On Tactical Bestiaries and NPC Stat-Blocks

Bear with me. I have a few points I felt a strong need to discuss before diving into actual doctrines proper. This is the second of three introductory posts.

In my introduction to the War Update, I spoke of the need for “bestiaries,” but I wanted to clarify what it is I’m talking about. I don’t have a very good word for this concept, so I’m still casting about. It’s not a bestiary in a literal sense, which is a discussion of beasts, but the term is often used in RPGs to describe encounters, which usually consist of monsters, but may consist of humans or intelligent humanoid beings: it’s an encyclopedia one can reference for combat encounters.

I want to talk about them further because while I already discussed them, they seem the beating heart of the War Update. Yes, we’ll get commandos and more vehicles or weapons and some rule updates, but the primary output will be giant articles full of stat-blocks and tactics. I need to understand what I’m doing here, and the best way for me to do that is to explain it to you, dear reader.

I need to know how to run an encounter for a given enemy. That’s what I need, and that’s what a tactical bestiary should provide me. Most monster stat-blocks I’ve encountered in RPGs tend to disappoint me in this regard, and GURPS more than most. Yes, they’ll tell you what happens if you cast a specific sort of spell at them (not directly, but you can work out the information), or whether they can see in the dark, and what they roll to hit someone. But they rarely tell me much about what sort of critters show up together, how they might fight together, what special tricks and moves they might make, how the fight might change up over time, how they might respond to unusual tactics, and so on.

Continue reading “On Tactical Bestiaries and NPC Stat-Blocks”

An Introduction to the War Update

So, I’ve been quiet for awhile, mostly because sorcery takes time to work on and the whole system must be cohesive for it to work, and because the other parts I’m working on also need to be cohesive and I keep slamming into limitations that require me to stop and work on something else.

The most common limitation I run into is a lack of properly written out NPC encounters that I can cobble together in some fashion that makes them highly usable by GMs. This is not just an issue for me: I see a lot of GMs having this problem. Psi-Wars GMs react to any monster encounter I drop like a desert reacts to a quick rain storm: they drink it in like nobody’s business, which says to me the format of my NPCs is good enough, but also that we need more and more, and I also personally feel like I need more. It will serve everyone well.

In principle, GURPS seems to assume that this sort of thing shouldn’t be necessary. The material Psi-Wars is based on doesn’t have deep discussions of combat doctrines and the medium pretty much makes it up as it goes, and GURPS tends to as well, especially with GURPS Action: a typical GURPS Action game is more about generic thugs firehosing bullets at the PCs rather than involving deep tactical thought, and Psi-Wars runs fine like that. But I find that science-fiction settings (which, despite its desperate efforts to paint itself as low-effort Space Opera, Psi-Wars definitely is, at least to some extent) need additional attention to how their technologies work and thus how everything integrates. I also find that if every fight is “generic goon stands around firehosing blaster fire at the PCs but with slightly different gear,” the game stagnates and becomes boring. Furthermore, the setting practically begs for tactical depth on par with games like 40k, where each faction feels like it fights differently. After all, their martial arts and technologies feel very different too!

This has been an update I’ve wanted to do for a long time. So why wait so long? It’s… a lot of work and ties into many aspects of the setting, and it’s been easier to avoid and let GMs just try to work it out on their own, but as noted above, it brings a lot of benefits. It also touches on parts of the ruleset that are the most likely to disrupt the aesthetics of the setting: a true, modern battlefield is not very friendly to guys with swords, even of those swords are made from destructive force fields and the swordsmen sport psychic powers. So, this requires having a deep understanding of the setting and rules to make sure this will slot in well. One of the things that I’ve learned is that the problems I expected haven’t turned out so bad, and other problems have become more of an issue. But all in all, I think it’s time, or better said, I can’t put it off further.

This will be an ongoing series, and I’m currently aiming for one post a week, and yes, I’ve worked ahead. I will also be working on other things in the meantime.

Continue reading “An Introduction to the War Update”

Mogwai Gorilla Suits

Well I got really roasted in my last Mogwai post for forgetting that Mogwai specifically have a trait (Mogwai hands) that let them use SM +0 weapons, and gives them ST 7 for the purposes of minimum weapon ST. It’s fair, but the counterpoint, also made by some of my readers, is that the reduced mass really helps the Mogwai a lot: they might be able to fire a 3 lb blaster pistol, but the average Mogwai only has a BL of 5, so that’s almost their entire No Encumbrance level! And while my armor isn’t really anything you couldn’t work out by simply adjusting the existing armor for SM, I think having some ready examples might help a lot.

But in truth, all of that was in preparation for this: Gorilla Suits. Today, I want to talk about how I imagine Mogwai fighting, what makes them unique, and how they can express their technophilic nature. Mogwai are the “goblins” of Psi-Wars, stripped of the ominous or violent nature. They are the wild, madcap inventors that chat up their inventions and pull out gonzo gadgets that can dramatically shift the fight, either by giving the Mogwai a huge advantage,or blowing up in its face.

That says to me that they should be using Gadgets or Foresight of some type. That notion by itself is enough for a player character, but I’m concerned with pre-designed combat encounters. I want to grab a stat block of Mogwai fighters and know how they’d work, how they’d fight. That means some ready examples of what sort of mad tech a Mogwai might pull out during a fight.

But it might also be nice to standardize that tech around a single theme. Given that they are one of the founders of Wyrmwerks, and given that Wyrmwerks excels at battlesuits, what if we ponder what a Mogwai Battlesuit might look like, and how it might interface with this concept of “Gadget Warfare” that Mogwai specialize in?

So, that’s the point of today’s post: working out the design for Gorilla Suits, power armor designed for Mogwai, and the “gadgets” that go with it, and perhaps expanding the concept of Mogwai gadgets so Mogwai fighters without Gorilla Suits can also use them.

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Knife Theory and my Problem with GURPS Disadvantages

So, I’m floating around the RPG part of Youtube and this video pops up. It was a nice watch, and I’ll spoil it for you if you don’t have time to watch it. Knife Theory is the revolutionary idea that you should put story hooks that the GM can use in your background. Crazy, right? But it’s a phrased in a very specific way: it refers to them as knives because the intention is that “the GM stabs you with them.” That is, these are not meant to be nice hooks, they’re meant to cause you problems, on the presumption that this will make the game more fun. And I find this very interesting, because what we’re talking about at this point are more than just hooks, we’re talking about players specifically taking disadvantages. An example used in the video even sounds exactly like the Enemy disadvantage, and some of the broader discussion in the video, when seen in this context, highlights one of my biggest issues with GURPS disadvantages, the more I mess with GURPS.

My core complaint is that the reality of the tabletop and the requirements of playing a good character, as well as GMing a good adventure, requires a flexibility of character and storyhooks that is often not present in GURPS due to its tendency to fossilize a character at character creation and encourage character growth rather than dynamic reinterpretations of the character as necessary as the story evolves.

Continue reading “Knife Theory and my Problem with GURPS Disadvantages”

Alright Fine, Let’s Talk Mogwai

So Wiki Week came and went and what do we have to show for it? I’ve actually added some things to the wiki, but Mirror bot seems to be forever down, which only leaves the old MonitoRSS, which has suddenly turned its nose up at the format wikidot uses, which means I need a bridge and unless I self-host it, the only one I found serves ads. Ew.

So what have I been working on? The Trader Band. There were two things I wanted to finish: Zephyr and Counterweight. I started working on Zephyr, then I thought I would take a break and see what I could do with Counterweight, because it has a Deep Engine site, and since I’ve done so much work, it should be totally possible to write one up, right? So I thought I’d give it a try, test out how it went. After all, my locus design should make it quite easy! It should just a be a series of selections and some descriptions and it’s done, right? I mean, I’m missing the Glitch details, but I have some material behind the scenes and we can edit later if necessary, after all. Why not give it a try?

You may take the fact that I still haven’t posted it as evidence that my design was a failure. It was not. I got the core elements of the locus up within a few days. The Locus itself was quite easy. But everything else… See, it turns out that writing up a Locus is a lot like writing up a dungeon, including detailed descriptions of the monsters. It’s not just a locus, it’s the high level daemons, it’s the unique encounters, it’s the personalities associated with the locus. In fact, the thing that’s taken longer than everything else has been writing up the personalities.

So naturally I thought “Why not write two?” Counterweight has three major bodies worth discussing, including the Junk Moon of Rydberg, and I thought discussing them at least a little might be nice. They have a “scavenger tribe” called the Manaa that play at being mystics, so that seemed a natural place to suggest that they have a hidden, Mogwai-modified Deep Engine site. It seems like a fun idea to explore.

So that’s the hard one? No that’s done too. The problem is that the Mogwai themselves defend it and, in fact, represent the majority of encounters on the world, so they would need some “combat block” stats, but what would those stats look like? Oh no I don’t have Mogwai gear. No problem, right? Just modify the existing gear, right?

Well, that’s what we’re here to discuss today!

The Problem with Mogwai Gear

Mogwai are small. So are Keverlings, but you can sort of get away with Keverlings having no special tech because they are not especially technical and live in the land of bare-chested barbarians so we can hand-wave armor away, or assume they use whatever they can get their hands on. Mogwai, by contrast, are some of the most technically savvy critters in the galaxy, and were a foundational part of the “mad science” of Wyrmwerks, so obviously, they would have tech that suits their tiny frames and low ST. And yet, we don’t have any. So the moment I want to design any sort of encounter with them, I’m at a loss. I can scale existing material down, but that doesn’t work well with blasters. Even if we could technically just scale down existing armor, it might make sense to have a pre-defined set available somewhere. It might also make sense to have armor or weapons that are unique to them, but if so, we have our work cut out for us. What would their gear even look like?

Easy Mogwai Tech: Existing Armor and Weapons

So, some of the gear is pretty straight forward. I did some homework on how to adjust the armor for smaller SMs; Ultra-Tech has a pretty straight forward recommendation (1/5 the weight at SM-2). I checked the math; Bio-Tech says 1/2 length is 1/4 surface area (the mass that matters for armor) and 1/8 mass (for the critter). When I ran the actual math, I came to pretty much the same figures. So, it should just a be a simple matter of applying the 1/5 mass, right?

Why make it easy if we can make it complicated. Mogwai are different: they have larger heads, smaller torsos, longer arms and shorter legs than a human would have. Should we adjust the armor to reflect that? Well, we could. On average, it would amount to the same, though helmets would be bigger. Realistically, though, we’d need to adjust every armor for every alien if we wanted to do that, and especially with SM -2 critters, we’d be quibbling over 0.10 lb here and there.

Alright, so we won’t bother with that. Do we even need to work out the fine details of the armor, then? We don’t have to, of course, but I think it would be convenient if we did the math up front and put some common armor and weapons in place for Mogwai.

This is fairly straight-forward. What obvious armor would we expect them to wear? Well certainly a battleweave bodysleeve, but I can see a jacket, trousers, stylish jacket, stylish trousers, and gloves. Why Stylish? Because, first of all, Mogwai James Bond in an armored suit is hilarious and also fits their character. The jacket and trousers are similar. It is tempting to reverse their mass, though, to argue that the legs are proportionately closer to our arms and vice versa.

