Aside from getting a Tribe 8 game going, I have two other things I want to expand on. The first is the setting that I started writing for the #ADX anthology. I had a lot of stuff I chopped out to try to get it down to a reasonable word count, but I'm simply not sure what I want to do with it - just put it out there for my own satisfaction, try to publish it, Kickstart it, I'm completely not sure.
The second was my Dixton setting. It start out as a kind of Thief/Dishonored homage, but it's settled in my brain worms a bit, and I feel that I want to to shift slightly in theme and tone. Watching shows like Revolution and Defiance have kind of inspired me toward an even more Civil War-era, pseudo pre-Antebellum Southern feel.
That means going more into themes of class division and privilege. I don't want it to be a social commentary or anything like that, but I've never really dealt with this kind of thing in any depth. I definitely don't want to fall into any traps or cliched stereotypes...I want to handle the problematic subject matter well. I'm assuming that's going to mean a bit of primary source research, particularly the history of slavery in the British Empire because that is a closer analog to the dominant society in the setting. I'm definitely open to suggestions as to where to start.
The setting currently has one non-human race, the Sia, who are native to the continent where the setting is focused. They were enslaved and then set free. I think I want to move their magic toward something more animistic and visceral, involving blood and pain, but not fall into a, "It's just like voodoo or Santeria" trap. Things like The Heart from Dishonored would fit right in.
The emphasis will still be on the characters being part of the seedy underworld, as thieves and assassins and fences and crime lords. But there's going to be some social upheaval in the works. I want Dixton to be a powderkeg, and I think the PCs should be the fuse.
Showing posts with label Dishonored. Show all posts
Showing posts with label Dishonored. Show all posts
Wednesday, July 24, 2013
Tuesday, February 26, 2013
Dixton Extra: Sigils
Wednesday, February 6, 2013
Building a sneaky game
So, I have a basic outline of a city for a Thief/Dishonored style game. It has - or at least I hope it has - the elements a game like this needs. Slightly more advanced than the Renaissance; no multitudes of non-human races; a mysterious ancient civilization for some mystery and to provide an excuse for artifacts/rare treasures/forbidden magic; and lots of dark, cramped alleyways, rooftops, waterways and underground tunnels. The next step is figuring out what a game like this needs in order to work.
There are roughly four groups of actions characters in these games take: sneaking around, taking down opponents, overcoming obstacles or puzzles, and stealing things. This applies even to modern or near-future games like Deus Ex: Human Revolution or Alpha Protocol. For the opposition, there are typically only two types of actions they take: looking for thieves and trying to kill them.
With that in mind, I can flesh out a rudimentary list of various abilities. They're intended to be their own skills, instead of stunts for existing skills. Some things that aren't on this list like Physique or Will may still be available when needed, but they aren't a key focus in this genre. Even so, a general skill like Investigation shouldn't be allowed to overshadow Case, which is intended on being a narrower, more focused skill so that it can concentrate on what's important to the genre. I'll detail each of these with overcomes, advantages, attack and defense later (with some possible additions and changes).
- Alertness - A measure of knowing what is going on around you. This is not much different than the existing Notice skill. Guards typically have this skill, which they use to blow your stealth.
- Breaking - This is the ability used for picking locks, opening safes, figuring out how to manipulate doors, hatches, gates, etc.
- Cant - This is a measure of the character's reputation and connections within the criminal underworld. It can be used to get information on potential missions, find employment, obtain equipment, or locate other less-than-lawful knowledge. It can also be used to communicate with other underworld types without Squares (i.e., normal people) understanding them.
- Case - The ability to find vulnerabilities and items of interest in a location. This includes guard patrol patterns; hidden or little known entries/exits; safe routes; hidden rooms; compartments or safes; valuables "hiding in the open"; etc.
- Deceit - This is identical to the default skill in Fate Core.
- Fence - This is the ability to evaluate the usefulness or value of items. It is also used to locate buyers or sellers. Thieves typically have a rank or two in Fence, but often rely on dedicated individuals.
- Fighting - This is the standard skill from Fate Core. Note that most thieves (and even many assassins) are not particularly good at it. Guards almost always have this skill.
- Pilfer - The ability to take (or place) objects without being noticed.
- Shooting - Another standard Fate Core skill. Some thieves and assassins prefer Shooting to Fighting, so slightly more have some level of it. Guards that don't have Fighting usually have Shooting. The worst ones have both.
- Sneak - The ability to avoid being seen or noticed - basically Stealth from Fate Core.
