lame mage productions

More Games = Good

Swarrrrmmm!

swarrrrmmm

We’re trying out the new Drama rules with a shiny new history. The overview is humanity locked in a three-way war with two alien races (yep, it’s intentionally a StarCraft analog).

Early in the game we establish that one of the races is the Swarm, small parasites that attach themselves to unintelligent native species and use their bodies. So when the Swarm assaults a base, it looks like a hodgepodge of different creatures all fighting together, tentacled monstrosities thundering alongside suspiciously aggressive star-antelope, etc. They’re intelligent and can build spaceships and cities (if they take over species with thumbs) but they also spread from world to world as spores, giving rise to separated pockets of Swarm far and wide. You never know if a world is already infected until the squirrels start acting funny.

An Event gets added really early in the timeline where the Swarm homeworld becomes uninhabitable — the ecosystem collapses, so the Swarm are forced to look for new digs, making them a roaming menace. But we don’t go into any detail about what actually happened, so a lot later in the game we have a Scene with the Question “hey, why did the ecosystem of the Swarm homeworld collapse?” Because, well, that seems pertinent.

It turns out the highly successful Swarm had taken over all the native species of their planet, and when all the organisms in the ecosphere stop acting the way they’re supposed to — when the star-lions stop hunting the star-gazelles and they sit around and plan cities instead — the natural order is pretty much a thing of the past. The food chain breaks down, and eventually the ecosystem tanks.

The real bummer? It also implies that the same thing will happen to any world the Swarm take over, dooming them to wreck worlds and then look for more, like locusts.

D is for Drama

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You just can’t keep a good playtest down.

I’m working on a complete text re-write of Microscope (version 4) but that’s a ways-away. In the meantime I’ve incorporated all the playtest updates into a new, improved version of the current draft (version 3, which is now version 3d). Playing from the marked-up old text is just too cruel.

Version 3d also has a few new tweaks. A simple one is that I’ve renamed Tone Debt to Drama. Tone Debt was technically accurate but it always felt like a mouthful. Drama is a little more intuitive and evocative. Wanna take control of the Queen and have her murder her husband? Time for Drama!

A bigger change is that Scenes now always start with Drama available. If there isn’t any Drama on the Period when you are creating a Scene, you add one Drama of the same Tone as the Period (so a Dark Period starts with a Dark Drama if there is no other Drama already there). The goal is to give players a little more leverage to crack weak or limp Scenes, and avoid timid negotiation for control. If you want the Scene to move along, you have a way to make it happen. Of course you might not like the Tone you have to work with… It also makes Period Tone a little more weighty, since it’s enforceable more often.

If you’re a playtester, be on the lookout for the email with the download link.

Dinosaur Hruck

dinosaur-hruck

Sometimes characters surprise you. One minute they’re complete strangers, and the next you are knee-deep into the most important moment of their lives.

Haskell, Kevin and I sat down to play a game of Microscope. The one-line summary we came up with for the history is that a massive colony ship crashes on a planet inhabited by dinosaurs, where the survivors build a new civilization from scratch after collapsing into stone age primitivism.

As we play we see that dinosaurs become the main source of labor for the colonists — they’re beasts of burden, powerful tools, and when necessary, war-machines. They’re the “technology” that helps the new civilization grow (and no, you’re not the first person to say “You mean like the Flintstones?” No, not like the Flintstones. Like Dinosaur Planet, or Dinotopia, or some other book I haven’t read.). We’ve also established that the dinosaurs are basically normal animals — they have beast-level intelligence and they can’t talk or anything cartoony like that. Again, not the Flintstones.

So it’s late in the game session and I’m the Lens again. We’ve already played four other Foci, so we’ve fleshed out a lot of the history. In a “well, let’s see how this works” moment, I make the Focus a dinosaur. One specific dinosaur. I decide it’s a triceratops-like beast, and his name is Hruck. And that’s all we know.

Why should we care about this dinosaur? What’s interesting about him? I have no idea, but I figure we’ll find out together.

