Mar 8, 2015
History is Complicated
("Marina Ginesta" by Source (WP:NFCC#4). Licensed under Fair use via Wikipedia - http://en.wikipedia.org/wiki/File:Marina_Ginesta.jpg#mediaviewer/File:Marina_Ginesta.jpg)
--
Look.
This is Marina Ginestà in 1936, a seventeen-year-old French expat in Barcelona, where she is a reporter for the Soviet Pravda.
Had I learned about her in high school, I would have been told that she was an example of how civilians and youths were pulled into the war in a variety of ways. I would have learned that everyday people were forced to choose sides, or had atrocities visited on them. The history of plain folk.
Had I learned about her in the past few years, I would have thought of her as a member of the International Brigade, part of a movement that was ill-prepared and ill-treated by the Soviet Union, a movement of romantics that believed in a cause so much that they were blinded to its crimes. A monolithic entity.
I think that I am growing wiser. Having seen this photograph this morning, I see a child half-grown and fighting with a pen; someone who must have dealt with the betrayal of the Soviet Union’s treaty with Nazi Germany, and the later betrayal of its totalitarian regime; who had seventy-eight years of life after the photo that defined her life for most who know of her. I see someone who fought with fear, and doubt, and pain, and courage, and hope, and pulled decisions from this cocktail that rebounded off other people’s decisions to gain speed and more speed until they smash into other decisions and the result is history.
--
Look.
This is what history is made of.
“History is the diary of a madman” only if you assume that just one person is writing it, with mood swings wrenching the world he writes between communism, fascism and social democracy.
History is not the diary of a madman, history is a piece of binder paper getting passed around in a class. History is written by billions of humans writing over each other, scratching out what the last person said, scribbling questions before passing it on, and grabbing it back to change their mind. History is Franz Ferdinand passing Sarajevo a note saying “Do you like me?” and a classroom of 1.8 billion deciding how to react to the checked box.
History is a speech tournament with a nation’s worth of speakers debating, arguing, yelling over each other, bargaining, compromising, and throwing up their hands until the 19th Amendment passes – then it’s those same speakers going to the nearest Denny’s, and asking each other “What’s next? Was that enough? Did we fix the problem? Are we healed?”
History is complicated, and constant, and never quite finished.
--
Coda:
Y'know, I think I have a problem with being verbose... well, I already knew I had one, but today I ended up writing several hours to get most of a page in order to say "history is complicated, yo."
Jan 1, 2015
My gaming year in review
I decided I wanted to write something for the games that I
played this year, but I didn’t want to do the vanilla blurbs for each game, or
write a top 10. Instead, here they are, all the games I’ve played (for more
than an hour or so), plus one thing that’s stuck with me from them, plus how
you should play them.
Editing will happen some other time probably never,
because I want to finish this and post it.
Also, I think only five of these games actually came out this year. Look, I'm behind the times.
Saints Row, 3 and
IV:
·
This was the best gaming experience I had in all
of 2015. I’ve laughed plenty at games, but this is the funniest a big-budget
game has ever been for me, and the humor keeps up for tens of hours. The
gameplay may not be challenging, but it feels
great, especially in SRIV when the team really understood their systems.
·
Keep a notebook nearby to write down the best
lines, and drink every time you do.
Digital: A Love Story,
Analogue: A Hate Story, and Hate Plus
·
The biggest drag of most visual novels is their
interface, with character portraits slightly changing their expression as you
click through a waterfall of chat boxes. Christine Love doesn’t fall into this
trap: Digital is played out in a DOS interface, through BBS messages and
console commands, and Analogue and Hate Plus are storytelling-via-Wikipedia. Digital
especially brings its 90s setting bone-deep with the interface.
·
Put aside your cynicism and let yourself fall a
little in love through your screen. Also, be prepared to look up info about 13th-century
Korean society.
Transistor:
·
If you aren’t playing with the Limiters, you
aren’t playing right. The combat in Transistor was unexpectedly amazing, after
we were all expecting it for the story. Playing with the Limiters – additional negative
effects or events, like Halo’s skulls – forced me to engage with the millions
of possible power combinations, instead of just finding favorites and using
them exclusively.
