Monday, September 25, 2017

RPG Design: Balancing Classes

Last year, I discussed the important overlooked issue for tabletop RPGs of Balancing Skills.  This week, I wanted to discuss another important issue for tabletop RPGs involving game balance: Balancing Classes.

Not many RPG players would choose to be a sidekick!

For purposes of this post, by "Balancing Classes " I'm referring to classes being balanced in terms of power/utility compared to each other as they level up.  In addition, this discussion focuses on RPGs with character classes.  By contrast, in a Point Buy character creation/advancement system, the balance issues presumably have already been addressed in the design of the Point Buy system.

Most class-based RPGs try to balance classes using some sort of niche protection (e.g., fighters will be better at (surprise) fighting).  Of course, poorly designed niche protection raises its own issues, but that's a discussion for another time.

Why are balanced classes important for an RPG?  Because, ideally, we want to keep players interested and involved in the game.  This obviously can be a problem when one class is notably more powerful than another, since every player should have a turn in the spotlight and a chance to Be Awesome.

...I'm quite good at my BMX...

Of course, the most glaring case of unbalanced classes is Linear Fighters, Quadratic Wizards, where one class can outshine another in its purported area of speciality at a lower investment of resources (i.e., spell slots).

Is it possible to have fun playing a game with unbalanced classes?  Yes, for example, classes in Rifts (1990) are hugely unbalanced in terms of power, where an adventuring party can be a dragon, a demigod, a lord magi... and a hobo!  Yet, according to stories, apparently author Kevin Siembieda is able to make it fun at his table by exercising GM fiat narrative control to give each player their time in the spotlight.

So, who wants to play a hobo?

This is the crux of why designing balanced classes in a game is helpful.  With unbalanced classes, a GM has to wrestle with the rules (and possibly the players) to reach a good result, whereas in a game with balanced classes, a GM can spend precious time and bandwidth on other issues.


Monday, September 18, 2017

Movie Review: Willow (1988)

This week, I wanted to give a shout out to yet another film that I thought was totally awesome as a kid, but, with hindsight, doesn't look as shiny, George Lucas' foray into High Fantasy, Willow:



Willow has a somewhat meandering plot wherein a girl with a special birthmark is prophesied to bring about the downfall of the evil sorceress Queen Bavmorda.  Consequently, Bavmorda imprisons all the pregnant women in her realm.  Nevertheless, this baby Elora Danan, is born and smuggled to safety, eventually ending up in the care of our titular character, Willow Ufgood.

Willow is a simple farmer who dreams of becoming a sorcerer and is tasked with finding a safe place for Elora Danan.  Along the way, he meets rogue sellsword Madmartigan, a couple of brownies (who are the comic relief), Princess Sorcha (daughter of Queen Bavmorda, who does a heel-face turn) and Fin Raziel (a good sorceress polymorphed into a possum).  Also, armies clash, swashbuckling happens and dark sorcery must be averted!




Much like Star Wars, Willow is a mishmash of different ideas and inspirations, some of them painfully obvious in hindsight, such as Star Wars (Madmartigan is pretty much fantasy Han Solo) and the Lord of the Rings (the Nelwyns are pretty much Hobbits with the serial numbers filed off).  However unlike Star Wars, in Willow that mishmash never really comes together, unfortunately.

This film also suffers from an underwhelming performance from lead actor Warwick Davis, who fails to solidly anchor this ambitious project with his often hammy and wooden delivery.  And the tone of the film wildly swings from super kid-friendly to really grim dark.

Still, there are also plenty of positives.  Val Kilmer brings the necessary rock star qualities to Madmartigan and the rest of the cast is filled with good character actors.  The cinematography, action sequences, production design and costuming are good to excellent.  The VFX look dated now, but were good for the time.




So, if you are looking for an ambitious but flawed epic fantasy film that's still a fun romp, this might be up your alley!


Monday, September 11, 2017

RPG Focus: REIGN (2007)

Previously, I have focused on 1st Edition Advanced Dungeons & Dragons and on 6th Edition Call of Cthulhu, two old favorites that have been highly influential upon my own developing rules set, Sorcery & Steel.  This week, I want to take a look at another game that has taught me many lessons in RPG Design, REIGN:



Right off the bat, I'm going to say that I love REIGN to bits.  That might seem a bit odd since REIGN  utilizes a number of New School ideas and mechanics.  However, I am not against New School games that are designed well and I played in a REIGN campaign for a couple of years, followed by GMing my own REIGN campaign for a couple more years.

REIGN is a low-powered fantasy game powered by the One Roll Engine (ORE), a count success dice pool system, with applicable stat and skill determining the size of the PC's dice pool.  This is not anything revolutionary.

However, what sets the One Roll Engine apart is that, rather than looking for a fixed target number, "successes" are based upon matching sets of dice.  As a result, as the name suggests, you can determine success, speed and degree of success all in one roll.  Furthermore, the same system can be used for static, dynamic and opposed rolls.  ORE does have a learning curve but, overall, this makes the game run very quickly and smoothly.

Another thing that I really like about ORE is the stripped down skill list that still covers 95+% of what PCs might encounter during an adventure (i.e., skills are broadly applicable).




There are lots of other things that a would-be RPG designer can study in this game as well, including using a strong authorial voice throughout the work, effective flavor text, really well-balanced mechanics and character advancement, an interesting and effective approach to Linear Fighters, Quadratic Wizards, etc.  One really does get a lot for their dinero!

So, if you are a fan of RPG Design or simply want to check out a neat rules sets, you can do a lot worse than REIGN!

Monday, September 4, 2017

Culture: "The Hero with a Thousand Faces" (1949)

Fundamentally, most tabletop role-playing games seek to tell thrilling yarns about heroes triumphing in the face of great odds.  So, this week I wanted to give a shout out to the seminal work of comparative mythology, "The Hero with a Thousand Faces":




Written by legendary mythologist Joseph Campbell, "The Hero with a Thousand Faces" is a hugely influential study that combines modern psychology with comparative mythological analysis.  Building on work from earlier scholars, Campbell found heroic legends from all over the world and from many different periods of time shares many similar elements of plot, structure, theme and symbolism.  

This begged the question of why heroic legends possessed so many similarities, despite being separated by great gaps of space and time?  Campbell's tremendous insight was that the reason for this universality was that these heroic legends were reflections of and expressions of elements of the collective unconscious of humanity.  According to Campbell and legendary psychologist Carl Jung, the collective unconscious produces "archetypes," which form the basis of many myths.

Furthermore, Campbell was able to break down these heroic legends into a basic narrative pattern which he called the monomyth or "The Hero's Journey", which he summarized as follows:

"A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man."




The concept of "The Hero's Journey" has been widely acclaimed since the 1970s.  Moreover, Campbell's ideas have been adopted and adapted repeated in popular culture, perhaps most famously in Star Wars, but also in many, many, many other works.

In the three decades since I discovered The Hero with a Thousand Faces, it has continued to fascinate and inspire me. Joseph Campbell peers through centuries and shows us that we are all connected by a basic need to hear stories and understand ourselves. As a book, it is wonderful to read; as illumination into the human condition, it is a revelation.” - George Lucas

A Call to Adventure!

So, if you are a fan of mythology and want to learn and understand more about the hows and whys of heroic legends, check out one of best written books of the 20th century!