Monday, January 17, 2022

Getting in to Adventure

The scenario is the bridge between the characters and the world. But how do your characters find themselves gathered at the Many Ways Inn?

Roll a die:
  1. Runaway: whether from a cruel or dull situation, you had to escape.
  2. Landless: through conflict or other chances, you have lost all your prospects and must, perforce, begin again.
  3. Summoned: whether by a letter from a patron or some other call, you are brought here to answer.
  4. Commanded: a patron or lord has ordered you to join some mission or venture.
  5. Happenstance: pure chance or a series of unfortunate events brings you to this juncture.
  6. Choice: Perhaps worst of all, you have chosen a life of danger and uncertainty.
What the character will do and encounter (the scenario) comes before mechanics (the game system). And although every scenario needs a setting, consider not just the “where” of the adventure but the “when…”. A scenario is not just a place, it’s a challenge, a dynamic, with constraints and possibilities, that the characters approach organically.

Here’s a simple starter.

Mutton and Marauders


Two ettins, Nygel and Treffor, have crept down from the Garshaws barrens to remedy their hunger, rounding up a small flock of sheep and a shepherd for good measure. Unknown to anyone, grimlock rustlers on a similar mission have picked up the ettins’ trail, and so rescuers, trolls, and grimlocks are set to intersect near a site* at the base of the Garshaws.

Nygel, Ettin [3] - Armed with tree-root club
Towering, massively strong, dull-witted, slow

Treffor, Ettin [3] - Armed with nocked axe, heavy hides act as crude armor
Lean, strong, sly, greedy

Grimlocks [1] a troop of 13 - Armed with spears, daggers, oddments of armor
Ragged, half-starved, nasty; dangerous when cornered, or when able to surrounded and sneak-attack an opponent

* Note that the adventure site is left open, with an eye to continuing the adventure. Is it a cave, leading into greater depths; or a stone circle near a partly exposed barrow-tomb; or a ruined hill-fort, a remnant of better times for the kingdom?

Resolution

The key to play-the-world or FKR resolution (the game system or rules) is not that every action is determined by referee fiat, but that the players concentrate on their characters and the situation, and the referee is ready, through judgement and experience, to resolve their efforts with tools that are both fair and simple to use.

It’s not that there are no mechanics, but that the mechanics are compact and easy enough to generate the chance element that means that the play is not simply dictated but develops in unexpected and dramatic ways as it runs.

Of course, the right tools that are also fair and simple require some judgement or a sense of what works at the table. This might well come from one’s experience of another game, but for anyone new to this style of play, it means that some guidelines, however slight, are useful.

So, here’s a brief rundown of the Tinkerage’s current resolution toolkit.

Roll and Read

Roll and read for characters assumes that characters have a fair, but by no means certain, chance of success, based on the conditions and their own aptitudes.
  • Roll 2d6 and read the outcomes, adjusting to circumstances: 2–3 (fail); 4–5 (mishap); 6–8 (standard - the expected outcome); 9–10 (good); 11–12 (great).
  • Can roll opposed and read for active opponents. Resilience rank breaks ties in opposed situations.
  • Modifiers of +1/-1 are very rare, for exceptional circumstances (magical gear, terrible conditions).
  • For a specific aim or outcome, like shooting a bow at a distant target, also read to meet a threshold number within the basic ranges: 6-8 is within standard range of difficulty; 9+ hard, and so on.
Combat is a kind of challenge where characters attempt to inflict strikes on their opponents while maintaining their own guard. A hit of sufficient force inflicts a strike, and when strikes are greater than a character’s resilience they are struck down. A character struck down may be stunned, injured, disarmed, or even killed or in a critical condition.

Screening rolls

For the referee, a single die is often the best tool. A screening roll is a quick roll of a die to clarify a situation or filter out a range of possibilities. 
  • Roll for quality or conditions: 1 is worst, 6 is best.
  • Roll for questions of probability: 2+ is very likely, 6+ is very unlikely.

Play the Adventure, not the Rules

Look back and think about Mutton and Marauders. The ettins are tough — unless the characters find a way to weaken them first, they should be harder to hit even for the strongest warrior in the group. Maybe roll and read and look for 9+ to hit? What if a character is hit by Nygel’s tree-root club? Make a screening roll to see how bad that strike is. The grimlocks aren’t strong individually, but what if they get the drop on the characters during the hunt, are they then defending at -1 or worse? What is the weather like when the characters set out to track the ettins — there’s another screening roll, perhaps.

And finally, if you don’t care for 2d6, then grab a d10 or put a classic d20 on the table. Think in terms of percentages? Then roll a d100. Know the rough chances of success and failure, give the characters a decent chance when they make a decent choice, and you have the core of freeform play at hand. Sooner or later the dice will surprise you and your players, and that’s when the adventure begins.

3 comments:

  1. Just spotted on Facebook an interesting party-meetup - someone is crying in the women's room, and all the drunk women in the tavern come together and vow to help her.

    I am (finally) planning to run some simple RPGs for the teens at work again next week, probably Gateway for the ability to improve stats and thus whet appetites for next session.

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  2. I'm loving looking through this blog!
    I'm presently running a game using 2d6 opposed rolls, no modifiers, roll and read as you say. It has been super instructive for me, and I recognise that I'm very lucky to have the two players I have for this particular game.
    I've been running games for forty years, and have shelves which sag with RPG books. I've slowly been moving more and more towards rules-lite, and recently to a self-conscious FKR position; it's of particular fascination for me that rules-lite and FKR overlap, but not always entirely, and so running FKR games is, it seems to me, shaping my thoughts on all systems which I play and run.
    I've rambled, I'm sorry. Great work here. Thank you.

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  3. Be curious to read more about your process as a solo player who is wearing both the GM & player hats using freeform systems. When you have a system with more rules laid out it is certainly easier to fall back on procedure as the solo player but you are hampered by the page turning, hunting for specifics, and throwing out all the nonsense intended to balance the game for a bunch of unruly random humans coming together. On the other hand while freeform games can remove the friction and barriers to play if you aren't an experienced GM I would imagine it would be quite difficult to know when to engage the "rulings" mindset and shift back to the players mindset smoothly.

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