·
Don’t play all the challenge rooms at once. Get
through the entire game, start a Recursion (New Game +), then go through all
the challenge rooms. They’re great puzzles, but you’ll get so sucked into them
that you’ll lose track of the plot.
Europa Universalis IV:
·
Is there a better way to learn the mosome of tives of a
historical culture than to face the same challenges? I never would’ve learned
about Ming China’s problems with rebels and steppe tribes if it weren’t for
EU4, and from there it’s easy to see some of the fears that haunt modern China.
·
There are two ways to play Europa Universalis:
Either you play for eight hours at a time, for forty hours per game, with a TV
show going on your second screen, or you don’t play Europa Universalis.
Risk of Rain:
·
One of my dream games to make is a roguelike
platformer, and although my game would have more emphasis on personality, RoR plays
brilliantly in that vein. I don’t think it has the randomness to be thought of
as a true roguelike, but it’s another good entry following up on Rogue Legacy.
·
It’s less how you should play it, than how you
don’t need to: You don’t need a wiki. In most roguelikes, new items have
confusing functions, and you need a wiki to really understand their
intricacies. This is just a personal evaluation, I admit, but I greatly prefer
how simplified RoR is, with a limited list of abilities, specialization, and
items.
Hotline Miami:
·
This is actually the first time I can claim
indie cred: I was playing Cactus’ games back when they were shmups about
shooting the rebellious, escaped eyeballs of humanity. It’s pretty easy to see
the through-line of style in Hotline
Miami, the eye-melting colors and pulsing music.
·
Don’t play this game drunk or high. Seriously. It might
seem like a good idea, because whoooooaaaaaa maaaaaaaan the coooooolooooors,
but this game is difficult and you will lose.
Beyond Earth:
·
There’s a line in an old Irrational Interviews
podcast where Brian Reynolds says that Alpha
Centauri was filled with all the political fever-dreams from his 20s. Beyond Earth, on the other hand, has…
different colors? Minor mechanical differences? This was the most flavorless 4X
I’ve played more than a few hours of, and as a result it helped me figure out
my problems with 4X games. I could play Europa
Unversalis for years because it lets me rewrite history, but there’s no
story to be written in Beyond Earth.
·
Play this as a raw strategy game. The mechanics
are good, there’s lots of room for planning, so you’ll enjoy this if you pore
over wikis and search out optimal strategies.
To The Moon:
·
I keep comparing it to Embric of Wulfhammer’s Castle. To
The Moon is extremely beholden to the JRPG style, not just in the gameplay,
but in its tone. The perspective characters (the scientists) emote just like
you’d expect a JRPG protagonist to do, and they’re the weakest part of the game
as a result. The lens through which we view the story is weak, but when we
start looking past the lens, the story we see is spectacular. Except the
ending. Still got problems with the ending.
·
Play it in one sitting if possible, linger on
the piano melody, and keep Kleenex nearby.
Halo 3 (again), ODST, Reach, and Halo 4:
·
Halo 4 is probably the best Halo game that’s
ever been made. The encounter design feels as inspired as the original trilogy,
but without stupid-frustrating enemies: No giant sacks of health like the
Brutes in large groups, and barely any Hunters. The story retains the galactic
implications of the original trilogy, but benefits hugely by keeping the
operational area and list of characters very small. There isn’t a wasted inch
of narrative in that game.
·
All of these are games to be played over a
weekend, each taking two six-hour sessions. You won’t get rusty, the story won’t
be stretched out over too many sessions, and you won’t be stuck on one
encounter for the majority of your session.
Gone Home:
·
I played this on January 1st of 2014,
so it counts.
·
(Spoiler warning) I think I’ve had exactly one
friend come out. I’ve known people who I assumed were gay, and I know friends
who are gay or trans, but I’ve never watched someone go through the process of
accepting themselves and re-identify themselves to their friends and family. This
game is the closest I’ve come to seeing that.
·
Play this in one sitting, then sit on your hands
checking the clock until Life Is Strange
comes out.
The Wolf Among Us:
·
If a branching storyline lets you define the
relationship between two characters, but that relationship is one of the
linchpins of the story, how much does that hurt the narrative cohesion?