For boots, combat boots (both carbide and battleweave). We don’t need to change their size (they’re already the size of hands)

So I come to something like this (and yes, there is some redesign in here)

ArmorLocDRCostWeightLCNotes
Battleweave BodysuitBody, Limbs10/2$2000.74CFL
Battleweave Jacket Torso, Arms10/2$1500.64CF
Battleweave Jacket, StylishTorso, Arms5/1$1500.34CFS
Battleweave TrousersGroin, Legs10/2$500.154CF
Battleweave Trousers, StylishGroin, Legs5/1$500.074CFS
Battleweave Gloves, LightHands10/2$10Neg4CFL
Battleweave GlovesHands20/4$15Neg4CF

This covers most of our basics. Let’s also add some Carbide Armor. I’ve toned this armor down somewhat, for no particular reason other than that we might expect smaller critters to be more lightly armored than larger critters (even though GURPS rewards the opposite) and the Mogwai are an agile race that might prefer reduced encumbrance.

ArmorLocDRCostWeightLCNotes
Carbide HelmetSkull45$600.63
Carbide ClamshellTorso45$30033
Carbide Combat BootsFeet45$300.43

Then we round it off with some tactical gear and some helmets.

Environmental Gear, Sealed Armor and Vacc Suits

The following armor is sealed if closed with a sealed helmet (see Sealed Helmets below). All Vacuum Suits have at least vacuum protection, internal air systems, extreme climate control, vacuum support, pressure support and waste relief.

Mogwai TacSuit: Durable, optimized thick battleweave provides extensive protection to the body. This armor is Sealed.

Mogwai Vacc Suit: Thin, form-fitting and either black or silvery, this battleweave bodysuit protects against vacuum, provides waste disposal and has tiny air tanks that grant 5 hours of air.

ArmorLocDRCostWeightLCCellNotes
Mogwai TacSuitBody, Limbs50/10$1,0003.752FS
Mogwai VaccsuitAll10/2$50023B/12 hoursFSV

F: Flexible; 1/3 DR vs crushing;

S: Sealed with helmet

V: Vacuum protection

Additional Helmets

Mogwai “Breather” Helmet: This carbide helmet is sealed; when combined with sealed armor. This helmet contains a tiny radio, an air mask and tiny air tanks that provide 5 hours of air and provides Protected Vision via shielded eyeslits. If combined with sealed armor that does not support against vacuum, it will protect against Breathing Vacuum but not Explosive Decompression. If combined with a vacc suit, combine the total air to determine the endurance of the helmet.

Mogwai “Bubble” Helmet: This large, circular helmet protects the mogwai’s head in a stylish way. This helmet is sealed; when combined with sealed armor. This helmet contains a tiny radio, an air mask and tiny air tanks that provide 5 hours of air. If combined with sealed armor that does not support against vacuum, it will protect against Breathing Vacuum but not Explosive Decompression. If combined with a vacc suit, combine the total air to determine the endurance of the helmet.

Mogwai Goggles: These protect the eyes and provide Protected Vision.

ArmorLocDRCostWeightLCNotes
Mogwai “Breather” HelmetHead30$1501.253AP
Mogwai Bubble HelmetHead20$10014A
Mogwai GogglesEyes15$5neg4P

A: Contains an air-mask and filter, allowing it to remain sealed while breathing atmosphere without airtanks.

P: Protected Vision

Mogwai Weapons

It might be simple enough to simply take existing weapons and reduce them down using the rules from Low-Tech Weapons, but it might be worth thinking about what sort of weapons they would use. And the scaling rules will only work for melee weapons anyway. With pistols and rifles, they’ll need something scaled around their ST of 5.

We could come up with any number of weapons, but how about we start with these. Note that a typical Mogwai’s ST will give him a thr of 1d-4 and sw of 1d-3, for purposes of comparison. All of these weapons are designed for SM-2 hands.

Mogwai Stun-Fist: This gauntlet incorporates a brass-knuckles design which is charged with a neurolash field. Struck targets must roll HT at a penalty of -1 per 2 FP lost to the attack or be Stunned for a number of seconds equal to their margin of failure; those who fail by 5 or more are rendered Unconscious. The gauntlet counts as an unarmed attack and benefits from Brawling, Boxing or Karate damage bonuses. It protects the hand with 20 DR. Beam Resistant. Finally, it uses a B cell, which provides enough energy for 50 “zaps.”

Mogwai Machete: A vibro blade. A B-cell provides 180 seconds of continuous activation.

Mogwai Dagger: A super-fine carbide blade with a chisel tip designed to punch through armor. Grants +2 to attacks against armor chinks.

Boxing, Brawling, Karate or DX

WeaponDmgRchPrryCostWghtSTNotes
Mogwai Stun-FistThr+1 cr +1d+1 (5) fat affC0$1000.5[1, 2, 3,4]

Broadsword (DX-5, Force Sword-4, Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4)

WeaponDmgRchPrryCostWghtSTNotes
Mogwai Machete orSw+1+1d (5) cut Thr-1 (5) imp10U$5001.110[4, 5]

Knife (DX-4, Force Sword-3, Main-Guache-3, or Shortsword-3)

WeaponDmgRchPrryCostWghtSTNotes
Mogwai DaggerThr+2 (2) impC-1$250.253[6]

Notes

[1] Gains the benefits of Boxing, Brawling or Karate damage bonuses and counts as an unarmed attack.

[2] provides 20 DR to the hand only.

[3] Neurolash Stunner; the target must roll HT at a -1 per point of fatigue damage taken; on a failure, they’re stunned for a number of seconds equal to the margin of failure; on a failure of 5 or more, they suffer Unconsciousness for a number of minutes equal to the margin of failure.

[4] B-cell required

[5] Vibro. It takes a ready action to activate the vibro blade on the axe, which can be done automatically as part of a fast-draw. Reduce the damage of a inactive vibro weapon by 1d and drop the armor divisor from (5) to (2). See UT 164 for more.

[6] +2 to target armor chinks

Mogwai Beam Weapons

The last question is what sort of beam weapons can they use? Of course, we might expect them to use normal blasters if they’re strong enough, but those are actually built for the hands of larger beings, and there are no real rules for adjusting the grip to a smaller size. What might Mogwai weapons look like if we designed them with Mogwai, specifically, in mind? They would be smaller, lighter and designed for SM-2 hands, if that matters.

Let’s start with this and see if it’s enough:

Mogwai Blasters

Beam Weapons (Pistols)

Stellar Dynamics PB-425: The smallest pistol ever designed by Stellar Dynamics, it has a snub nose and, naturally, a tiny grip suitable for Mogwai hands.

Syntech 1773 “Snapshot”: This lighter, longer ranged pistol contains a stunner setting, and is used primarily by Mogwai security professionals.

Wyrmwerks FB33 “Flare”: A scaled down Nova designed for Mogwai hands. Like the Nova it comes with a smart-grip and a high malf.

Beam Weapons (Pistol) (DX-4, other Beam Weapons-4, or Guns (Pistol) -4)

WeaponDmgAccRngWeightRoFShotsSTBulkRclCostLCNotes
Stellar Dynamics PB-4253d-1 (5) burn320/600.75/B3253-12$10004[T]
Syntech 1773 “Snapshot”2d+2(5) pi inc340/1200.75/B3353-12$22503[3, T]
Wyrmwerks FB33 “Flare” Fusion Pistol7d (2) bur ex220/600.75/B3103-23$25003[4, T]

Assault Blasters

Wyrmwerks WF36 “Wildfire”: Wyrmwerks tried its hand at a standard blaster design, focused on Mogwai use, but sought to answer the question nobody was asking: “but what if it fired more?” It’s an extremely rapid fire pistol whose accuracy, unfortunately, suffers slightly.

Beam Weapons (SMG) (DX-4, other Beam Weapons-4, or Guns (SMG) -4)

WeaponDmgAccRngWeightRoFShotsSTBulkRclCostLCNotes
Wyrmwerks WF36 “Wildfire”2d (5)320/600.65/B20603-12$20003[4, T]

Rifles and Carbines

Stellar Dynamics RB-MCX Blaster Carbine: An unusual Stellar Dynamics design, rather than fulfilling the role of a generic blaster for security enforcement, this was designed for military application, offering Mogwai mercenaries a more reliable alternative to the Wyrmwerks Wildfire.

Syntech 1637 “Scout” Mini-Rifle: This miniaturized version of the Elite Sight gave up its faster rapid fire to retain reasonable stopping power and range. To remain its compactness, it loses its accessory rail, but retains the stun setting.

Wyrmwerks FS30 “Stack” Fusion Rifle: This miniaturized Wyrmwerks “Fusion shotgun” is a favorite of Mogwai all over the galaxy who want maximum firepower in a minimum package

Beam Weapons (Rifle) (DX-4, other Beam Weapons-4, or Guns (Rifle) -4)

WeaponDmgAccRngWeightRoFShotsSTBlkRclCostLC
Stellar Dynamics
RB-MCX Mini Carbine
4d+2 (5) pi inc660/1805.6/C8645†-32$60003[T}
Syntech 1637 “Scout” Mini Rifle5d+2 (5) pi inc7+3300/9006.75/B145†-42$25,0003[3, T]
Wyrmwerks NU46 “Blitzmark” Fusion Rifle3d×5 (2) bur ex470/2106.6/C3106†-43$12,0003[4, T]

Notes

3: Has stunning setting; roll HT with a penalty equal to dice of damage or target is unconscious for a number of minutes equal to their margin of failure
4: Unreliable (Malf 16)
T: This weapon was designed for SM-2 characters; SM+0 characters apply -2 to all rolls to use it.

Is that enough Mogwai Weapons?

I can get a pretty good feel for how Mogwai might fight, with grinning Mogwai with goggles, tactical suits and fusion shotguns laughing maniacally. We could do more, but this is a good start for some fairly generic weapons. After all, we have a limited amount of time and design space. Mogwai could have as many weapons as humans, but I prefer to keep it abbreviated both to save work, and to push Mogwai to finding ways to overcome the size difference.

But we will revisit this, and soon!

GURPS Isn’t Why GURPS is Hard to Run

Alright, it’s supposed to be Wiki Week, and I’m behind where I wanted to be, not because I haven’t worked, but because I naturally obsessed over something far too big and far too fun, and the scope keeps expanding, not that you’ll see most of it on the wiki. Still, the design of it, combined with the “Is Psi-Wars Hard to Run?” post and a comment I received on it got me to thinking about what actually is hard to run.

I had a very long diatribe that was getting away from me, but let’s see if I can condense it.

Mechanics are Easy

I designed a lot of my mechanics-focused material, such as Relics, or Deep Engine Sites, or sidekick templates, to be quite easy and straightforward to design. You can design a relic just by going through the relic document, picking some powers and slapping them together and bam, you’ve got your thing, and you’re ready to play. There are some additional concerns (how does this actually play? Does it balance well?) but for the most part, I find this is usually the easiest part and I can dispense with it in minutes once I have the concept worked out.