- Square - A measure of the character's non-criminal contacts, legitimate concerns and resources. It also be used as a measure of how honest or non-suspicious the character can appear.
- Takedown - This skill is used to quietly, and quickly, remove opposition. It is separated from Fighting to allow thieves to be good at taking out opposition but terrible fighters.
- Tracing - Also called parkour or freerunning, this is a particularly specialized form of Athletics dedicated to overcoming and navigating obstacles. This may not stay as a separate skill, but instead become an Athletics stunt (there is a good argument that the ability to do parkour means being generally athletic).
Player Characters
Obviously, in a game like this thieves don't break into manors in groups like a stealthy flash mob (or a flock of crows - you get a brownie if you get the reference). For the most part, this genre is one of solitary characters. There are a number of ways to handle this - having a main character and a supporting character, or have players play different roles within the criminal underworld. Since we're assuming everyone wants to be the dashing Flynn Rider, We'll go another route. Each of the player characters perform their own missions and jobs and meet during downtime to take care of other business and drama. When a player character decides to take on a mission or job, the other players collaborate with the GM to flesh out the details. The other players also assume roles in running opposition against the player. This will require more work later on to determine exactly how the whole thing works.Guards
This is a genre where the opposition are kind of like Barney Fife until they are provoked. They are Fair NPCs, with no stress boxes and one skill (Alertness +1). But once they spot your character or otherwise become sufficiently alerted (like you accidentally blow something up) they become more like Jack Bauer.This is simulated by guards, soldiers, etc. (and only those types of opposition) becoming Good NPCs once a certain threshold has been reached. They become much deadlier and more difficult to deal with at the worst possible time - when you are out in the open and exposed.
If there's a threshold which needs to be reached it's possible to have the player roll a contest consisting of obstacles and if they fail the guards are alerted. This option seems like a cop-out. Once the alarm is raised, there's no good way of figuring out how long it should last or what the consequences are. Consequences are probably the key word there, and where consequences are a possibility a stress track is sure to follow. Side note: Apparently I must be the stress track king, considering how many I use in Strands of Flesh and Spirit. I promise I won't go that far here.
Characters using the Sneak skill have a Stealth Track. This is a standard two-box stress track (there may be skills, stunts or extras that add to this). When a character fails a roll or otherwise does something where they might be caught, they can either take the stress or downgrade and take a consequence. This doesn't add any additional consequence slots, meaning the character is vulnerable in a physical or mental conflict because they have a stealth consequence. This is intentional - having the consequence of "I Found Him!" means more guards are going to be coming down on you and you're one step closer to getting run through (criminal justice in this genre doesn't often involve courts or jail).
Stress clears at the end of the scene, but obviously the consequences linger as per Fate Core. The recovery action required depends entirely on the nature of the consequence. If you have the mild consequence "I Know You're Here Somewhere!" you would just need to take an action to convince the guard that it was nothing, and then rename the consequence to "Damn Rats" or "It Must Have Been the Wind". Once that has been accomplished, it's a matter of not getting caught for the remainder of the scene so you can clear the slot. A moderate consequence might be "Set Off The Alarm", which will have to be disabled or turned off to downgrade to "Stay On Alert". A severe consequence might be "Botched the Bamford Job". Bamford is going to want to find the thief who infiltrated his manor and depending on how things went down or past history you might be a suspect. Contacts may not want you around until it's cleared up; worse, some of your more opportunistic peers might decide to help Bamford out in finding you. Once you run out of Stealth stress boxes, the guards know you're around (if they haven't seen you directly) and at that point go from being Fair to Good. That's when things unquestionably go pear-shaped, and it's probably best to try to get out of there as fast as possible.
Next up, I'll start to flesh out the custom skills.
For a lot of good references on 18th century London thievery, including a dictionary of Thieves Cant, a list of professions, business directory, costs of goods and other neat information head on over to this website.
Finally, I'd like to thank the Fate Core Google+ Community, particularly Jeff Johnston, Jack Gulick, Andy Hague and Andrew Jensen, for their terrific ideas on how to handle stealth.
Wednesday, January 30, 2013
Welcome to Dixton, Torcher!
The Fate Core Kickstarter ended on an enormous high note. So high, I think I might fail a drug test. I'm honored and humbled to be part of such an auspicious event...I actually think this is roleplaying history in the making.
In honor of the Kickstarter ending, I offer a brief write-up of the setting I intend on using for a Thief/Dishonored inspired game. I've actually been working on it for over a week, but it wound up being too in-depth and very dry, so I backtracked and trimmed it down.