Throughout The Wolf Among Us, I felt
that the romance/partnership between Bigby and Snow was a key emotional beat,
but player decisions could easily torpedo that relationship. I haven’t replayed
the game with different choices, so I could be misinterpreting it, but having the
ability to completely destroy a plot thread is strange. Possibly empowering, but
without being sure of the breadth of possible outcomes, mostly just awkward.
·
Take it slow. Dig into the atmosphere. Click
everything. The Telltale engine, from the pacing of its character animations to
its cel-shading, will never be better used than in this jeu noir.
Star Trek Online (Disclaimer: This is one of my company’s
games.)
·
How much raiding and team content is needed
before level cap? There are some queued team-ups available in the lead-up to
the level cap, but it’s not until then that you pull the cotton balls out of
your nose and WHOAH that’s where the Dyson spheres, the Borg hives, the
dinosaurs with guns, that’s where all the new smexy is. I don’t have an answer
for this, but it struck me as odd that all this content was just at endgame,
after about twenty hours of leveling in solo content.
·
Play this with TNG on the other monitor. Duh.
FEZ:
·
I think this is the last of the indie darlings
from the XBLA era that I hadn’t played. There’s an era of games I think of, and
even though FEZ came out much later, I group it with Braid, Bastion, etc. That
era is interesting to me because all these acclaimed games were coming out on
XBLA, but I was locked in on the freeware; now most things except the art games
and game jams have gone paid, and the indie movement is still going strong. The
pricing structure changed, the art didn’t.
·
Don’t read any spoilers. Seriously. Just keep
playing until you think you’re done with the game, then give it another hour.
You sunk fifteen hours into FFXIII because “it gets way better after that”, you
can afford to spend an hour flailing blindly trying to figure out what’s next.
Tales from the
Borderlands:
·
Is there a better example of conversational
combat than the con in the first episode? Between this and the quasi-trial in The Wolf Among Us, this rode the line
for conversation that gets ridden in the best stealth games: high tension, with
the knowledge that you’ll have to live with the consequences if you slip up
instead of instantly failing. All too often conversational games either have no
consequences, or just restart you if you make the wrong choice.
·
Play with the barest idea of the plot of
Borderlands 2. Only watched the trailers? No worries! Handsome Jack is bad,
Vaults have cool tech, Pandora is a frontier madhouse of murder. You’re good to
go.
Dungeons and Dragons
and Secrets of Zir’An:
·
I ran a combat-heavy DnD campaign for my
co-workers, and a series of heists in the Secrets
of Zir’an world for my friends. I may have cross-pollinated some puzzles at
certain points.
·
Don’t prep. If you’re spending more than an hour
preparing your adventure, your players have to be 100% on board with following
your narrative. If your group’s characters shine in Firefly-esque banter and seat-of-your-pants
flying, you should be improv’ing as much as they are.
League of Legends:
·
I have played probably over 700 hours of this
game, and I still can’t transfer my
knowledge into playing consistently better.
·
If you’re going to play this, make sure you eat
food before you play, otherwise you’re going to look up hours later and realize
that, maybe, your crappy play was because you were cripplingly hungry. Personally,
I can’t afford to spend three hours a night playing LoL anymore, so I’m taking
a break.
Nov 11, 2014
Miles Prower
I grew up on Sonic.
I watched the syndicated cartoon at sleepovers, and lost my
shit when I heard it was on regular TV. I read the comics from Issue #26 until
I was a freshman in college, and I drowned myself in Ken Penders’ lore about
the Floating Island and Tails as the Chosen One.
Sonic fanfic was the first fanfic I ever read, even before
the excellent Mega Man: The Series. I was reading OC Do Not Steal characters
in Sonic fanfic before I was old enough to know how self-serving they were for
the authors.
My favorite game for years was the Sonic 3 and Knuckles collection, and I always played as Knuckles
because I couldn’t figure out that holding up and down moved the platforms in
the Carnival Night zone. I never managed to get all the Chaos Emeralds in Sonic and Knuckles, but I could get them
in my sleep in Sonic 3.
And it wasn’t until college that I got the “Miles Prower” = “Miles Per Hour” pun.