The one exception to this is if I reach for a mechanic and it doesn’t exist yet. I can whip out a new mechanic pretty easily, but often, I want it to belong in a broader context of cohesive mechanics and that takes a lot more time.

Fluff is Harder

Where I find I really slow down is in the “soft” or “fluffy” area, which likely surprises some people, but what I see in the comments and the feedback suggests the same. I never hear anyone complain about how difficult it is to design a spell or to put together the template for a Maradonian House (Even though that’s something I find especially challenging). Where I struggle, and what takes the longest with Relic design or monster design isn’t in the mechanics, it’s coming up with a name, a description (both of how it behaves and how it looks), and the story behind it, and then representing these with the mechanics, which often changes my original conception.

Some of this is just the added word count, sure, but I spend days hunting for inspiration, looking at art, trying to refine what we’re discussing to the point someone can easily understand it. Sometimes breaking down how it all works, “notes”, can take a similar amount of time, and that’s properly “mechanics.”

Context and Connection is Hardest

Both of these pale compared to the real complexity culprit, and the thing I think not only takes the longest, but offers the greatest reward: the interconnection of mechanics and fluff with other parts of the setting, and working out the place of something in the setting.

Let’s be honest, writing up, say, a bounty hunter or a relic isn’t that hard in principle. You want a cool, spooky force sword? Okay, so it looks black and jagged and villainous. It has a unique blade and we can design it. It gives +1 to some minor awful thing all the time, and has invocations that let you do more awful things. The mechanics will take you maybe 15 minutes, the name and the description will take you 30 minutes to an hour, maybe. But then we ask the question: where is it now? Is it part of a set? Who owned it? Where did its legend arise? What are the mysteries people might explore about it? Or the bounty hunter. Where is she? Who does she hunt? Why? What use would you have for her in a campaign? Is she a balanced fight for the sort of players in your campaign? What sort of campaigns is she balanced for? Who are her friends? What happens if you romance her? What happens if you kill her? Why does she matter?

And then everything crashes to a halt and we’re stuck for days. We can argue that it isn’t worth the time, but I disagree! Again and again, what I see is this is what players most want.

The fact that RPGs began with dungeons is such an excellent metaphor in many ways. The point of going to a dungeon is to explore a dungeon. You can have linear “five room dungeons” which describes an entire school of GMing, and you can have vast, sprawling mega-dungeons where you can drop players anywhere in the dungeon, and they’ll have an entire experience exploring the vastness you created, one that’s unique and practically runs itself. These rooms interconnect, and you can tell stories with that interconnection.

I would argue that all the most fun RPGs engage in this sort of exploration, even if most of it is conceptual. Unraveling mysteries obviously involves unraveling the mystery itself, but it usually exists within a context of a broader social community, its norms, its hypocrisies, its relationships. A spy game involves exploring not just mysteries and secrets, but organizational structures and their histories. Even a typical action campaign needs the complex geographical interactions of the map, plus typically the organizational structure of the enemy and how they relate to other organizations and people. Occult mysteries often have cosmic contexts, where you’re not just exploring the physical locality of a dungeon and the organizational structure of a cult, but how it all relates to cosmic principles and the esoteric facets of the hidden truths of creation.

I keep using the word “interaction” in my discussion of this, and I think that’s part of the key. Players interact with the GM and with one another to create the game, but they expect and desire for the world the GM and players create to “feel real” which means that the world should interact with itself. So, for example, if the GM presents a pretty girl, the players may want to romance her, but they would appreciate that choice having additional consequences that ripple out as the world interacts with that choice: rivals grow jealous and exercise their power in organizations or factions unrelated to the player or the object of their affection to bring pressure down on the player, but this can trigger knock-on effects, such as if the NPC in question is a princess and this triggers aggression from a rival prince, that might result in a war that triggers a third party to take advantage of the chaos to unleash a surprise attack of its own, or to try to seize some occult power, or something. The player may also find new duties being heaped upon them (If she’s a princess, her father may expect you to take up royal duties and sends a knight to train you in combat so you are worthy of the princess, except he’s also part of organizations and cultures that have their own rippling knock-on interactions). These vast tapestry of interactions is what makes a world feel alive, so it’s very appreciated, but it’s also very complicated and difficult to do.

These sorts of things need to be worked into your relics or your monsters or your locations or NPCs, and this is what takes forever, because the interconnections are self propagating and need to remain consistent. If an organization is in the midst of collapse in one description, but other organizations see them as all powerful and on the rise, you’ve either made a mistake somewhere, or you need to explain that discrepancy.

The Problem with GURPS…

is that it doesn’t give you any of the tools for those interactions. It has lots of books on how to write up the mechanics of something, or how to resolve combat or invention with a shocking degree of precision, but when it takes about organizations, it talks about them primarily as a great stat-block and not how the people within the organization interrelate. GURPS can easily tell you what sort of favors a merchant’s league can offer you, but it doesn’t really talk as much about the culture within it or what a typical merchant within that league might look like (though Boardroom and Curia does a little), or how it relates to other groups in the area, or what NPCs you should have within, and how they would interact with one another. The entire Social Engineering book was much anticipated because people expected it would finally give them social rules for GURPS, and were disappointed when it came out and gave them… social rules for GURPS. Why? Because I think they weren’t actually looking for specific social mechanics (even though these are extremely useful and a lot of great mechanics are directly downstream from GURPS Social Engineering) but because they were hoping for more on those interactions.

The best examples I can find of tools to help you understand these interactions, how to integrate your creations into a broader world, largely come from outside of GURPS and often only seem to appear in games at the edge of the mainstream.

Pelgrane Press’s Gumshoe series excels at this sort of thinking. Night’s Black Agents includes an organizational template inspired by Blowback, both of which are not just descriptions of an organization, but how that organization interacts with itself and with those that oppose it, practically creating a campaign structure from the ground up. Mutant City Blues does a variation of this with its mutation chart, which describes how various powers interrelate with one another; this is primarily to help with the idea of “supers mysteries” where you can see if someone was burned to death by pyrokinetic fire, you can narrow the suspects down to people whose mutations are most adjacent to the pyrokinetic fire abilities, even if those are sometimes somewhat counter-intuitive.

Weapons of the Gods and Legends of the Wulin have charts on how NPCs should interact with one another, to facilitate how a social character might pressure one to pressure another, or to manipulate the entire web of relationships to get what you want, but also what certain consequences might be for certain actions. Hillfolk doesn’t explicitly do the same thing with NPCs, but suggests an interesting structure and approach via what it suggests for PCs.

Nobilis is an RPG entirely focused on discussing the “secrets of creation” and the occult principles that define the secret, metaphysical rules of the world. Most of the time I’ve seen it played, people don’t take it seriously at first and end up as the Powers of Ball Pits or Fast Food or whatever, and then the nature of the game always pushes players to think more deeply about the implications of those occult principles (What does it mean that Fast Food is one of the fundamental principles of creation? What does an archangel of Fast Food look like? How might sorcerers manipulate the principles of fast food to create their magical effects) and this inevitably shapes the entire game that leaves the players inevitably starry-eyed about the experience. Chuubo’s Wishing Engine seems to do the same thing with the stories of characters, where your personal story starts somewhere, and then branches out in these semi-inevitable ways that makes the system itself a sort of “dungeon” of stories, but I find CWE a very difficult game to parse. You could compare it to the “lifepath” system of Warhammer Fantasy, if I’m right,though.

OSR products do a very good job with this too, but that’s hardly surprising. The origins of RPGs were heavily grounded in this sort of thinking. One that I find especially illustrative of this is the Painted Wastelands which creates a sort of “world dungeon” where we get a very interesting “hex crawl” map where everything on the map interrelates with other parts of the map in such a way that has you wanted to explore the whole thing, and discovering that some parts of the map are much “Deeper” than others, with their own dungeons or cityscapes to explore.

EDIT: I wanted to add why I think so many games struggle with the problem of context and interconnection. If you’re a widely published game enjoyed by millions (like, say, D&D), or a game that’s intentionally meant to be a generic “settingless” resolution system (GURPS), then there is a desire to “blackbox” your encounters, adventures and dungeons. To maximize the utility of some dungeon you’re going to invest money and time in to write, you want it to be as useful as possible to everyone, so you write it divorced from a setting. It is a dungeon, with a dragon and some orcs in it, and you focus on making that experience as enjoyable as possible. You don’t tie it into the setting, because you don’t know what setting it’ll be used in.Perhaps it will be used in Dark Lands, or in Forgotten Realms, or in some GM’s fever dream. If you do write it for a specific setting (say, the Nordlands) then you can create that interaction and ground it in a context, but then that context is only useful if you run the dungeon in that context. That said, I think we could pose some generic questions to the GM to encourage them to integrate it into their own setting. Is this dragon related to other dragons? Why are there orcs here? What orc tribes are they associated with? Etc.

The Problem With this Problem

So, should GURPS or Psi-Wars do more to support these interactions? While the answer is clearly “yes,” the problem with doing so is that these issues are largely independent of systems. GURPS can talk about how one interfaces with these systems of interactions, but “Dark prince rival loves the princess that loves you, and will fight you if you woo her” is not something system dependent. So these ideas get relegated to blog posts, articles and GM advice sections that nobody reads.

I’ll try to put more thought into how to facilitate thinking about and creating these interactions within Psi-Wars, and there are a few areas where this has been rather successful, especially Maradonian Houses, which tend to feature a lot of these interactions in a very simple way that’s easy to extrapolate to the table. I’ve not seen players “take up” other ideas as easily, like Relic Design. I suspect the Deep Engine will likely be as easy as a House, in its most basic sense at least: it’s pretty trivial to pick out a Power rating, a glitch rating, some protocols, and pick what Loci it’s connected with, but things grind to a halt the moment you want to make it into a dungeon, or talk about how the Daemons interact, or how the rest of the world interacts with it.

So there’s still some work to do. I’m not there yet, but I wanted to at least talk about it, to try to articulate this aspect of writing material that I find the most challenging.

Is Psi-Wars Hard to Run?

I recently had some people on my Discord complaining, in a general sense, about the difficulty they had in running their games, and I jumped in and asked for specific examples, because this sort of thing is some of the most valuable, direct feedback you’ll ever get, and I compiled a list of complaints.

Trader Bands won (tied) the Wiki Week poll, so I’m revisiting some old content that didn’t make it to the wiki (Counterweight, and deeper rules for Zephyr). I really like the Trader Band, I think the approach I’ve taken has resulted in very good content and that Psi-Wars content creation is at its best when it follows that model of short, tight cycles of creation. The problem is that approach relies on existing material that I can reach for and deploy, and when that isn’t there, I find myself casting about, and then sitting down to create it. This feeling I have is almost exactly the same sort of issues these GMs run into, so I thought I’d talk about my thoughts on what makes games hard to run, problems GMs often run into, and what I can do, what I am doing, to alleviate some of these issues.