Dixton
Modern Dixton is a city of contrasts. The twin rivers of Eastfork and Westfork split the city into quarters and highlight the divisions between its people. The cramped, dirty, violent alleys of The Commons. The clean, safe manors of Highvault. The sweat and labor of Dockside. The parties and festivals of the Old Quarter. The genteel land-owners and the scheming merchants. Commoners whisper in the streets of secretive cults and conspiracies, of dark rituals and shrines to a shadowy trickster god, while the Deacons in Highvault proselytize their vision of a world of pristine order, bereft of chaos.Dixton was also where torchpalm was discovered, a plant that transformed a whole Empire. Growing in the subtropical forests around the small trading outpost, the pods of the palm-like trees held the secret to creating a form of high-powered fuel. It helped usher in a technological revolution...powering factories and machinery, light sources, ships, and even weaponry. The sleepy trading town boomed into a sprawling metropolis virtually over night.
This expansion was not without its growing pains. Prior to the discovery of the torchpalm, Dixton was filled with all manner of criminals, pirates, smugglers and con men. The Empire installed a Governor and began granting land to wealthy nobles for plantations, and drove the criminal elements underground where they formed criminal families and syndicates. Dixton's rise in prominence as a transportation hub meant powerful merchant houses formed, vying with the landowners for more say over the city's affairs. The Governor's rule keeps the peace, but doesn't extend into every dark corner of the city. It is in these shadows were the battles are still fought using sabotage, theft and assassination.
Beyond Dixton and its vast plantations lies a continent that has been barely explored. Naturalists continually discover new plants and minerals with unheard of properties. Ancient ruins are covered by the forest and undergrowth, the artifacts and treasures to be found there coveted by wealthy collectors and scholars alike. The builders of these ruined cities are a mystery. The only natives to the area, the human-like Si who were set free two decades ago when the Empire abolished slavery, have no written language and only primitive technology. Yet they have unexplained knowledge of many things, from faraway lands to astronomy to scientific principles Their knowledge of the torchpalm is yet to be surpassed, and the strange tattoos inked with the tree's juice are said to have magical properties. Whether they are the true heirs of this lost civilization has yet to be seen.
Interwoven through all of these elements are those who aren't afraid of the shadows. They're the ones the wealthy turn to for their plots, the crime families for their operations, the relic collectors for their artifacts. They're the ones who don't concern themselves with the reasons they're needed or the origin of the coin purse they walk away with. They go by various names: torchers, thieves, sneaks, burglars, taffers, assassins, choffers, rogues. And you're one of them.
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Saturday, January 5, 2013
Year of FATE: The Thief campaign
I've been thinking of the various games I'd like to try to kick off this year, and I've decided I want a handful of FATE games. Aside from running my Strands of Fate version of Tribe 8, I've wanted to do a Thief-style game for a very long time - and playing Dishonored is just adding fuel to the fire. The upcoming FATE Core might be just the thing.
The biggest challenge I see is thief-style characters - for example, Garrett in Thief or Corvo in Dishonored - are generally solitary. Sure, they may have allies or other characters they rely on, but they can't have a large team when they're actually working. A good parallel are netrunners in Cyberpunk. The netruns could take a decent amount of time to resolve, but only the netrunner character's player was involved. To make matters worse, netruns took only seconds or minutes of game time, leaving the other players very little time to have their characters accomplish something else. My thinking for this type of game is each player has a thief as their main character and another secondary character such as a fence, captain of the guard, gang leader, wheelman, guild enforcer, recurring patron, etc. This allows for the player to stay engaged at least part of the time when another player's character is going solo. Like in The Dresden Files the city where the characters are based would be created collaboratively.
Another important element is the feeling of creeping from room to room, avoiding guards, overcoming obstacles, etc. that video games like Thief or Dishonored excel at. Skill rolls alone sound pretty unsatisfactory. Players in either of the two video games who are cautious, observant, and take the time to plan things out typically find getting through a mission much easier. One way to handle this (aside from the Stealth tracks I mentioned in my previous post) it to treat each zone as an adversary that must be defeated. The zones would have Aspects representing things important to or of concern to a thief - lighting, hiding places, sound, visibility, alternate routes, locks, etc. The thief would then have to develop the best strategy to "defeat" each zone. My understanding is that FATE Core may have some elements that would help out with creating the zones as adversaries; even if it doesn't, the FATE fractal would already handle it. If need be specialized rules for "building" locations could be developed easy enough. Similar to city creation, it might be really cool if the other players, beside the player who will be attempting the job or mission. collaborate on creating the location.
