The Cow Network: 5 years and counting



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Archive for July, 2010

Jumping

[ video games ]
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[ July 14th, 2010 ]
[ by: Alvan ]
Alvan

I’ve recently completed a couple of very interesting puzzle games that, at first glance appear to be typical side-scrolling platformers.

First one I encountered was Braid, that has puzzles based on manipulation of time. The basic tool at your arsenal is the ability to rewind time. To move the clock backwards. Undo your mistakes, undo your deaths. This is coupled by environments where more complex time manipulation is available – objects that are unaffected by your meddling. Objects that are affected by the echo of your actions. Objects that are tied by your spatial location to their temporal position. And all coupled by the tale of you trying to find The Princess. Who is still in another castle. It’s a beautiful game, with perfect music and perfect graphics. Touching to the bone.

The second game is Eversion, which is a very classic platformer, where the objective is to find The Princess, and the way to do that is to collect all the gems in the worlds and complete all the worlds. And to be able to do that, you need to traverse sideways, altering your perception of things, entering darker and darker dimensions, where at first the clouds become solid, then time stops … then something seems to be after you.. it’s a sugar-coated game that starts with a H.P. Lovecraft quote. Should tell you enough.

Century and Advancement

[ roleplaying games ]
[ | | | | | ]
[ July 11th, 2010 ]
[ by: Alvan ]
Alvan

So, because the previous entry actually provoked some sort of a reaction (even if it was just “I want to hear more about…” on IRC it was still more than I’d heard in ages) from my ever-vigilant co-writer Spikey, here’s the complete (except for the secret things that I cannot say) rules for the “between games” advancement in the Century game.

First things first – Century uses a variant of White Wolf’s WoD system – scale of things is 1-5. In stats, 1 means poor, 2 means average, 3 is good, 4 is great, 5 is as good as it gets. In skills, 1 is amateur, 2 is professional, 3 is great, 4 is an expert, 5 is one of the top names in the world. Instead of the typical WoD attributes, the ones in Century are a bit more ambiguous. Things like “control” and “sanity” and “coldness” And skills are more open, and decided by the players themselves. Some example skills include “spy”, “gentleman”, “British” and “poet”

Between games, time passes. A lot of time, in fact. Years. One of the big points of the campaign is that time passes and things happen. It’s spanning over a century, what do you expect?

So, in a typical game, you are playing your soldier type and go from one game session to the other and buying new shooting skills because that’s what soldier types do and it pays off to concentrate your skills to get bigger skills to shoot bigger things. But in Century, it’s a bit different.

First of all, the game sessions decide the direction your character is heading towards. Using the soldier example above. You start your character in 1943 game as a nice 20 year old British soldier, the game session theme being war and all that, and the GM saying that you need to have a character that can be in the battlefield. So you create your soldier type dude with skills like “killing and maiming” and “playing poker”

The next session you participate is the 1950 one that happens to be a social game where the characters are there to broker a deal with some industrial mogul. In a typical game this is the point where the guy who is playing the soldier type starts complaining that he will not have anything to do in the game because it’s a social session and he’s playing the shoot-em-up character.

But, in Century, he’s actually playing exactly the character that is useful for the game, since his character has changed enough over the 7 years to be the perfect fit. This means that you, as a player, will have to steer the character to become a diplomatic industrialist type during the 7 years that happen in between. Not complain about how your character doesn’t fit the theme.

Sounds strange and I admit that grasping the concept can be difficult, but in Century life, as it usually is in reality, is unpredictable. Looking back 7 years in my own life I couldn’t have pinpointed where I was, I most certainly am not where I was planning to be. This holds true for shorter periods of time as well, like last year. If someone had asked where I was going to be this summer, I would have never guessed that I was back working at that one company that I quit 3 years ago.

So “I used to be a sniper 7 years ago, but now I’m a successful businessman” isn’t really that huge a deal, once you think from the perspective of “I’ve heard stranger stories”. Life just sometimes gives you a different path than the one you were planning on taking.

The other part of life being unpredictable is the fact that for each year in between games, your character gains an experience, in form of drawing a Tarot card from the deck. This represents how that paritcular year has been for the character. So, you draw a card that represents wealth, you have had monetary luck (or something). Draw “Worry” and that has been the theme of your year.

Now, the system allows leeway in how you read these things. It’s more or less up to the player to interpret the card, but from what I’ve seen so-far, the people who “let go” of their character during this phase are the ones who have enjoyed it more than those who have clear “my character will be doing this” attitude.

Prime examples include a “I will never marry” type of a girl, who during her card-phase picked cards like “love”, “happiness” and such and found her party-girl type married to a loving man, who passed away just before the game session she participated next. And the bittered angsty type who couldn’t find his place in the world, until he by some odd chance found his place and purpose in the First World War, suddenly becoming quite stable and clear minded.

There are of course some players who want to keep their character the way they’ve been, and while I don’t mind it, I have a fear that they’re not getting as much out of the system as those who are actually just letting life take hold of their characters during the time when they’re not playing.

The reason I brought up character stats back there is that during the Tarot phase, your characters statistics change. If you draw a minor arcana, you can move one dot from one stat to another, or from one skill to another (but not from a stat to a skill or vice versa) and if you draw a major arcana, you get one additional “dot” to your skills. So, quickly you can see that your skills will increase over time, but your stats will only change.