What do I mean by “Hard to Run?”

Alright, I’ll level with you. This is too big a topic to tackle in a single post, so I mostly want to talk about specific sub-cases and complaints people run into. But more generally, I mean anything that breaks my flow. Say you’re in the shower, listening to music, or reading a Psi-Wars post and you suddenly have an idea “Oh! I want to run that!” you say. So you sit down and start scribbling out your notes and then, suddenly… you run into a problem. What is it? I don’t know, but whatever that is, that’s something that makes a game “hard to run.” Or, if you finish your session prep and you’re actually running the game, what do you slam into that keeps you from starting, or grinds the game to an instant halt? How can we minimize those problems? Can we identify these pain points and sand them off a little bit?

Caveat: I don’t run published adventures

I can count on one hand the number of pre-written adventures I’ve run, and most of them were the adventures that came in the back of Marvel FASERIP, and they acted more like a testbed for the game than a true adventure, so I have a very hard time understanding what should go in an adventure. I regularly run highly detailed sessions with extensive planning and design work, but that sort of material is designed for how I work and how I think. There are skills I have that I cannot count on other people having. Even when I look at published adventures, the vast majority of them tend to be D&D, which work nothing like the “secret agent” gameplay of Psi-Wars. When I do look at adventures built for GURPS or games like Night’s Black Agents or World of Darkness, they seem pretty minimalistic and I’m not sure how much value they really add.

So I find myself casting about in the dark. What would I need? Well, I have what I need, and I “eat my own dogfood” so the Psi-Wars material you see is generally sufficient for me to run a game, even designed to help me run games. What do you need? I’m not sure. What I see in published adventures suggests “not much” but that can’t be right, so I’m not sure what I’m missing.

So the first, obvious solution, which is to write your adventures for you is out, for now. I think I’ll need to do that eventually, and I have a few, but they have problems. Undercity Noir is too big, and Wanders of Dhim is very dark and Umbral and I’m not sure it should be my first foray into adventures (though it’s something tightly contained enough that I could do it, and then get some feedback on it).

I have begun to reconsider what I think of as an “adventure.” I handed some “racing” rules to some playtesters, and they crowed about how fun they were. I thought of them as “rules” but I suppose when you combine them with some of the NPCs I have in mind, you have all the pieces you need to run a night of adventure: characters come to Zephyr, something something story hook, you have to race because reasons, run through the race, sprinkle some NPC drama in from the pre-written NPCs, and there you go, a night of fun and excitement. Is that enough? I might experiment with this idea of “microadventures” a bit more before I foray into true adventures.

The List of Problems

So, with that out of the way, let’s look at some of the problems my Discord users came up with.

NPCs

One issue that comes up a lot is NPC creation. A lot of RPGs have example NPCs, or “canon” characters that GMs can just grab and toss into their game. What about Psi-Wars?

I have a few issues with these characters. First, I rarely use them for the same reason I rarely run adventures. I have the chops to write my own, and I’m stubborn enough to not bother with existing material. But more than that, I ‘m not sure what value they add. World of Darkness has a list of NPCs in the back of each supplement, or big signature NPCs, and not once in my life have I seen a GM use any of those characters. What value would creating Dun Beltaine as a “signature Space Knight NPC” add? I can’t see any. I don’t think people would use him at all.

I do see people use certain setting-relevant characters. Having more details on the Emperor would offer a great deal of value, and a lot of people call for it. So I can see the value of that, but does he actually need stats? A lot of what people use with these sorts of characters is more context and role-playing tips. I tend to be nervous about defining such a specifically important character, but having some details on some important governor or crime boss, how they’d behave, what their connections would be, or how they might work as a patron, seems more relevant to me, but despite the praise I’ve seen over my Daemons of the Deep Engine, which amounted to nothing but a giant collection of flavorful contacts with lots of details (Merchants of the Trader Band offered that too) I have no sense anyone actually uses them. I could be wrong, though.

So what I struggle with here is what you actually need. I have a few NPC ideas I want to try. My current ideas turn on Contacts, Bounty Hunters and Criminals. The Contacts (and Patrons) represent player-facing options as well as deeper discussions of what various factions might be doing, and who represent the leaders of those factions. This sort of thing showed up in my Templar Chapter designs and I know for certain those got used, so these seem to have some utility. Bounty Hunters and Criminals represent a mini-game: if you’re playing “rebel scum” bounty hunters are a list of NPCs the GM can drop on you. If you’re a bounty hunter, Criminals represent a list of bounties you can chase after. But they also represent worked examples of how NPCs should function.

One issue I really have with all NPC designs I’ve seen is they’re stat-block piles. If you look at a monster in GURPS DF and you read through the advantages, does it tell you anything useful? I can work out the useful information, but I’m parsing details and I need guidance, and the notes provide all of that. Can’t we break out the monster/NPC design in such a way that those are more obvious? I’ve tried with my monster designs and those seem well-received. But the same should be true for story hooks (“What can I even do with this NPC?”), social RP tips (“How does this character behave? What do they want?”) and context (“What broader implications does involving this NPC bring into my campaign?”). The result of these thoughts is that NPCs get pretty big, and slapping out a statlbock is pretty easy. So I’ve been slowed down by this particular aspect, but I should just bite the bullet and see what you guys think of some of my designs.

I have heard some requests for combat-oriented NPCs, but this seems to be buried in a discussion of “how to balance combat in Psi-Wars” which is a topic I’ll tackle in a different post. Still, there is some value in having some ready made, characters with interesting combat details and tactics, which you can also see in some of my monster design. I’d love to hear feedback on that sort of design, as it’s very different from how most GURPS NPCs tend to be designed.

If you have seen any of my NPC designs that you found particularly useful, or NPCs that you used extensively, or NPC designs in other RPGs you found useful, point them out to me, please. I could use the tips.

Loadouts

A lot of people called for Loadouts, on the basis that if they knew how people were equipped, they could rapidly generate their own NPCs (especially combat NPCs). That is, if you know how imperial troopers are equipped you can slap some BAD numbers on their stats and off to the races.

I agree with this approach and we definitely need loadouts. It helps PC creation too! But I think the idea that loadouts are enough is naive. In Iteration 5 (or was it early 6?) I had created doctrines, and I think those are also essential. It’s not enough to know how an imperial trooper is equipped, you need to know how he fights, and how that fighting operates in the broader doctrine. For example, if you want an encounter with Imperial security forces, you need to know how they’re equipped, yes, but what common attack/defense tactics they use, what vehicle they show up in, what sort of backup they might call up and what that looks like. It’s not just “five agents are here, fight,” it’s security agents with vehicles stopping you and when you pull out your force sword, they call in an IFV with some heavier troopers while a gravcraft races in to provide aerial assistance and support, and you’re fighting a small security unit while looking for a dramatic, action oriented escape.

This is the intent of my often promised War update: the tactics, doctrines, loadouts and NPCs that support these aspects. I keep putting it off, because it’s big and intimidating, but it’s essential. Perhaps I should narrow it down and find a way to do it faster and quicker, a tight design that promotes faster design, because this is a real flaw and something necessary. It’s rather shocking that we don’t see it in Action, or frankly any RPG I’ve looked at (maybe I just haven’t looked closely enough, but I have no idea what a generic Arasaka response team looks like in Cyberpunk, or what a typical Wyld Hunt in Exalted looks like).

GM-Facing Traits

So this has triggered several discussions, but I think I can break them down into two major categories. Both of them are traits where the GM has to remember what a PC took and how they interact with everything, which adds to the burden of a GM who also has to track all the NPCs and rules. We want to take some of that load off. How?

One trick I use is to write down all the “GM-Facing traits” that the players typically have, and then regularly check that list, especially at the beginning of the session. This is a pretty common trick, though, and I’m pretty sure most of you know about it. I think we can do better, though.

Sensory Traits

The GM is the players’ view port into the world. The GM describes everything to the players, and thus if the players have special, unique senses, those need to fit into the broader discussion. This is often crucial: if the GM has NPCs ambush the player characters, the PC with “Danger Sense” will cry foul if the GM didn’t let them roll in advance. This gets worse if the PCs have esoteric senses, like IR vision, which would let the player see things like warm bodies in the dark, or the warmth left on a seat by someone who just left, or possibly even the foot prints of someone who just passed through on bare feet. These things would certainly stand out.

I can’t really “fix” the problem of sensory abilities, but I can mitigate them somewhat. I’ve not had this as a design principle, but thinking on the problem, I’ve noticed nobody ever complains about Keleni emotion sense as such an example. It grants an esoteric ability to know what people feel basically at all times, and yet none of the people complaining about GM-facing traits every complained about it, despite the fact that I know they all make use of the Keleni. Why? Well, if I had to speculate, it’s because it’s obvious to these GMs that Keleni have these traits, while some random PC having subsonic hearing will catch a GM by surprise. I also haven’t heard anyone complain about the supernatural abilities of sorcerers or many psychics (though ESP people might cause such an issue).

This discrepancy gives a hint as to how we might begin to resolve this problem. GMs seem to find no major load when the unique sensory abilities is a signature trait of the character. If you are a Sabine or an Esper, obviously, you have special psychic senses the GM should be aware of. If you are a Trader or a Keleni, you have additional senses that are central to your race. Sorcerers can activate Sorcerer’s Sight and numerous other Sight spells, but they must do so actively and announce them. If I declare I am activating Chaos Sight to look for lucky characters, then the GM is informed I now have this ability, and can ponder if this gives me any additional information. The problem then is passive abilities that aren’t central to the character.

If I wanted to follow this to its conclusion, I would perform an audit on Psi-Wars races, power-sets and options, and try to remove anything that’s surprising or doesn’t fit, things that aren’t easy for a GM to remember. As a rule, I tend to favor Perception or Acute Senses over specific abilities like parabolic hearing or ultrahearing, and I should lean more heavily into that. I especially like arbitrary improvements to Perception, as that boosts certain skills, like Survival. If the race has an unusual sense, that sense should be central to that race: Keleni with Empathy, Traders with Ultrahearing and ETS; Krokuta discriminatory smell isn’t “essential” but if they didn’t have that, people would complain; similarly, we would expect Lapine, with their big ears, to have superior hearing. Examples that run contrary to this are Ranathim Blood Sense (though I think I’ll keep that anyway, because it feels evocative enough, with their vampirism, to remain), and Keverlig Ultrahearing, if they still have it, which I think I can remove.

Other senses should either be tied to a power that’s explicitly about senses (ESP, Telepathy), or require active, intentional use, like Sorcerer’s Sight.

Technology and cybernetics breaks this, unfortunately, but I can’t really put that genie back in the bottle, and I don’t hear many people complaining about hyperspectral goggles. These are a narrow set of “known quantities” that most GMs can plan for fairly easily.

So the core take away here is to be more judicious about what senses I allow in the setting, and think twice before allowing someone access to unique senses without making it central to their identity or requiring active use.