So for my "Year of Fate", my second game is definitely going to be Thief/Dishonored inspired. I think it would be a really awesome campaign if done correctly.
The biggest challenge I see is thief-style characters - for example, Garrett in Thief or Corvo in Dishonored - are generally solitary. Sure, they may have allies or other characters they rely on, but they can't have a large team when they're actually working. A good parallel are netrunners in Cyberpunk. The netruns could take a decent amount of time to resolve, but only the netrunner character's player was involved. To make matters worse, netruns took only seconds or minutes of game time, leaving the other players very little time to have their characters accomplish something else. My thinking for this type of game is each player has a thief as their main character and another secondary character such as a fence, captain of the guard, gang leader, wheelman, guild enforcer, recurring patron, etc. This allows for the player to stay engaged at least part of the time when another player's character is going solo. Like in The Dresden Files the city where the characters are based would be created collaboratively.
Another important element is the feeling of creeping from room to room, avoiding guards, overcoming obstacles, etc. that video games like Thief or Dishonored excel at. Skill rolls alone sound pretty unsatisfactory. Players in either of the two video games who are cautious, observant, and take the time to plan things out typically find getting through a mission much easier. One way to handle this (aside from the Stealth tracks I mentioned in my previous post) it to treat each zone as an adversary that must be defeated. The zones would have Aspects representing things important to or of concern to a thief - lighting, hiding places, sound, visibility, alternate routes, locks, etc. The thief would then have to develop the best strategy to "defeat" each zone. My understanding is that FATE Core may have some elements that would help out with creating the zones as adversaries; even if it doesn't, the FATE fractal would already handle it. If need be specialized rules for "building" locations could be developed easy enough. Similar to city creation, it might be really cool if the other players, beside the player who will be attempting the job or mission. collaborate on creating the location.
So for my "Year of Fate", my second game is definitely going to be Thief/Dishonored inspired. I think it would be a really awesome campaign if done correctly.
Thursday, December 27, 2012
Sneaksy
I was finally able to start Dishonored last night. Mental note: when trying to configure a hard drive and a little voice keeps telling me "You've done this before" don't answer, "Yeah, so why isn't this working?" and keep bashing my head against a wall for over an hour. It means you've done this before and there's a drive with Windows installed on it in the desk drawer, already configured, from the last time the SSD died.
Dishonored so far is very much in the same vein as Thief, which makes me pretty happy. Stealth games are typically so much better than regular old FPS frag-fests, and the Thief series is one of my all-time favorites .I would go further and say Dishonored is a perfect bookend for the Thief series (at least until a new one comes out, hopefully next year). I was able to slip right in to Garrett mode, and the guards seemed like old friends, just with different slang and new tunes to whistle. It was liking putting on a nicely worn-in pair of old boots.
One of the things I miss about Thief is the light gem. This one little UI element, indicating how illuminated your character is, helped immensely in remaining stealthy. A few times it even reminded me I still had a weapon drawn ("I'm totally in the dark, why isn't the gem black? Oh, I still have my sword out."). Deus Ex: Human Revolution was able to make up for the lack of a light gem by having augmentations for displaying what direction the enemy is looking and their alertness level. Dishonored has a similar power, called Dark Vision.
Playing video games - especially good ones - makes me think about roleplaying games and how their concepts and subsystems might work in a roleplaying environment. When well done, video games excel at setting tone and mood. I've wanted to run a Thief-like game for a very long time, borrowing stylistic elements and tone, but it's always seemed hard to get the feel right. One concern is the genre wouldn't seem to lend itself well to multiple characters, since they are almost always very solitary. This is hardly a huge deal, and I might tackle it in a later post. But the most important thing is stealth has to be done right - possibly even as a mini-game.
As an alternative, or even a counterpart, guards and other characters may have an Alertness stress track to represent how alert they are. An Alertness track is a little trickier, because it runs "backwards". More alert characters would have a smaller track, while distracted or less alert characters would have a larger one. One solution would be to have the track start at a fixed value - let's say 6, but it could possibly vary by the quality of the guard - and subtract Perception plus any other modifiers. Consequences would reflect increased levels of alertness, from "I think I heard something" to "I should check that out" to "Raise the alarm!". Like the Stealth track, Alertness Consequences would clear over time or after performing specific actions. For both Stealth and Alertness, various Edges and Determinations can be set to represent specialized equipment or the mental state of the stealth character or the guards (setting up the classic situation where the guard is always trying to catch the thief).