Sexuality, Wolverine, and Ice King
That title is why the Oxford
comma matters, folks. No one wants to read that slash fic.
This is going to be a bit of a grab bag. I don’t really have
in-depth thoughts on any of this – at least, not yet – but I want to at least
signal boost these things.
Also, I decided to post this with basically no editing.
Someday I will start integrating more images into the blog, and proofread the
hell out of everything, but for now I just want to keep momentum going and keep
posting.
Subtext Sexuality
Did you know that the first appearance of the Morlocks and
Callisto was heavily influenced by the sex-positive sci-fi romp Barbarella?
There’s a lot going on in the margins of old comics, almost
all of which I didn’t notice. The biggest example that I missed was the queer subtext
of Storm and of Kitty Pryde in Chris Claremont’s run on the X-Men – there’s an excellent essay touching on it, and the Miles and Rachel X-Plain the X-Men podcast has been pointing out specific instances of this.
It’s fascinating to me, like tilting a painting and finding
it’s got a whole other dimension you never noticed. When I first read most of Claremont ’s stuff, in
early college, all of this flew right over (under?) my head – the only piece of
sexuality that made me think was Kitty’s relationship with Colossus (which is
its own can of worms). Now that I’m going back through, queer sexuality is
another perspective to read it through for a better understanding, just like race
relations and Professor X being completely awful.
Wolverine and Kitty?
“There’s a story that I’ve heard told more than once about
the fact that Claremont had said that Kitty was Logan ’s true love, that
that’s where he was going with it.” – Greg Rucka. (23:40, source here,)
Ewwwwww.
Even setting aside the extreme morale problems, it would be
a massive betrayal of both characters, unless Claremont changed a lot of both characters.
Pursuing (adult) Kitty wouldn’t
even be that, because while Kitty is a good person, it was always her age and
innocence that made other people value her idealism. The other X-Men wanted to
make the world safe for idealists like her – they didn’t believe in everyone
living as idealists.
And so, I continue to maintain that authorial intent is
bullshit, for reasons exactly like this. (So no, they aren’t “jiffs”.)
The Ice King
You know a creator that does
handle creepy relationships well? Pendleton Ward.
I don’t have a whole lot to say on this subject, but I’m
consistently impressed by how nuanced the writing is for the Ice King in Adventure Time. After the first few
episodes, it’d be easy to write him as just a bumbling villain with a heart of
gold: “Aww, he kidnapped another princess, and is trying to force her into a
non-consensual marriage. That’s our Ice King!”
Adventure Time doesn’t
do that, and it’s to Ward’s credit. From the beginning, the show treats Ice
King with a mix of pity, humor, and genuine acknowledgment of his creeper
status. Even when the show pushes Finn and Jake to feel bad about hurting the
Ice King, it never pretends that that pain is equal to the pain he causes with
abductions.
I don’t really have anything to add beyond that. I just
appreciate that Adventure Time
doesn’t make light of abduction… like, er, that one song from The Fantasticks.
You know the one.
It pains me that that song is so (*%$in’ catchy.
[Note: I’m only three seasons in, so there’s still time for
things to get screwed up, I suppose.]
Nov 9, 2014
Some Thoughts about 4X Games
Note: I wrote this while watching Adventure Time in the middle of the night. Hopefully the idea gets through -- this is fundamentally a subjective piece, not a review.
--
My name is Matthew Pecot, and I want to like 4X games.
I’ve spent most of my gaming career enjoying them, starting with Civilization 2’s eighty-page manual and
running to the present day. I’ve obsessed over the Civ games, Sword of the Stars,
Europa Universalis – I even picked up
Pandora: First Contact because it
billed itself as an Alpha Centauri
successor. “Rock You Like a Hurricane” always makes me think of mind worms.
And yet, now, I’m starting to look at the way I play these games, and they’re
more bowling than fencing. The main reason for this is that 4X games have a
huge problem with feedback loops, in part because each gameplay cycle is so
long.
Let’s look at how I play an average round of a 4X game. I choose my
starting advantages/faction, I kick it off, I play for about thirty minutes…
then I restart. And again, and again, until I feel like I have the opening
moves figured out. I do this because the opening turns are the only part of the
game I feel like I can solve. Just like a Zergling rush: If
I haven’t built an expansion by turn X, then I know I’ve failed.