Disadvantages

Finally, we have all the disadvantages that the GM is expected to enforce. These are typically traits like Code of Honor, Bad Temper, Enemy, etc. GURPS has an “adversarial GM” model that grants players “free points” for disadvantages on the basis that the GM will use those disadvantages to make trouble for the player.

Technically, this works for all disadvantages, but many disadvantages either directly impact the PC’s “statline” in such a way to be self-reinforcing, or they’re exceedingly obvious, like the secret templar has a Secret. I find these don’t need help.

No, the problems are those that require the GM to rewrite their story (Enemy), or to enforce how the player character behaves (self-imposed or self-control based disadvantages). We can dispense with two of these quickly. Traits like Enemy or Dependent should be taken at 6 or less unless you have a compelling reason otherwise. The GM introduces them when they see fit, as often, or as rarely, as they wish. The self-imposed limitation, in my experience, is player maintained, because they already intend to play a certain way and are fishing for points for it, such as “never use any weapon other than a force sword.” Furthermore, and we’ll get to this later, but this is one you can revisit later: if a player with that vow picks up a blaster and uses it, you don’t need to remember that during the session, you can realize that they violated their vow later, and apply the appropriate penalties then (their oath breaks, their dojo sends them an angry letter, whatever). So that removes the need to remember it during the session and reduces it to “bookwork” that can be handled after or between sessions, and frankly, at some point someone will remember it.

On Self-Control Disadvantages

This leaves us with Self-Control disadvantages. If your character has Bad Temper and someone picks a fight, or they have Lecherousness and a hottie walks past, then characters should react appropriately. What if they don’t? The problem with self-control disadvantages is that they put the onus on the GM. You need to remember that the Bad Tempered PC has Bad Temper, and for some reason, we don’t expect the player to remember that. Why not? Because we have an Adversarial GM approach. By contrast, in systems like Fate, the player is rewarded for bringing up their “disadvantages.” If a character has a “bad tempered” aspect, they don’t need to have a bad temper, unless they need fate points, then they get angry at the drop of a hat! Why can’t we make GURPS more like that?

There are lots of reasons, most of which turn on the fact that Fate gives you nothing in advance for your disadvantages, while GURPS gives you points up front. There are some advantages to the GURPS way: it encourages players to think about their disadvantages during character creation because it immediately rewards them in a visceral way. But the game incentivizes getting those points up front and then bailing, rather than dealing with the problems put in place. Every session they go without their disadvantage being noted is a sort of “free points” that they “stole” from the GM, or at least this is the sort of argument I’ve heard as to why we can’t treat them like fate points: you got your 10 points for taking Bad Temper, you don’t get to squeeze more points out of it over time, because the guy who didn’t take Bad Temper, or any other disadvantage, isn’t getting those bonus points, either the -10 or the free XP or whatever, that the guy who took Bad Temper did.

But is this actually true? Let’s read what GURPS actually has to say about these sorts of disadvantages:

You never have to try a self-control
roll – you can always give in willingly,
and it is good roleplaying to do so.
However, there will be times when
you really need to resist your urges,
and that is what the roll is for. Be
aware that if you attempt self-control
rolls too often, the GM may penalize
you for bad roleplaying by awarding
you fewer earned points.
–B121

Bad Roleplaying is mentioned in a lot of places, but further discussed here:

The GM is free to award any num-
ber of points . . . but in general, he
should give each player between zero
and five points, averaging two or three
points, per session. The low end is for
bad roleplaying or mission failure,
while the high end is for good role-
playing or mission success.
— B498: Awarding Bonus Character Points

This is in regards to Bonus Character Points. The idea is that players should get between 0 and 5 points per session depending on how well they did, including how well they fulfilled their disadvantages. That is, if you have Bad Temper and you never get angry, the GM should penalize you by giving you less points than everyone else.

Nobody likes to talk about this. First of all, people dislike “penalties” and this feels like social control masquerading as a game mechanic. General RPG culture consensus is jerks who refuse to play by the rules should be booted from the game, rather than quietly given less points than everyone else. Furthermore, if you do let Bob continue to play even as he ignores all his disadvantages and just give him 0-1 XP per session, while Alice, good ol’ Alice, who always plays up her disadvantages, gets 4-5 per session, in 20 sessions, Alice is +100 points while Bob is +10 points, and if you started at 100 points, the power difference is pretty staggering. Can Alice and Bob even face the same enemies? Not to mention the calls of “Favoritism” that the Bob will hurl at the GM. So most GMs I know dismiss this advice, and even the “Award Bonus Character Points” section suggests doing it secretly.

But we often dismiss really good rules without understanding why they’re there, and once we understand that, we can revisit them. I’ve been using the word “penalize” because that’s the sort of language GURPS uses, but what the rules actually says is you should give players a few bonus points if they play out their disadvantages, effectively. If Alice plays out all of her disadvantages and Bob doesn’t, she gets more XP than Bob does. The rules implicitly support the notion of giving bonus XP for fulfilling disadvantages! It just phrases it as “penalize for not fulfilling disadvantages.”

Okay, but what about Carl, who doesn’t take any disadvantages? Alice plays up her disads, gets her bonus experience; Bob doesn’t, so doesn’t. Carl doesn’t play up his disads, because he doesn’t have any to play up. Does he get bonus XP? Yes! That’s the real difference between Fate and GURPS: you should get bonus XP unless you’re failing to play up disads.

Optional Rule: The Disadvantage Audit

So let me propose this approach: at the end of the session, review every player character and check to see if they played up their self-control disadvantages at least once during the session. If they can name an instance where they played up each one, they get +1 bonus experience (or +2 or whatever your group agrees to). If they can’t, they don’t.

Some natural consequences of this. First of all, players will start monitoring their own disadvantages. The GM will still need to do some extra book work, but it’s at the end of the session, rather than in the middle of it. Characters with fewer disads will have an easier time meeting their “bonus XP” quota, so it naturally balances out that characters with a disad will feel the disad. Players who struggle with expressing a disadvantage in play should rethink whether that disadvantage belongs there. The GM might make exceptions for disadvantages that couldn’t plausibly come up (Lecherousness for a character stranded alone on a ship), but on the other hand, maybe not, because clever players can find ways to express that side of their character in unconventional ways, and it encourages them to find ways to make their disadvantage a disadvantage (lecherous guy should get lonely when alone, bad temper guy can lash out at inanimate objects, etc).

I can imagine several objections to this, so let me forestall/address them.

“I don’t want to audit at the end, I want to award in the heat of the moment.”

That’s fine. Every character should get one bonus XP at some point if they fulfill their disadvantages. If they do it in an especially cool way, you can give that point right away; if they have no meaningful or useful disadvantages, you can simply give it at the end of the session. Create a pool of bonus points (say, with colored glass beads) that you hand out once their disads have been fully activated; any you have left at the end result in some questions about why. If they have no disad that could come up, you can still award them anyway, but this will trigger a discussion at the end of the session, which results in a mini-audit anyway, and feels a more natural way to handle it.

The Ham Clause

The Ham Clause is a powerful, but somewhat underused, means of handling disadvantages. Introduced by Kromm in Action, he seems to love it and pushes it everywhere. But why? Why would you bother taking a -2 to your rolls because of your Bad Temper when you should be acting out?

Well, if you’re running my optional rule, it’s obvious! If you have to fulfill every disad during the session, and it’s not really worthwhile to lash out or flirt or be Cowardly and run away, etc, then you can instead invoke the Ham Clause and thus ensure you get your bonus XP.

“I don’t like power inequality.”

Some GMs and groups object to the imbalance created when one player regularly indulges in their disadvantage but another doesn’t. One point per session won’t create a huge disparity in most cases, depending on how many points are given, but some reject the idea on principle.

That’s fine, just use impulse buy points! They will have no lasting impact on the power level of the game and won’t result in power creep or imbalance, but they are exactly as useful as a character point, only in a more temporary sense. Players are rewarded for playing their characters properly and fulfilling their disadvantages, and thus incentivized, but you don’t have as much of a drawback if one player really struggles more than others.

The Power of Quirks

The final objection to this is that while it shifts the burden to the player neatly, the player may find it too burdensome if their Bad Tempered, Lecherous character with Bloodlust and a Sense of Duty needs to justify all 4 of those disadvantages every session for a character point. Exhausting! How do we fix that? The short answer is: Stop taking so many dang disadvantages!

I often say I love quirks and have a hard time only choosing 5, which often triggers surprised reactions from others who do struggle with coming up with 5 quirks. I think the difference between them and I is that they define their characters with disadvantages where I would define them with quirks.

Let’s imagine a character, a wanna-be pirate with a heart of gold. He has gone into the Umbral Rim to seek his fortunes and one of those fortunes is that he definitely wants a harem full of sexy Ranathim dancing girls, because he loves the ladies. He’s tough and likes to swagger and doesn’t react well to insults. However, despite his tough-guy talk, he has a heart of gold and can’t resist a plea for help. Finally, he would do anything for his crew, even die for them.

A lot of players would look at this description and go: he has Lecherouness, Selfish, Compassionate and Sense of Duty (Crew), and thus, every session, would need to fulfill all 4 of this disadvantages, not to mention he’s looking at -40 points in disadvantages right there, without even getting into Enemies, or Duty, or Social Stigma (Criminal Record) or anything like that.

But I would argue he doesn’t have four disadvantages; he has one or two, and then a couple of quirk ideas. See, a disadvantage is about the thing that the character “always does” and needs to struggle to not do (hence the Self-Control roll). They should be the most defining traits of the character and how they roleplay. What’s the most defining things about this character? What must he always do? We can pick and choose. In this case, Sense of Duty seems very crucial to him, and I like Compassionate: it’s the sort of flaw that can get him to act contrary to his best interests: he’s trying to get that harem or he’s trying to prove he’s a cool pirate, but then some orphan child gives him puppy-dog eyes and pleads for him to save his pet fluff-slug, and the pirate sighs and goes and does that. So Compassionate and Sense of Duty become our defining disadvantages, for -20 points.

But what about the rest? Do we just lose those other characterizations? Of course not! Clearly our pirate still needs to be lusty! We can give him Desirous or Hedonist or Goal (Harem). He needs to continue to affect his piratical personality, so we might give him Proud or Easily Insulted or Picks Fights. Or we can give him several of these. He still behaves in a way appropriate to these quirks, but if he fails to live up to them for some reason, if he swallows an insult because it will safe the fluff-slug, or he foregoes getting the girl to save a crewmate, he’s not violating any of his disadvantages. And if he inconveniences himself to fulfill his quirk as though it were a disadvantage, isn’t that also worth some bonus XP? Perhaps even above and beyond the 1 per session rule (especially if we’re talking IP)?

By reducing disadvantages to quirks, we lower the load on everyone and remove them from the social contract of “Traits I have to maintain,” we think more about our character, about what the core of that character really is, and we collect even more quirks to better define the characterization of our character, and we make this whole mental load of disadvantages a lot easier.

I like this rule so much I’d institute it as a Psi-Wars standard except there’s no real way to integrate it into templates. This version has -20 points of disads, but an Overconfident Selfish character is just as legitimate, and only worth -10 points, and there might be cases where you decide that you really, legitimately, need 3 self-control disads, or cases where you can only really justify 1. So this should be more like a guideline than a hard rule.

