painting miniatures and the such. This is the place you're going when you're actively following the development of:

- The City Fathers [Rewriting Phase]