How do you know if you’re failing in a science victory? Or in an arms
race during a cold war? 4X games don’t do a good job of letting you know how
you’re doing – except during a war, then there’s a good feedback system. The
rest of the time, your evaluation of progress is based on how well you will do in a war. There’s a good
intellectual challenge to evaluating an enemy, but 4X games bake so many
systems together to come up with combat effectiveness: available allies, tech
level, morale, local terrain, commanders, reinforcement rate…
Smarter people than I can make those calculations, and play the game of
gathering intel to fill in the variables. That’s not for me, though, especially
with games as complicated as Europa Universalis. (Ironically, those games tend
to have the most information available on other factions.)
I generally prefer to play these games very solo-style, though, more
like a citybuilder than a 4X game. I’d be happy playing a Civ game without any other
factions, just building up, and trying to build up Health faster than I could
expand. It’s the same reason I played EU III
as England: Because I could face a life-or-death struggle at first with
Scotland, then I never had to worry about a European war and could just focus
on colonization and trade.
The problem is that even if you’re playing against yourself, you’re not
the only bar to measure against. Sure, you might think that the only thing that
matters is if you feel accomplished, but these games are part of the zeitgeist.
You’re going to talk with your friends, and in the worst case, they’re going to
look over your shoulder and point out what you’re doing wrong. (My boss did
that to me midway through an EU IV
game. I ended up playing another 20 hours as a result.)
So, what’s the consequence of all of this? A lot of repetitive actions
that feel meaningless. If I’m taking actions, but don’t see how well I’m doing,
they don’t feel very impactful. It doesn’t help that, for most of a 4X game,
you’re employing the same stratagems and movements you have before, and because
they’re turn-based, there’s not much of an intrinsic reward when you execute
them well.
The scale of a 4X game amplifies this, because at a certain point any
given action is meaningless. You’ve already lost, or you’ve started to
snowball so hard that you’re effectively unstoppable, in which case you’ll win
if you just keep clicking End Turn and queuing up the latest buildings.
This is why the 4X games I enjoy the most are actually roleplaying
games: They add a sense of emotional meaning to your play, even if mechanically
the actions are rote. Civilization is
actually the furthest away from roleplaying of all the 4X games I enjoy,
because it has relatively little historical grounding or sense of exotic
location; Europa Universalis is on the
other side, with an incredibly deep sense of place.
This also explains why Beyond
Earth feels so lackluster: It has almost no character. The mechanics for
each affinity barely touch on what they’re supposed to be, and the quests are
just a bunch of placeholder text. Compare that to the thrill of following
Magellan in circumnavigating the world (and having mechanical benefits from
doing it), or seizing Orion from its guardian, or… you get the idea. The only
thing that makes a 4X game stirring for me is the sense of place and adventure.
Everything else is just forty hours of clicking End Turn.
Nov 6, 2014
To the Moon, some thoughts
To the Moon was a big hit in
2011, but I finally got around to finishing it this weekend, and a few pieces
fell like billiards in my Rube Goldberg brain. So, there are some thoughts I’ll
need to spit out… and here they are.
Quick briefing: To the Moon is
a Gone Home-style interactive story
in the framework of a JRPG, built in RPG Maker. (If you remember FFVI / FF3, you
remember the visual style, how hard the designers had to work to bring out
emotions in the characters, and how it was usually written tongue-in-cheek.) The
core of the plot is a sci-fi device that lets specialists go into a person’s
mind as they’re dying, go back to their childhood, and let them create a
memory-timeline that lets them fulfill one wish. With this, the framing of the
game is a Memento-style journey as
the scientists go from the man’s last memories to his childhood, so that they
can understand him, in order to set up the new memories.
I’ve got three things I want to look at: Comparisons to another RPG
Maker game, the character of River and portrayals of autism, and the structure
of the ending. Also I have a playlist at the end.