“But what Self-Control Rolls?”

Okay, so if you need to fulfill your disads at least once per session, then you need to always fail your disads, right? Then what’s the point of the self-control roll? If you’re Always Angry, why not take Bad Temper (6) instead of Bad Temper (12)?

Well, first of all, that’s not a bad way to handle it, if you like. If your character is always angry, then it’s fine to give them Bad Temper (6)! But I also want you to consider that disads also act as GM hooks. Yes, the point of this section is to remove the disad as a GM-facing trait and make it a player-facing trait, but that doesn’t mean the GM can’t interact with your disadvantages! If rivals try to egg your angry character into making a fool of himself in front of someone important, or to attack one of his own allies, or otherwise make a critical mistake due to your disadvantage. You could indulge and earn that one bonus character point, but maybe that’s just not worth it, in which case, the GM can try to force you via the self-control roll. The rules even state this:

You never have to try a self-control
roll – you can always give in willingly,
and it is good roleplaying to do so.
However, there will be times when
you really need to resist your urges,
and that is what the roll is for.

So in principle, a character with Bad Temper (12) should be angry at least once per session, or make use of the Ham Clause at least once per session, otherwise they don’t deserve their bonus XP, but if there’s a reason not to indulge, to not send your Lecherous character into a dark alley to chase after the cute girl that’s invited him to follow her, or to not take the bait when some rival hurls insults at them in the midst of a royal court, then we have the self-control roll, and then the difference between Self-Control 6 and Self-Control 12 becomes evident: the first really is “always angry” and will fly off the handle at the rival even at the cost of their standing in court, while the second is “almost always angry” but can hold it in, sometimes, when it really, really counts, even if their characterization is very often angry.

Making Psi-Wars Easier

In conclusion, is Psi-Wars hard to run? Well, I don’t know, I have an easier time with it than any other game I run, but it could always be better, and I’m looking to improve it.

I wanted to get a blog post out this month that wasn’t directly related to wiki week and since I’m working on the Trader Band, this came up. Making Psi-Wars easier will be an ongoing process, and in a sense, it’s what I’ve been doing this whole time. I hope some of my newer designs, like the Trader Band and, hopefully, the War update, will make it even easier. I have a tendency to be very player-focused because character creation is fun and I figure GMs can also pillage those mechanics when making NPCs, but I’m learning a lot about how to communicate NPC and adventure design, and this post is part of that process.

I always seek feedback, but posts like this benefit even more from feedback than usual. I definitely want to hear what’s helped you, where you’ve been stuck, what you’re looking for, and how you experience these own things in your own games, so I can keep compiling my list and finding ways to better aim Psi-Wars at your gaming table, so you can experience even more Psi-Wars fun.

Thanks!

Cenotaphic Sorcery: Follow-Up Commentary

I’ve had quite some commentary build up, from previous releases and this one. I apologize if I’ve mentioned any of these before.

The Duration between Alignments

This has come from a few people, including Jose and Derrick. The intention of the Deep Sorcery system is that a character can change their aligned Locus once per day, whether through their Induction spell, or via their Locus Bond. I’ve clarified this a few times in the rules, but I’ve added one more clarification (which will release with the next update).

There are several reasons I designed it this way, which I’ll mention so it’s understood. I envision the Deep Engine like a vast, occult “dungeon of the mind.” It’s a space you can explore that’s unique to Deep Engine sorcerers, making it similar to hackers or wizards from Shadowrun, who get the fun of having a chance to explore a new space. But players who enjoy these sorts of characters love to dive head first into these strange occult spaces, often to the detriment of their game, because everyone else can’t interface with that part of the game (which is the point, after all, that makes it special!). I wanted to balance these concerns: the wizard should get a special space to explore, but shouldn’t dominate the game with it.

The one-per-day limit provides this balance. Once per in game day, the sorcerer gets to be involved with one, single complex roll that determines in which occult space they “move” to. They can then “discover” new things, new treasures (new spells), new information (in the very least what else they can “connect” with), and when they make their daily Glitch roll (right after the alignment is a reasonable time to do it, or after they wake up), it will be based on their new “location.” Then they can move on and participate in the adventure, because their own “downtime” moment is dispensed with in a few minutes, and they cannot simply roll again and again and try to access all the Deep Engine, they have to wait, and while they wait, they can interact with everyone else. This also forces them to deal with the consequences of a move for at least a day. The slowdown also delays the gratification for the wizard: if there’s a set of protocols they want that’s several “hops” away, they will need to play quite a bit before they reach it, which builds anticipation.

Non-Whisper Hacks

This is probably obvious by now, but each of the four “primary” forms of Deep Engine sorcery have their own means of “hacking the Deep Engine.” Whisper Sorcery works by following the logical connections of the Loci to navigate the entire Deep Engine, Daemonic sorcerers collect the names of Daemons and use that catalog to connect to loci, and Cenotaphic sorcerers collect oddities associated with loci and align that way, which means that a locus that’s difficult for one to reach might be easier if you use a different appraoch.

Cenotaphic alignment may need some slight adjustments, though. It’s meant to be easier the more oddities you have, but some of the language is outdated, based on a more complicated oddity system I had originally.

There’s an error in Cenotaphic Alignment, which I’ll update.

Nothing stops you from combining several approaches other than paying for multiple schools of sorcery and multiple spells. The assumed approach of following logical connections is unique to Whisper Sorcery; you could use Cenotaphic or Daemonic to reach a “disconnected” part of the network, and then use Whisper to explore the rest of that network.

Anti-Psi and the Deep Engine

So, Quantumboost wanted to know if anti-psi interacts with Eldothic tech. The answer is yes! I suppose it’s worth mentioning directly in the document, but how much it interacts can be left up to GM discretion. Cenotaphic tech is certainly vulnerable to anti-psi, though it’s probably worth mentioning if Cancel or similar abilities empty a cenotaphic cell or just suspend the vestment for a time (I lean towards suspending it). Other less obvious tech should probably be handled on a case-by-case basis. If it seems their function is ultimately psychic, it should be affected. If that’s not the case (adaptive tech wafers, survival cakes, fractal armor, etc), they should not be.

Shadlith argued that because Eldoth are anti-psi, and the Deep Engine is entirely built around controlling twisted psychic energy and broken communion which is associated with Anti-Psi, it should have some level of resistance to anti-psi effects. I can quibble about the reasoning here (and I may not be representing his argument well), but I think it raises an interesting point: doesn’t the Deep Engine reinforce occult power?

Let’s set aside his core argument and consider a different scenario to emphasize this “augmentation” argument. A zathan on Kronos has studied multiple schools of sorcery, and uses Blood Sorcery to track a target down. The power he uses comes entirely from himself. You can stop the sorcerer dead in his tracks with a counter-spell, and you could use antipsi as easily on him as on any psychic. But once he finds his target, he casts Electron Beam to attack the target. This is a Deep Engine Spell. If he casts it as a protocol, the Deep Engine does it for him, which means it might cast with far greater power, and definitely gets some added benefits. The Deep Engine makes that spell stronger. But if he casts it as a Deep Engine spell, he gets none of those benefits, it’s basically just an ordinary spell, except with an additional -5%, which represents it being cast as Deep Engine Influenced, which means you can still cast it with No Mana, just at a penalty. That is to say, with a protocol, all of the effect comes from the Deep Engine, but with a spell, only some of it comes from the Deep Engine. But it’s still some of the power coming from the Deep Engine! Shouldn’t there be some sort of benefit to that? Certainly, you get +5% points, but that’s basically negligible and frankly more of a hassle than its worth because Low and No Mana areas are pretty common.

What if Deep Engine sorcery gave a flat bonus to resist counter spells and other anti-psi effects? What if we scaled it with Mana? At Low or No Mana, you got +0, at Normal you got +2, at High and Very High you got +5, and this replaced the discount FP option (which is rarely an issue anyway; I could make this smoother, +1, +2 and then +5, but I think we’d be cutting it fine for the sake of fineness, and I don’t think it would help gameplay that much).

This looks like we’re giving “free points” to Deep Engine, but I have several counter arguments to this. First, what’s the enhancement value of +2 vs anti-psi, but only in Normal+ Mana? You’re probably looking at less than 5%. Second, the Deep Engine has a lot of “invisible” disadvantages compared to other forms of sorcery. First, most of its spells are Lost or Secret, and they’re scattered across lots of different, intentionally small schools of sorcery. To master Relic sorcery, you need one casting skill and a mess of toys. To master Chivare you need 5 casting schools (which are roughly 30 spells each, giving you a total of 150 spells). The Deep Engine will have 14 schools when it is done, and has about 200 spells total, which means per school you get about 15 spells, and a lot of these are very niche and have to do with handling the administrative overhead of the Deep Engine. The Deep Engine also lacks access to easy symbolic modifiers that Chivare and other schools of sorcery have, and they have to deal with glitches. All of these largely 0 point features, but some zero point features are better than zero points, but to such a small degree that they’re not worth a perk, and others are barely worse than zero points, but to such a small degree that they’re not worth a quirk. Chivare “features” tend to be better than the Deep Engine features, which tend to be bad. Why not give them something free, and not quibble too hard over the effect. Plus it makes sense that if you’re a Deep Engine sorcerer casting a Deep Engine-augmented spell, while standing in the Deep Engine itself and thus benefitting from Very High Mana, that your spells will be hard to cancel.

It also lets me tackle an issue I’ve had for awhile in an interesting: Counter spells! I’ve known for a while that Deep Engine sorcerers should probably have their own collection of “generic” spells. They have Deep Sight, but what else could they have? Well, a unique counter spell would make sense, one focused exclusively on Deep Engine spells/protocols, but that seemed lame. You can counter other Deep Engine sorcerers, but not a Chiva? That overpowers the Chiva. But now, what if I said Cancel Protocol ignored the anti-psi resistance that the Deep Engine spells have (you’re telling the Deep Engine to cancel a spell/protocol) and that it can counter other spells, but at -2, which means it’s very useful for stopping Deep Engine spells, better than the standard Counterspell, but it’s worse than Counterspell (but not useless) when countering non-Deep Engine spells.

I like the idea and I’ll noodle over it for awhile. I especially like the idea of tying it to mana, as that makes it feel “fairer.”

Is the Deep Engine Accessible in Temples?

This one also came from Quantumboost. I’ve added a line:

Areas of high or very high True Communion Sanctity always have No Mana. Areas of High or Very High Dark Communion Sanctity have -1 Deep Engine Mana level.

So no, or at least it’s harder to use.

Shadlith Complains about Everything

Shadlith is probably the most prolific commentator on Sorcery in general, and the reason you’re not seeing more of his comments here is they’re such good comments they generally get folded directly into updates rather than a shoutout. So I thought I’d highlight some of the innovations his comments led directly to.

Increased Spell Range: The original idea behind making all the spells Malediction 1 was to replicate how GURPS Magic works, but Shadlith pointed out that this makes them much worse than a pistol. Spell ranges were upgraded to Malediction 2 to compensate.