A Boy and His Dinosaur

If you want to get things rolling in a Microscope game, a good rule of thumb is to ask incriminating questions about total strangers: you’ll learn interesting things about them very quickly.

I jump right into a scene with the Question “Is the boy who raised Hruck willing to put his family and the whole village in danger to keep his dinosaur?”

This is during the “Savage Revolt” period we created earlier on, a time when some humans emerge who have the psychic ability to empathically communicate with the dinosaurs, and they rebel against using them as slave labor. These self-proclaimed “Savages” want to smash civilization and return to natural harmony. Bitter guerrilla warfare ensues.

Soldiers from the local warlord have come to the village to take beasts to serve in the lord’s service (yes, it’s a dinosaur draft) and one of the dinosaurs they’re taking is Hruck. The boy weeps and wails, but his mother holds him back and pleads for him to just let the beast go and not bring disaster down on them all. The warriors aren’t taking any lip from peasants — their leader tells the mother to keep the boy from being a nuisance if she knows what’s good for them. No good. As the groaning dinosaur is being dragged away the boy dashes to his beast friend, calling out to him to break free.

We stop the scene immediately because the question has been answered: the boy has put everyone in danger to keep his dinosaur. Whether he succeeds or not is a separate issue, but overall the situation looks pretty grim: the boy and his dinosaur are surrounded by angry troops. If the villagers help they’ll get slaughtered too. It’s an inch away from tragedy.

Kevin has been playing the boy, and he says ‘no way!’, grabs some Light Tone Debt, and postscripts that the boy does escape with his dinosaur, fleeing into the jungle before the warriors can stop him. Yea, happy ending!

Life and Death of a Bandit

It’s Kevin’s turn next, and he makes an event years later, where the boy (now a man) and his dinosaur are part of a bandit party raiding a caravan. They’re still together after all these years, and they’ve found a place for themselves in the world.

Very nice, but not for long, because on Haskell’s turn he decides to make a scene in that same event, with the question “Why do the other bandits leave Hruck and the mortally wounded boy (man) behind?” Ouch. So much for that bright future. The boy was wounded during the raid, and now lies there breathing his last breaths.

We pick characters, and Kevin throws a curveball and creates the boy’s girlfriend. Yep, not only did he find a new family among the bandits, he found true love. That sounds happy, but we already know she’s going to leave him behind: she’s one of the bandits and the question said so.

The scene reveals that the raiders aren’t just bandits, they’re Savages, empaths who have befriended dinosaurs. The boy isn’t, but they took him and his dinosaur companion in anyway. The grizzled leader had always known no good would come of taking him in: “He was never one of us.” The girl is heart-broken, but she obeys her elders and goes with her tribe, leaving the dying boy behind with Hruck.

Old Wounds + Salt

We’ve come all the way back around to me, so it’s time to go out with a bang. I create an event of a bloody battle, a brutal assault by Savages with waves of fighting dinosaurs against a walled town defended by the warlord’s armies and their own war-beasts. The battle has left dead littering the field, so much carnage that it’s hard to tell which side even won.

Then I put a scene inside that event with the question: “Does Hruck kill the girl for abandoning the boy all those years ago?”

This is years after the bandit raid, maybe a decade. Hruck is a scarred old war-beast, harnessed in the service of the local overlord, the very fate he escaped so long ago. The girl in the question is of course the bandit lover, likewise older and sadder, fighting on the side of the Savages. The battle is over, but dazed combatants still wander the field, and in the hazy blood-drenched twilight the two meet for the first time since that day years ago.

We’ve avoided having dinosaurs as characters before now, because well, they can’t talk. But this is a special occasion, so Hruck is required along with the girl. Haskell takes the girl, and Kevin takes Hruck.

Rather than intrude on the very personal and very bitter reunion with some random third character, I bend the rules slightly and play the dead boy, figuring I can easily “talk” to either of them by describing memories of things the boy said or did long ago. It is a mean, mean kick-you-in-your-sorrow, rub-salt-in-your-old-wounds trick, but I don’t tell them that until it’s too late.