I have to draw a comparison to Embric
of Wulfhammer’s Castle, another super-indie RPG maker game. From a
storytelling perspective, both games have similar depth, with characters living
with the memories of past pain, although To
the Moon wears its heart a little more on its sleeve with that. Comparing
to Embric really brings home one of
the chief weaknesses of Moon, though,
in that the moment-to-moment dialog is pretty weak in Moon.
Our viewpoint characters are two scientists, a pair that bickers like
buddy cops, one serious and the other cracking kamehameha jokes. They’re useful
for pacing, because by responding and commenting on what they see, they break
up the heavier scenes and give us comedic down-tempo moments before going back
in. The characters never get beyond being the odd couple, though, and when the
story does lean on them to do emotional heavy lifting, it feels misplaced.
They’re also just… not funny. At best, they get a wry chuckle. The
dialog for them feels like the kind of amateurishness that used to be
associated with RPG Maker games. It stands out even more compared to how
complex and (usually) well-written River and John are. It’s like if Jay and
Silent Bob made up most of the dialog in Dogma,
then played a crucial emotional role in the finale. The scientists aren’t bad
characters, they just don’t have any creativity invested in them.
The first half of Moon is
carried by the character of River, and her relationship with John. River is
very clearly living on the autistic spectrum, or another mental status that
shapes how she views the world, and Moon
doesn’t softball how much that changes things. (Disclaimer: I have one friend
who may be very high-functioning autistic, but my experience with autism is
very limited, and I acknowledge that I may be incorrect on some things.)
River is by far the best-written character, with dialog that clearly
brings out her specific worldview. One line in particular stuck with me – she’s
been asked out to the movies, but ends up sitting separate from the guy, and
doesn’t understand why he was assuming they would sit together. “We were both
watching the same movie, in the same room.” The game doesn’t shy away from
addressing the loneliness inherent in this different worldview, but it doesn’t
explore it too deeply.
The flip side is that the hardest thing in Moon is accepting the validity of River’s choices. Because of her
condition, she values different things than most people, and so it’s easy to
call her decisions stupid or idealistic. They aren’t, though: She just has
different values. Spoiler territory abounds here, so I’ll just leave it at
that. Suffice to say that Moon forces
you to accept that other people have the right to decide how to live their
lives, and we cannot dictate it for them, only support them in their choices.
Spoiler warning – this final section will be entirely a discussion of
Act 3 and the ending.
I’m not a huge fan of the ending, though. Anything in Act 3 would
probably feel weak, because Acts 1 and 2 were where all the reveals about the
past happened, but the dramatic tension in Act 3 is entirely linked to a
communication failure between the two scientists. In theory, this is justified
by “There’s no time to explain!”, but there’s been an established trust between
the two for the entire game, so it comes off feeling entirely forced.
I’m also going to put on my writer hat, and say that the direction Act
3 went undermines the emotions of the rest of the game. In Acts 1 and 2, To the Moon is about understanding the
small tragedies that go into a man’s life, from his childhood until his last
regrets. Act 3 is undoing all of those tragedies – the scientists give John
back everything that was taken from him, from fixing the identity crisis that
pushed him to try to live differently, to giving River the care she needed so
she never had to decide between the lighthouse and her own life.
It’s especially disappointing because To the Moon opens the door on an alternative ending, based out of
the moment that got me tearing up most in the entire game. (It’s worth noting
that this is based on an inference, and that inference could be wrong.) John
and River met as kids, and promised that they’d meet again the next year, but
he doesn’t remember / make it because of the trauma and beta blockers he took
in the wake of his brother’s accident. They did promise that, if they forgot or
couldn’t make it, they would meet on the moon – hence John’s desire to go to
the moon, although that memory was fuzzed out by the trauma and he didn’t
remember why.
The idea of John and River promising each other that they would meet
again, and him clearly being driven by that even to his death bed (since his
wish was to go to the moon), but he never realized that he had already met up
with River and married his dream girl, absolutely floored me. The way that
love echoed through time, and the tragedy that he didn’t realize he’d
accomplished it, was the emotional high
point of the story for me. When I saw the ending the
game wound up going with, I wanted to shake the two scientists. You won, guys!
He wanted to go to the moon, but he was already there! All you need to do is
wake him one last time and tell him that, and he dies happy. Instead of a
bittersweet ending about understanding yourself and your love, the game goes
with an ending about fixing everything.