Shielding Spells: The shielding update was a direct response to Shadlith’s attempts to figure out why the spells couldn’t be recast over and over again. Hopefully the new version is less dumb.

Summoning: Shadlith had questions on summoning I couldn’t directly answer, and that spawned a discussion that revealed they’re best handled as Transient and the summoning spells were rewritten to compensate. This will matter a lot more when we write up Astral Sorcery (Summoning is a big part of it).

On the Hot Ranathim Goth Girl Supremacy: Shadlith’s current pet peeve is the perceived narrative dominance of the Born Chiva. A female Ranathim gains benefits that only female Ranathim can get, namely Chiva’s Genius, which waives the -2 for improvising without documentation. Even if we limit it to just Chivare (which we should), it’s still a huge advantage in 5 big schools of sorcery that nobody else gets. If you want to be a sorcerer who accesses all the benefits, you’re better off playing a Ranathim woman, than you are playing an Eldoth or a Tan-Shai or anything else, even if you also study Deep Engine sorcery. Do they get anything on their side to compensate.

One change this inspired in me, and it will be added in the next release is that Deep Engine Documentation is better than a book. That is, if you “check the documentation” and improvise a spell based on a protocol known to an aligned locus, you should be able to summon up an interactive knowledge base document via a nuerocomm interface that’s basically beaming the knowledge directly into your mind, so I’ve changed it from 10 seconds (or 10x casting time) to check the documentation to 1 second. That is, if you improvise a Deep Engine spell using Deep Engine documentation, you can ignore the -2 penalty if you take one additional second (and are aligned/bound to the right locus) when casting.

The other is the ponder what makes Eldoth good sorcerers. I’ve got some notes on a new template (it still needs work and I’m leaning towards 50 points), and I’ve come to one unfortunate conclusion: Eldoth are terrible sorcerers. They’re so terrible they had to invent a vast machine to even cast sorcery! Jokes aside, there’s at least one thing they have going for them: +2 IQ. The smartest possible Eldoth is smarter than the smartest possible Ranathim goth girl. But all Daemons and Arkhaians have Sense of Duty (Eldoth) so being Eldoth should provide some sort of benefit. It is, after all, their Deep Engine, so they should get some sort of benefit when using it. I’m leaning towards +3 to reactions from Daemons and during a Daemonic Security response, and any “kill” result is instead relayed to the Eldothic authorities: the Daemons will never kill an Eldoth unless ordered to do so by another Eldoth.

Of course, you almost certainly won’t play as an Eldoth. They’re an extinct* race of eldritch aliens. But you might play as a Tan-Shai or some other faction that has a special relationship with Eldoth genetics, so we should extend this benefit in a limited way to these factions too.

Is that enough? She gets +2 to improvise, he gets +3 when he casts illegal spells? We’ll have to see.

Is Anyone Actually Using This?

So far, with my ear to the ground, I detect a lot of interest, and it’s mounting as we get closer to completion, but so far, no actual takers. Shadlith is probably the most knowledgeable about the Deep Engine, but I get the impression this is from reading rather than playing an actual Deep Engine sorcerer. I think Calmquist has actually used some elements, and intends to introduce more, but this is more stuff like “People having adventures in a Deep Engine site” more than actual Deep Engine Sorcerers.

I suspect this will start to change when I add a template. It might also be worth doing another editing pass on Deep Engine sorcery (and sorcery in general) to see if I can simplify the explanation a little. Every book I’ve read on magic in any RPG system eventually turns into an entire chapter of explanation on edge cases, and Psi-Wars sorcery is no exception, but typically the core rules are pretty straightforward. I see people commenting that Sorcery is “complicated” but I find it terribly easy in practice, and the difference is sorting out the easy, simple things you need to know 90% of the time to cast sorcery, from the weird, complicated edge cases that come up 10% of the time. Once a player has mastered “Buy occult empowerment, buy casting skill, buy spell, roll casting skill, rinse, repeat” then we can slowly advance them into more complex topics (improvisation, ceremonial sorcery, rite casting, etc).

The Deep Engine does have more complexity than this, especially for Elevated sorcerers, as you really should add Deep Engine Resource slots and understand how Protocols and Vestments work, and you’ll need to handle Alignment and Glitch rolls, but the simple scenario is maybe twice as complicated as the basic scenario of sorcery, rather than twice as complicated as the hardest parts of sorcery. It’s not really much worse than Relic Sorcery (with its invocations and relic types, etc), and people have no problem with Relic Sorcery, but that’s because Relic Sorcery is presented in more bite sized chunks, with a lot of the complexity hidden away in the relics themselves.

It’s my experience that once people see any of these in action, a lot of their anxiety goes away: it’s not that hard, for the most part. The trick is to give them that intuition in the text, so that reading it for the first time is like watching someone play a sorcerer, and they can easily understand how to play their own sorcerer.

More Playtesting!

The last playtest I wrote met rave reviews, other than criticism of some tactics I chose and the simplicity of the playtest. In particular, they disliked that the “caster” chose an AoA to represent her sighted attack, and that the Imperials had no Mind Shield gear, which is a fair point given their opposition is often psychic. There were many comparisons to X-com, which pleased me. The general consensus is that the Deep Engine tech is obviously superior to standard Psi-Wars tech, but in a gameable way, which is what I wanted.

Derrick had an interesting point about tech density. He argued the Karkadann won because they had more gear. That’s sort of true. In part, Eldoth gear is meant to be layered. You can combine fractal armor with a belt, a circlet and a frame, and sure, an imperial soldier can have armor, a tactical belt, a helmet and an exoskeleton, but the Eldothic tech each come with “enchantment slots” which vastly expands their options. On top of that, their tech tends to hit the enemy in weak points most people don’t protect. Some serious anti-psi tech would have made a much bigger difference in the fight! Hmm, maybe I should add that to their modular armor… Anyway, it was an interesting observation. It’s also worth noting this extra layer of “enchantments” is flexible: a single cenotaphic sorcerer can completely swap out your vestments, depending on your preferred fighting strategy. Everyone sporting mind shields? Switch out the fear beams for disintegrators and displacement beams!

I will do another with the new, updated ruleset. I have enough that I can toss a Cataphract into the mix and, of course, the techno-organic beasts. I’d also like to see what hero-scale characters can do. I would expect hero scale characters should be able to handle a “squad” of mook-level Karkadann or Eldoth. They might be harder than an equivalent number of Imperial mooks, but they should still be doable. Not sure when this will be, but likely this month.

Deep Engine Sorcery: Cenotaphic Sorcery

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Here it is, the biggest release of Deep Engine Sorcery, and it’s why I’ve been terrified of writing the Deep Engine for years. I hope you don’t find it as overwhelming as I did.

This post is available to Backers. It is available in three formats:

The update touched every part of Deep Engine sorcery, so every document has been updated. The headlines are:

  • Cenotaphic Sorcery
  • Expanded Eldothic Tech
  • Eldothic Oddities
  • Expanded Locus documents to include the structure of a Deep Engine Site
  • Maintenance Daemons
  • Techno-Organic Beasts

I want to thank everyone that’s stuck with me through this. I’ve lost some subscribers over this period, and that’s fine, but it makes me sad, like I’ve not been serving you guys well enough to maintain your interest, and I know why. I had to go dark for months to finish this. After this, I’m going to take a break. I have some writing obligations I need to fulfill that I’m behind on, and once those are done, then I’ll pivot to some fun things (probably more Trader Band, or perhaps some Grist material), and then I’ll start on Glitch Sorcery, and round out the sorcery collection of the Deep Engine.

The rest of this post are my Designer Notes.

Continue reading “Deep Engine Sorcery: Cenotaphic Sorcery”

The Remixed Hero

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This is an idea that’s been bouncing around in my head for awhile. I don’t have a clear system in mind yet, this is more of an observation of something I’d like to see, and something I appreciate when it works well, and it’s the sort of thing I’d like to see implemented well in a game like GURPS, but I’m not yet sure how.

What is a Remixed Hero?

Have you ever noticed that in fiction, especially comic books or long-running movie franchises, TV shows or book series, that the characters change? A lot of this change is simply growth. I’ve been revisiting One Piece, and you can track their growth over the series, which goes to great lengths to justify each power-up the characters get. But, generally speaking, these power-ups are either additive (Luffy gains Haki abilities in addition to his Devil Fruit powers) or they replace existing abilities (Usopp functionally replaces his dials with the green shots from the Boin archipelago).

But sometimes, the change is a major shift of the character, and temporary, and becomes a sort of alternate mode. It’s not that the character adds a new set of abilities so much as adopts a new mode, a new set of themes that are at least tangentially related to their original themes. This change is temporary and often explores a distinct aspect of the character in more detail, and then once that particular story is done, the character “forgets” those abilities or, at least, swaps back into their more standard “power-set.” They might at a later time return to this alternate mode if the story warrants it.

This sort of “power swap” is most common in comic books, often accompanied by “palette” swap as the character changes costumes. I’ve included Iron Man above because he can simply swap out suits and thus is perhaps the most memorable example, but he’s hardly alone. Spider-Man and Spawn are both pretty notorious for costume changes (Spider-Man, especially, has his symbiote/black suit) that come with power changes, or at least thematic changes.

This formula allows the comic book writers to “change up” a tired formula. We may have “classic spider-man,” the character we fell in love with, and then some sort of “cyber spider-man” that more deeply explores the technological aspects of the character. The “black suit” allowed us a darker, edgier spider-man that explored both his angst and his sci-fi themes. We might have a “man-spider” variant where we explore how far we can take the mutation and so on. If a particular theme proves popular, we may bring it back in future stories, but we can also simply remove the theme and “forget about it” for awhile, returning to our classic theme.

These don’t represent incremental power-improvements, or at least they don’t have to. It’s not necessarily so that cyber-spider is stronger or weaker than symbiote spider-man. What matters is that these represent lateral, thematic changes. In a tabletop RPG, these would’t reflect “level up” so much as a re-imagining of the character. We’re playing the same character, but differently

Why Do You Want This?

One thing I regularly run into when playing an RPG is that I get bored of my character. Half the fun in an RPG for me is imagining my build, working out how the character will play, and then seeing that character in play. The fun of “leveling up” is moving closer to a fully realized vision of the character, but also about getting new toys to play with. As you play the same character over and over again, you eventually settle into a strategy that works the vast majority of the time, and so you play that same strategy over and over again. A lot of GMs focus on testing you by throwing you against unusual enemies. To use Psi-Wars as an example, your space knight will get used to fighting imperial troopers pretty quick, but the tactics necessary to fight a satemo or space dragon, or a sorcerer, are quite different, which means you must re-interpret how your character and their toolbox works given the new situation.

But what if they had a different toolbox to play with? The idea here isn’t that you’re playing a new character. The character should feel similar, but what if your space knight pivoted from their focus on martial arts to a deeper focus on their psychic abilities, or explored their genetic legacy more deeply, or explored what it would be like to have some sort of advanced cyber-suit? This would prevent gameplay from getting stale, as we explored alternate modes for how the character could fight and interact with the world?