The scene starts and it’s pathos squared. The moment their eyes meet across the carrion-laden field there is immediate recognition. The girl is still looking on in amazement as the old dinosaur charges, dragging his tattered barding through the mud, and with a toss of his head flings the girl to the ground.

As Hruck looms over her, poised to kill, she tries to reach out to him with her psychic empathy, to let him feel her sorrow and regret over the death of her one true love, but I immediately interject bittersweet memories of the three friends together back in their bandits days. Having seen the empaths’ gifts, the boy wants nothing more than to be able to really communicate with his life-long friend, so he asks the girl to use her abilities to speak to Hruck for him, forging a special bond between all three of them. Trying to psychically reach Hruck now just brings up the painful memories of happier days for both of them. I spice it up with lots of cheerful “we three will be best friends forever!” quips. Knife- twisting-!

There are long moments as the girl awaits her fate, the hot breath of Hruck washing over her. Just when death seems imminent the great beast turns and trudges away, spattering her with mud but never so much as glancing back. Hruck spurns her, giving her neither forgiveness nor the solace a death — a punishment that she would probably welcome as absolution for her betrayal. It’s about as cruel and spiteful as a dinosaur can be.

Rest In Peace

The Focus is done, and we’re about to wrap up for the night. It’s a bitter end to the saga of dinosaur Hruck. Heavy, heavy stuff.

But we still need to play the Legacy stage, and it’s Kevin’s turn to add something. He takes a mysterious valley Legacy from earlier in the game, and creates an event with old, weary Hruck finding his way to this sheltered spot, seeking a tranquil place to lay down his tired bones and end his days. It’s a clever use of the Legacy to put a sad but more satisfying cap on our story. His life might have been hard, but we know that in the end Hruck finds peace.

Hey, who’s side are you on?

In Microscope you’re not advocating for “your guy” to win, but players naturally have different ideas of how they want the things to turn out: you want a happy ending, or you want that guy to get what he deserves, etc. But because different people play returning characters, your perspective also shifts around. You’re not entrenched in one point of view the way you are in a normal game.

At the beginning Kevin pushed for a happy life for the boy and his dinosaur, and it was Haskell who slammed the boy with an untimely death, but in the last scene it was Haskell trying to have the girl make peace and Kevin who rammed home the very bitter ending instead. Since Kevin was playing Hruck, he was the final decision maker in that scene — he could have just had the beast weep and forgive the girl if he wanted. But by flipping around and really pushing the tragedy to the end, he made it a much hotter game for everyone.

That’s Duchess to you

thats-duchess-to-you

We’re rolling up characters in Flashing Blades (yep, from 1984). It’s a rapiers & muskateers system, but instead of historic France we’re playing in a supressed tech sci fi setting that we created in one of our Microscope games (the “stellar empires” history), a baroque and decadent period when the alien “gas whales” are the living gods of the Imperial church.

Ping rolls her stats and decides to play a noblewoman.

P: Do I get to be Queen?
Me: Uh, no. Starting social rank for a noble is only 8. The Queen is a 20.
P: Can’t I start higher?
Me: Well, theoretically you could start as high as Duchess. You’d have to take the Title advantage, and you’d have to roll really well.
P: [grabs a d20, starts shaking it vigorously]
Me: But just to be clear, you’ll probably get a lower rank.
P: [still shaking d20 in balled fist]
Me: You only start as a Duchess on a natural 20.
P: [first signs of cramping in her shoulder]
Me: …
P: [face scrunched up in pain, arm twitching frantically]
Me: …uh, just so you know.
P: [uncurls her claw and chucks the die]

Bam, 20. Duchess.

Microscope Playtest Update #3

microscope-playtest-update-3

The Legacy changes are working well in play, so as promised, they’ve been sent out to the playtesting world. Go forth and be fruitful.

This should be the last rules update for this phase of playtesting. Tacking on separate page updates is nice because playtesters don’t have to re-read 30 pages to find the changes, but it starts to get cumbersome to keep track of what sections of the original rules are moot. I toyed around with releasing a “redacted” version of the original doc, but it just got ugly.