Oh, almost forgot the rule that you can kill your character at any point of the Tarot drawing. No-one has yet used this option, but I can see it being a valid option at some points of some character arcs, so it’s there, in the rules.

And it should be mentioned once again that there are rules that I am not allowed to talk about, either because the players haven’t researched them yet (I’ll get to that in another blog post) or because I’m not allowed to talk about them.

Until next time

Thoughts of the first Decade

[ roleplaying games ]
[ | | | | | ]
[ July 9th, 2010 ]
[ by: Alvan ]
Alvan

The first hundred days have passed. Welcome to the next nine hundred.

The following post is incoherent, but so am I.

The Century game (the site is in Finnish, sorry about that). Oh, The Century game. I am not allowed to talk about it in full because of some meta-rules that are in effect, that for example require me to answer any and all theories (with a few exceptions) the players come up with the phrase “that’s an interesting theory.” But, what I can talk about without the rules preventing are the general things about the system and such.

Doctor Alexander Smythe

The underlying idea of the Century game is about 15 years old. Well, the first bits of the idea that eventually molded into games like Rakennus, Snake Urn and others. Might be better to say that the underlying metaphysical groundwork has been done over a dozen years ago.. As one of my old friends/enemies commented last winter “It was funny to read the game website and notice all those familiar names.”

The system used for the game is about 5 years or so old, with some fine-tuning happening over the years. Players have a spread of tarot cards in their hands that they play to deal with challenges that aren’t  with descriptive texts that they play – if the text on the card fits the situation, it’s a success. (or a dramatic failure if the player has really bad luck). If it doesn’t fit, then numbers come to play. Really simple and you have a sort of a feeling of foreboding. You know you’re going into a dangerous situation and the only cards you have in your hand are “The Fool” and “Death” … if you’re planning to survive, it’s going to be an extreme solution.

A lot of the things in the game are practical solutions to things I’ve done wrong over the years when running games. One of those things that are worth mentioning is the persistence of the game world. A big mistake (not the only one, but one of them) I remember making with my large-scale Vampire LARP campaigns was trying to keep the world persistent between the games. It drains you a lot as a GM when someone calls you on a weekend and asks if it’s okay for their character to go explore the dark mill on the hill between the games. In Century, the problem is solved with a certain level of asynchronism. To explain that, I probably need to get to the basic structure of things first.

There are currently around 15 players in the campaign. Each one of them is playing one character, until that character dies (or something Worse happens). Each character starts as a 20 year old. Each game session represents a year in the game world. So the first game session was set in 1912, the second one in 1913, and so on. In a single game session, there are 2 or 3 players present, so not every player is in every game session. This means that your character might be in the sessions of 1934 (as a 20 year old), 1940 (as a 26 year old), 1944 (as a 30 year old) and gets killed at the end of that one.  The next time you come play it might be the session of 1950, and you’ll be playing a new 20 year old character.

The players can interact directly with the world only during the game sessions they are playing on. There is no calling me on the weekend after someone has been playing in the 1944 game and telling you about it “Ooh, I heard interesting things about the game, I think my character will be doing this now.” I might be interested in hearing what you have planned, but the world won’t react to it until it’s your turn to play. This creates a certain asynchronism to the world – your characters’ actions during the years you have missed have to be retconned into reality when you come to play. And you are limited by what others have said before you (there is an interesting example of this with a married couple of characters with kids, who decide what happens to their marriage depending who happens to get to the game session first).

So basically, the game session begins with the character (and player) catching up the “lost years”, year by year. This is another neat use of the tarot system, basically drawing a tarot card, and interpreting the year through the card. It becomes impossible to plan what’s happening beforehand, which again eliminates the need to try and preplan.

And from preplanning, I think I need to get back to the “only 2 or 3 players are present on a game session” thing.

Meeting on a riverboat on the Nile

This part of the game design is a sort of a reaction to the utterly disastrous Changeling campaign I ran. Timetables were impossible to manage as everyone was busy with everything. The solution? Large enough player base with limited amount of people per game session and a fair system so people who haven’t been playing a lot/lately have priority over those who have been playing more. Each game session is a story, with a beginning, middle and an end, so there are no cliffhangers that continue from one session to another. You come when you have time, you play for a session and then you don’t have to worry until you feel like coming back. Also, the styles of the games vary a lot. From horror, to spies, to temporal paradoxes, to P.G. Wodehouse, to urban fantasy. So I won’t get bored running the same kind of thing for three years.

Which brings me to another thing worth mentioning (that I kind of touched on already). In Century, the game forces things on your character. You are not in total control of who you’re playing. If a game session you’re attending says that the characters are assassins sent to kill Rasputin, the Mad Monk, it means that your character has been chosen for the mission because he or she is the perfect match for it. By attending the game you’re basically saying “yes, I’d like my character to live such a life that in the year 1917 she would be perfect to send to Russia to kill Rasputin”, even if in 1913, the last game she was a pacifist noblewoman. Add to that the fact that the “themes” of the years in between games are decided by drawing cards from a tarot deck, and you’ll find out that life gets nice and unpredictable.

A lot of things still need to be explained, but…

90 games to go. 896 days, 11 hours and then some. I have plenty of time to explain more to you later.

(pictures used in post (c) 2010 Sebastian Pensasto, used with permission)

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