Playlist for thinking about To the
Moon:
“For River”, from the OST
“I Will Follow You into the Dark”, Death Cab for Cutie
“Paper Boats”, from the Transistor soundtrack
“We’re Going To Be Friends,” the White Stripes
“Wander,” by Kamelot
Mechanics Improv in D&D
Who says improv is just for dialog? I’ve been running a pen ‘n’ paper
Dungeons & Dragons campaign for my coworkers, and it’s been tons of fun because of mechanics
improv. I’m usually not a big fan of combat-oriented roleplaying, but this
let me hit the swashbuckling highs and lows I want from RPG combat.
If you’re interested in making combat more dynamic and over-the-top,
give the thoughts below a try and let me know if they help. This is mostly
aimed at D&D, but it can be easily adapted to any other rules-heavy combat that
you want to feel creative.
Invent bullshit mechanics, then
stick with them. Early on in this campaign, we had an Indiana Jones
minecart combat, and players started shoving enemies off the edge – then they
asked what happened if they pushed enemies into other enemies. Once I decided
that Enemy B got a save to avoid getting pushed as well, my players made that a
standard tactic, and eventually were pinballing enemies off the environment to
break terrain. My players got more tactical space to work within, and encounters
tended to have more flourishes.
Roll to confirm crits and
fumbles. 4th Edition went the wrong way with critical hits, in
my opinion: Automatic max damage actually takes away from the drama, because
then there’s no roll for damage. By using the old 3rd Edition rules,
you’re adding drama with the roll to confirm, plus the potential for higher
damage. Similarly, fumbles inevitably lead to “that one guy” who has bad luck
with everything, so everyone can laugh with him.
Side note: Another reason crits work is because they give justification
to break the rules, because crits mean you were just that awesome. The party
defender confirmed a crit when saving against a blast attack, so I gave him a
minor action; he used it to jump over and shield the barbarian, who fumbled the
save.
If a player makes an intuitive
leap, they’re usually right. The more creative and MMO-like your encounters
are, like “this monster heals when bloodied”, the more people are going to try
to figure it out, and they’ll start explaining their theories to the other
players. If they decide that they have to destroy the mystical pillars to keep
the boss from healing – hey, maybe that’s a cooler idea than your original
encounter design. Hey, take the credit.
Move quickly. This is less “how
to be dynamic” than “how to avoid being un-dynamic”, but nothing hurts
creativity or awesome action than stretching it out over ten-minute turns. Try
to keep the game moving quickly, then people are more likely to try interesting
things instead of playing cautiously. I feel like having single-encounter
sessions also helped us move quickly, or feel like things were happening
rapidly, instead of just getting through turn X of encounter 1 of 3.
Use the Awesomeness : Rule-Breaking
ratio. If a player wants to do something that breaks the turn order, I’m
not going to disallow it, but I’m not going to let it be super-effective. I had
a dragon about to use a breath weapon, and the barbarian asked if she could
throw a golden demon head on a chain at it (don’t ask) to block to attack. I
decided she’d roll a d4 and reduce its damage by that much: It didn’t have much
of an effect, but it felt cool and did have some kind of impact. All anyone
wants is to feel like they’ve accomplished anything, so you can always bend the
rules to an amount that’s commensurate with how much more fun it’ll add.
I’m not sure how to foster this, but encourage the “Holy shit, you can do that?” moments. This campaign’s
gone through about six encounters at Level 1, but every fight brings out a
power that makes everyone double-take. Last session, it was realizing that the
monk’s daily could let him punch about fourteen guys at once; sometimes, it’s
just a massive buff. I’m not sure if there’s a good way to keep this
self-discovery happening, but if you can, it’s very fun for players.
Hopefully someone out there gets some use from these thoughts – I’ve really
enjoyed running this campaign, even though it’s turned into just a combat
campaign, which I normally don’t enjoy. It doesn’t hurt that this mechanics improve
helps keep my prep time down, because instead of having to create deep
encounters, I can combine a few ideas with a few monsters, and during the
session we find ways to make it dynamic and fun.
Give it a try, and let me know what you think.
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