These ideas, or something similar, combined together could create a mini-game where stealth is the focus of the action, almost like "stealth combat".
Dishonored so far is very much in the same vein as Thief, which makes me pretty happy. Stealth games are typically so much better than regular old FPS frag-fests, and the Thief series is one of my all-time favorites .I would go further and say Dishonored is a perfect bookend for the Thief series (at least until a new one comes out, hopefully next year). I was able to slip right in to Garrett mode, and the guards seemed like old friends, just with different slang and new tunes to whistle. It was liking putting on a nicely worn-in pair of old boots.
One of the things I miss about Thief is the light gem. This one little UI element, indicating how illuminated your character is, helped immensely in remaining stealthy. A few times it even reminded me I still had a weapon drawn ("I'm totally in the dark, why isn't the gem black? Oh, I still have my sword out."). Deus Ex: Human Revolution was able to make up for the lack of a light gem by having augmentations for displaying what direction the enemy is looking and their alertness level. Dishonored has a similar power, called Dark Vision.
Playing video games - especially good ones - makes me think about roleplaying games and how their concepts and subsystems might work in a roleplaying environment. When well done, video games excel at setting tone and mood. I've wanted to run a Thief-like game for a very long time, borrowing stylistic elements and tone, but it's always seemed hard to get the feel right. One concern is the genre wouldn't seem to lend itself well to multiple characters, since they are almost always very solitary. This is hardly a huge deal, and I might tackle it in a later post. But the most important thing is stealth has to be done right - possibly even as a mini-game.
Stress Tracks...Again?
Coming at it from a FATE perspective (specifically, Strands of Fate), my first instinct is, "Stress track!" Our sneaksy characters would have a Stealth custom stress track. I'm thinking it would have stress boxes equal to something like: (Deception + Agility + Other Modifiers) - Size. The character's own actions and movements mark off stress boxes, with Consequences representing miscalculations or other events ranging from "Stepped on a stick" to "Knocked over a box" to "Caught in the open". Stealth stress boxes clear at the end of the scene, but there might be actions which could clear some as well.As an alternative, or even a counterpart, guards and other characters may have an Alertness stress track to represent how alert they are. An Alertness track is a little trickier, because it runs "backwards". More alert characters would have a smaller track, while distracted or less alert characters would have a larger one. One solution would be to have the track start at a fixed value - let's say 6, but it could possibly vary by the quality of the guard - and subtract Perception plus any other modifiers. Consequences would reflect increased levels of alertness, from "I think I heard something" to "I should check that out" to "Raise the alarm!". Like the Stealth track, Alertness Consequences would clear over time or after performing specific actions. For both Stealth and Alertness, various Edges and Determinations can be set to represent specialized equipment or the mental state of the stealth character or the guards (setting up the classic situation where the guard is always trying to catch the thief).
These ideas, or something similar, combined together could create a mini-game where stealth is the focus of the action, almost like "stealth combat".
Zones
The final consideration for a stealth-centered game is how zones are set up. By necessity the map would look a lot different than one set up for a swashbuckling fight or a shoot out. It would probably outline zones of various light levels, little or lots of cover, or alternate routes such as overhead or underneath an area, etc. Aspects like Intermittent Light or Hard Metal Floor or Soft Carpeting would round out a good stealth zone map. Combined with some stealth track and some alert guards, this looks like a promising framework for all of the sneaksy stuff I'd need in an rpg.
Wednesday, December 26, 2012
So no Dishonored for me
At least until I get Windows re-installed on my secondary drive. This is the second SSD I've had fail - both OCZ Vertex 2s. I guess they're not the most reliable things on the planet, as the first lasted about 14 months before it croaked and the replacement lasted about 2 1/2 months. I love the speed of an SSD, but the cautionary tale here is the extra $100 or whatever that's saved by going with a cheaper brand is more than compensated for by the flakiness of the drive. Meanwhile, the secondary drive that will get pressed into service is a Western Digital SATA drive that must be well over 6 years old. It's slow, and noisy, but perfectly serviceable. When I get the new SSD back, I'm not even going to put it back in as the system drive. I'll wait until I can get a newer, more reliable drive and even then I might have second thoughts.
EDIT: OCZ responded back and said they would upgrade the drive, most likely a Vertex 3. I asked if they could make it a V4, because I know several people who have them and haven't had any issues.
EDIT: OCZ responded back and said they would upgrade the drive, most likely a Vertex 3. I asked if they could make it a V4, because I know several people who have them and haven't had any issues.
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