A Darker Remix

Most of this focuses on how to take the hero’s advantages and remix them, but what about disadvantages? Hill Folk, inspired by Hamlet’s Hitpoints, tries to emulate TV show procedurals by giving every character a dramatic pole: two different aspects of their character that pull in tension with one another, and every session, the GM is encouraged to focus on one pole or another, or to put those poles in tension.

For example, Luke Skywalker is driven to escape his mundane life. He wants to get away from Tatooine, to become a great jedi, and to be the Big Damn Hero. But at the same time, he is deeply driven by family. When he gets his chance to escape, he hesitates and is drawn back to his home, and it is only the death of his family that liberates him to escape the confines of his childish banality. He wants to become a great jedi like his father, and he is driven to rage by the threat against his family in RotJ. These are two different aspects to his character, and in a given “episode” or “session” we could explore one or the other, or put both into tension. But it’s not the idea that every aspect of a character is always in effect all the time: not every “episode” about Luke Skywalker needs to be about ambition and family. One or the other could be the primary driver of the drama. Both should exist, as they define the character, but only one needs to be the focus at any given time.

So How Would This Work?

Okay, I think we’ve explored the concept enough. We have a character, but instead of imagining them as a “hard” set of fixed values, we can imagine them as something fuzzier. Certainly, they are built around a core of ideas, but at any given moment, only some aspect of the character is essential to the story or conflict. But how does this work in practice?

A lot of RPGs impelement something like this, though rarely overtly. Some of them are so good at it that when you look closely, you realize it must be intentional, but it’s hidden under the surface, so it needs to be drawn out.

D&D Remixed

D&D is famous for its hard “class” structure: a fighter is a fighter, and a wizard is a wizard, so it would seem to be a strange candidate for this sort of “flexible character” but if you look close, it’s clearly present and there, it’s just not necessarily obvious.

The case for a wizard is clearer, because they had modularity built into their design. A wizard has spell slots, but nothing is defined about what spells they must have. It is generally possible to specialize, to be a Necromancer or an Enchanter, but this is not strictly necessary. A wizard is, by their nature, defined by their grimoire and how flexible they are within that space. They may have, for example, 6 spell slots, but 18 spells, so for any given adventure, they can have three completely different “loadouts.” When they level up, they expand the number of spell slots, and their consistency is defined by what feats or class features they elect to take as they level up: one wizard might focus on maximizing their damage, becoming an “artillery wizard” while another might focus on maximizing their flexibility, so they can tailor their wizardry to any situation, even swapping out a limited number of spell slots on the fly if necessary. But how they actually play from session to session is necessarily unique and different every time, making them less boring. They can also adapt dynamically without leveling up, as the DM grants them new spells for their grimoire, or gives them scrolls or enchanted wands to grant them temporary new powers to explore, and see if they like these new options or new modes, and if so, gives them the option to integrate them into their character. One of my major goals with Psi-Wars Sorcery was emulating this “modular wizard” approach to achieve a similar character flexibilty.

The case for a fighter is far less intuitive. Fighters are generally considered “the most boring” of the classes, at least in a game mechanic sense, as they are the most consistent in tactics. Where the wizard can cast one of an entire collection of spells, the fighter just… attacks. And as they level, they can attack harder or more often. And that’s it. Except that ignores how fighters tend to interact with magic items and equipment in general. Fighters often have high Str and thus high encumbrance, which means they can carry a lot of gear. There is no need, often no ability, to specialize in a single weapon. You may imagine your fighter as a swordsman, but nothing actually prevents them from swinging an axe or using a spear. Furthermore, though people complain about it, D&D encourages the swapping of weapons when you find better gear. You may have a precious sword, but if you get a Mace of +1 Skeleton Slaying, you swap over to it, because it’s a better weapon. Furthermore, the game builds in vulnerabilities and damage types that encourage weapon swapping, so the GM can alter a fighter the same way Iron Man alters how they fight: by giving them a choice in gear. The fighter is always great at fighting, but they’ll fight different if stripped down and cast into a gladiatorial pit than if they can armor up and wage war on the open battlefield, or if they carry sacred relic-weapons into the crypt of the tomb-king.

Kung Fu Remixed

My favorite-game-you’ve-never-heard-of is Legends of the Wulin, which is a masterclass of the character remix. Characters have “external styles” which are different combat modes, similar to martial arts in most games, except a character can only use one at a time. The game is built around swapping styles for different situations, so if your Tiger Style isn’t working, you swap into Drunken Fist or the defensive Crane style, and so on. Characters advance in power, yes, but they are also expected to broaden, and explore alternate strategies.

The other central component of Legends of the Wulin are the Secret Arts, also known as “chi conditions.” These are conditions that if you embrace, you either gain a benefit, or avoid a penalty. These can be built into the character, or they can be inflicted and manipulated by other characters, and this is assumed to happen all the time, and to be central to the game.

So not only will your martial artist have to choose what style they need to use to fight an opponent, they have to handle the secret arts of their opponent. They may face a courtier who manipulates their passions and jealousy to mess with their chi. Perhaps your character is especially vulnerable to jealous anger or lonely depression, and she can tug on these heart strings to, yes, make you stronger, to empower your chi and let you use abilities at a higher level than every before, but only if you misbehave in ways that benefit her. Or perhaps you face a dark sorcerer who can degrade your chi by inflicting strange, occult requirements on you that can strip you from your chi and force you to rely on more mundane combat methods unless you can line up your behavior with their strange occult requirements.

The net result is every major encounter is always a unique experience, where the core of your character is preserved, but they will need to express their nature in a variety of ways depending on the nature of their encounter.

Remixing GURPS characters

So how would this work in GURPS or Psi-Wars? I’m not sure. If I have a good answer for that, I would work it in directly. GURPS tends to punish this sort of thing or, better said, deeply reward narrow specialization. The more finely you can define your character, the cheaper they get, and permanent investments tend to see more reward than temporary flexibility. I have a few ideas, though.

Modular Powers, Alternate Abilites, and similar traits

GURPS has a few traits that directly promote flexible characters. Modular abilities allow the character to directly swap out their abilities, and this is a central trait of my ongoing treatment of Deep Engine Sorcery, which expects that characters slot spells at least as often as they learn spells. Wild Talent and Wildcard skills allow characters to use whatever they need, at the time they need it. Alternate Abilities give a considerable discount on different combat modes, or different sets of abilities, and are also central to how Divine Favor and Sorcery work. Finally, Alternate Forms allow you to fully swap out your character build with another build, and is best used when it gives you two very different modes: a weak but cunning human with a dangerous and stupid werewolf form, for example.

The problem with these abilities is that they’re constant. If you have a modular power, you always have a modular power, and the flexibility of your character’s build is part of their build. It’s no worse than the D&D wizard, of course, or Hillfolk’s dramatic poles: perhaps some adventures focus on your human side, and others more on your werewolf side. But these don’t really encourage a remixed character.

Alternate Builds

What about entirely different character designs? You have your space knight, what about an entirely different design that remains true to the core of the character, but focuses on their psychic abilities or their genetic legacy, or invests deeply in their new relic sword?

There’s nothing inherent here that “breaks the rules” of GURPS. You could treat it like Troupe play, except all the characters you have are, actually, your character, and you swap them in and out as necessary, or with some narrative support.

The problem with this design is that you’d have to maintain several different characters at once. If you have, three modes, you’d have to build all three modes, and GURPS character creation is pretty grueling. When your GM gave you points, presumably you’d have to spend points on all three, which could be tedious.

A game where this was how everything worked could be pretty exhausting, maybe even off-putting, especially to players who weren’t interested in the idea of a remixed character. It is, after all, a rather advanced concept, only relevant after you’ve realized playing the same character tends to bore you. If it doesn’t bore you, it’s unnecessary make-work.

Still, an alien race that worked like this might be interesting. It was the core idea of the Herne. Maybe I should return to them.

A New Disadvantage Paradigm

The more I’ve played GURPS, the more I’ve come to love Quirks, not as an after thought, but the essential nature of a character. Yes, they have a negligible impact on your character, but they tend to have an outsized role in characterizing who your character is. They give your character their “voice,” and their narrative signature. The reason I think most people give them short shrift is that disadvantages tend to do this, but even more so. If your character is very into cute girls, you give them Lecherousness. But why not Desirous instead? It achieves the same narrative result, without necessarily forcing your character to behave in certain ways, and without added mental load to the GM.

The problem with disadvantages is that any disadvantage that isn’t “in play” is free points. If we imagine a character who is Lecherous but also has Bad Temper, then they must always be in love and also angry (so, presumably, yelling at the girls they like so much). If they are only in love or angry, then they have “stolen” 10 to 15 points from the GM, and this is bad, so we must enforce both at once.

What we’d want to do is treat disadvantages as a sort of “pool of narrative possibilities.” It would need to be okay that your character is either angry and picking fights or falling in love with every character they see. Sanji, from One Piece, is like this: quick to anger, quick to fall in love, but I’ve never seen him be angry with the girl he’s in love with!

The Ham Clause tries to get around this. It suggests imposing a penalty instead of character behavior strictures. So we could focus on our character being head over heels for a wicked woman who will manipulate them, thus justifying the -15 points for lecherousness that session, and imposing a -2 penalty on their roles for a particular scene do to them being “angry” about something, and thus justifying the -10 point bad temper.

But what if we instead treated all the disadvantages as a pool of potential disadvantages. You just get your disad budget for free, as a reward for articulating what sort of dramatic poles they represent in your character, and we treat them as quirks until such time we want them to be narratively meaningful: you are angry, yes, sure, and you fall in love at the drop of a hat, but that’s not necessarily important this session.

The problem with this approach is some disadvantages don’t work like this. If you are blind, you are always blind. If you have -1 ST, you always have -1 ST. It might not matter for a given session: perhaps you spend the whole time talking to people, or lost in dreams during a dream quest, or something else where your physical disadvantages aren’t relevant, which is no worse than saying your lecherousness doesn’t matter this session either because there are no cute girls, or the GM doesn’t want to focus on it this session.

What I seem to be aiming for is something similar to Chi Conditions or Fate Aspects, where disadvantages are relevant only when it’s nice that they’re relevant, and they act more like descriptors the rest of the time, but enforcing that is such a dramatic paradigm shift to GURPS that it would require a bottom-up rework of all the various templates. Regardless,something to take the mental load disadvantages impose on GMs would be nice, something that turns them from things the GM must enforce to tools they can use to create interesting scenarios would be welcome.

Out of Ideas

I don’t have any answers here. I’ve just been thinking about this sort of character for awhile, and how to integrate them into games, to keep games from getting stale, and to allow players to express different aspects of their character when it interests them, and downplay others when it suits them. I want gameplay to change without constant power escalation, and it’s been something that’s bugged me for awhile. While I note several games that do it well, I’ve found no games that really focus on it as essential. If you know of any, or have any ideas, I’d love to hear them.