So barring really unexpected results, I’m wrapping up this stage of playtesting in the next few weeks. If you have more feedback, make sure to send or post it before the end of September.

Not So Fast (Or So Slow)

not-so-fast-or-so-slow

I was this close to wrapping up this phase of the Microscope playtest, but now I’ve had an epiphany and found some other changes I want to try out. The target this time: Legacies. Assuming it works in my local games and emerges as Playtest Update #3, it’ll be only the second actual rule change since this playtest started, because apparently I carve each one by hand from raw diamond.

From the very beginning I’ve had a pile of theories about how Microscope works and why, and I thought that after months of playtesting I’d learn less and less about the game, that there’d be a diminishing return. There have been plateaus, but overall it’s been quite the opposite: the more I play and ponder, the deeper insights I have into what is going on. It’s coming into even sharper focus, if you’ll excuse the obvious metaphor. It’s like my better ars ludi articles: I could just blurt out an idea to the internetz, but the longer I sit and let it percolate (often months at a time. seriously.), the more likely something truly interesting will emerge. Which in itself is not exactly a rocket science observation.

Yes, I could have just bundled Microscope up and released it in March, and it would have been a fine game. But the instructions of how to play the game would be completely different than how I would write them now. Like I was writing in another language, different.

Which begs the question: if I wait and ponder it for another whole year, will the rules be a huge leap better? Or maybe just a tiny bit better? Now we’re talking diminishing returns…

Alluring Eyes, Low Social Boundaries

alluring-eyes-low-social-boundaries

I got so many games at GenCon that I’m resorting to an inbox/outbox system to make sure I read them all and don’t lose track of any in the shuffle.

I’ve barely made a dent in the pile, but the one I’m most interested in so far is Sign in Stranger by Emily Care Boss. I haven’t even gotten to read it yet because some people yanked it out of my hands as soon as I bought it, but the demo was really fun. To create the alien world you take turns answering set questions like “what makes the aliens distrubing to humans” but you don’t show your answers to the other players and see how they interact until the end. The results are cool and surprising. Our aliens had the attractive trait “alluring eyes” but the disturbing trait “low social boundaries”, leading to a lot of jokes about leaning in way to close and muttering “heywatchadoing?” We’re already scheduling a regular group to play it.

The ashcan of Mars Colony, a two-player game by Tim Koppang also looks quite interesting. When I first starting reading it I thought “hmm, okay, fine, work to save the colony, sure I get it” and then I hit page 23, Deception, and had my “A ha!” moment (it’s only 32 pages, so this is pretty far in). Maybe you enact effective policies, or maybe you just lie about all the good things your policies are doing and hope no one figures it out. Now I’m jazzed to try it. Advice to game designers everywhere: don’t bury the lead!

Lots more demos at the Forge booth, and I also got to talk to Chris Engle, maker of Engle Matrix Games. I’ve walked by his booth in years past back when I had no idea about the concept of Matrix games. Now I’ve got one in my hands to try out.

There was also substantial looting of the dealer booths for old school games. Another score, although technically just before GenCon, was the Prince Valiant Storytelling Game. Yeah, that’s right, from 1989. Don’t get me started about all the games I ignored because they were based on licensed media (like Star Wars d6) but which turned out to be ground-breaking…

Microscope Playtest Update #2

microscope-playtest-update-2

Science marches onward. The second Microscope playtest update is out, this time with an actual rules change: Tone Debt has been a squeaky cog in the machine for a while now, so I’m eager to see how this revision works for everyone. I think it removes unhelpful complexity and lets players do what they want, but we’ll see.

This is actually the first rules change since the external playtest started — everything else has been pointers and clarifications. If you’re a playtester, you’ve already gotten the download link. If you’re a playtester and you didn’t get the playtest link, something is horribly, horribly wrong. Don’t panic. Just barricade yourself in your home and wait it out. Or contact me. Either one.