Babbling at the Counter #05 – Pen and Paper
How tough is tough? Creating obstacles for PCs
As a GM, I’ve gradually moved more and more towards RPG systems with simple
conflict resolution. For me, it means that two different but related things are
simple: Values to Compare, and Logistics. By Values to Compare I mean how to
decide the Target Number on any given throw. By Logistics I mean how the player
has to execute the throw. Today, I’ll talk about Values; the next Babble will
be about Logistics.
Some systems are what I’ll be calling “complex”, if when designing an
object on the game world they have not only a lot of Values, but Values that
are calculated from the previous ones.
For example: Your character has a Body Stat (or Value). From it, you
calculate his HP as [Body x5]; his Combat Prowess as [Body + Speed] and his
Attractiveness as [Body + Mind] (because, clearly, being good looking isn’t
all, right? Ask a doctor or a lawyer).
Keep in mind that I’m not saying that complexity is a bad thing, ‘cause
I don’t think so. Complexity help both with realism (if it’s done right) and
with character customization (again, if it’s done right). It’s great if you
want to make a focus on gaming aspects, so the GM can just design obstacles
using guidelines to make them balanced against the relative power level of the
character but not taking into account their actual abilities. If they are
underpowered, they die.
But, what happens when the players make and unexpected move? Again, I'll
use an example:
So, the GM puts the McGuffin (big important plot related item) on the
hands a big bad orc tribe that lives on some mountains. She creates the stats
of the orc chief, the common guards, the chief's elite guard and even the
slaves, in case she has to use them as an improvised militia. She has a handy
list of every kind of weapon every kind of orc can have access to, and draws
the map of the tribe's settlement. With everything written down, she can check
whatever she needs as soon as the characters act. They want to fight? The
soldiers have stats. They want to bribe the guards to get the McGuffin without
a hassle? Well, there are stats and values for negotiation, in case the social
character wants to try to keep it non-violent. What could go wrong?
...
What? They want to seduce the chief's mistress to get access to his tent
while he is gone? Well, the GM hadn't thought about it, but he must have one,
or a wife, or something, right? So... she must be more intelligent that the
slaves and soldiers... but that changes completely the math about the Persuasion
Roll. Mmm... Of the course, the GM could just fudge the Target Number, but
then, what's the point of having so many Values to check?
In the end, either the GM improvises something on the spot (again,
making the complexity of the system irrelevant if not bothersome) or she forces
the plot to prevent that option.
In my short career as GM, I've seen my fair share of derailed
adventures. I used both of the tactics above, and in the end decided that it
was not worth it. With simpler games, it was easier. Following the previous
example and using Risus (http://warehouseoftrinkets.blogspot.com.ar/2013/08/risus-anything-rpg.html), this could happen:
So... seducing the mistress, eh? She is an “Orc 3” and “Chief's Lover 4”. So her devotion to him might
hinder any attempt to seduce her, or perhaps the character runs the risk of
falling in love with her if he isn't successful.
There are so many ways this
love triangle could go very, very wrong.
Either way she uses the same Value, “4” from “Chief's Lover”, a simple Value to
think on the spot taking into account the character's abilities (so the GM can
make the encounter easy, average or difficult).
Ok, so to sum this all up. Simple systems offer a simple way to
improvise, so creating obstacles doesn't interfere with the flow of the game,
while giving a numerical system to decide what can and can't be done, and
giving players the options to customize their own abilities.
Even though complexity can be good, it's not suitable for every
situation (neither is simplicity, it depends on play style).
Next week I'll give my take on the Logistics of RPGs. Have fun till
then!
- The Storeman
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