50 Games in 50 Weeks: Dungeon World

'CatacombsOfTheWizard' by orkboi on Flickr

'CatacombsOfTheWizard' by orkboi on Flickr

Dungeon World is another sword-and-sorcery tabletop RPG system aiming to recapture the purity of classic Dungeons & Dragons. The surface looks the same, including the four classes of Cleric, Fighter, Thief, and Wizard. The mechanics and approach, however, are quite different.

Player-character attributes mirror D&D, except for the addition of Bond, which is used to indicate how well each character knows each other character. Moreover, at the beginning of each session, two attributes are “highlighted” by other players and the GM. If a player uses those attributes during the session, the PC gets extra XP.

The basic die mechanic is 2d6, added together, plus any modifiers. 10 or higher is a full success; 7–9 is a success with a complication; 6 or lower is a failure.

The “move,” which is the core procedure of the system, is a rule that lists a trigger (the thing in the game that activates the move), possibly a roll, and a set of possible results.

Interestingly, moves are not optional. If any character action satisfies the trigger condition for a move, the character must immediately use that move.

Moreover, moves are always responses to character actions. A player can’t say “I use the Defy Danger move;” the player must narrate a character action which triggers the Defy Danger move.

This is central to the system. Players must narrate. The mechanics must flow from that narration.

There are also mechanics that allow for results to be held for the next turn, for the next use of a move, until a condition is met, or using a currency called “hold.” The move specifies the uses of “hold.” For example, if you stand in defense of a person, item, or location under attack and succeed fully, you get 3 hold. You can later spend that hold to redirect an attack from the defended item to yourself, or halve the damage of an attack against the defended item, or deal extra damage to anything attacking the defended item.

In a reversal from traditional D&D, most weapons deal no damage themselves. Damage is dealt by rolling a certain sized die for your class, and in some cases adding +1 for a particularly powerful weapon. The system justifies this by pointing out that your class’s training determines your ability to hurt people. Thieves are not build to deal damage; they have moves that make them useful in many other ways.

Unfortunately, the rules are written with often-tortured grammar, making many sentences hard to parse. Here’s an example, and I’ve even corrected two typos: “When the doom you show signs of is an onslaught of goblin arrows, if the players don’t do something to get out of the way, you can follow through with damage as a hard move.” This is frequent enough that I needed to re-read many passages to fully understand them.

I wouldn’t mind this in a supplement, but these are the core rules.

The term “move” compounds the issue. It’s such a generic word that I often felt confused by a particular turn of phrase. When a rule tells you to “make your move,” is that meant colloquially or mechanically?

When we sat down to play it, the game progressed smoothly. I spent much of the time prompting players with “What do you do?”, as the rules demanded, which non-plussed a few players. Dungeon World expects focus, an admirable quality.

much as I’m complaining about it, I found Dungeon World‘s rules and approach refreshing and effective. We had a classic hack-and-slash adventure. It did exactly what it claimed it would do.

If This, Then That

Just found ifttt (If This, Then That), a site which lets you easily build a two-step workflow such as “When a news item is posted on this site, add it to my news reader” or “When I upload a post to Flickr, post it to Picasa too.”

A full decade ago, a CEO was telling me that the future was in “programming for the masses,” that certain elements of programming would get easier and easier for normal people to do. He pointed towards  scheduling apps as the sorts of things that should be easily extended to this. Imagine sending out an invite with a poll of available times, then setting a time after a certain number of people voted, such that people who check later only get that time.

(To be clear, he wasn’t suggesting that programming would become easy, just that end-user tools would get increasingly powerful workflow-style tools that remained simple.)

The 6 Most Important Productivity Tips I’ve Ever Received

'Construction Signs' by jphilipg on Flickr

'Construction Signs' by jphilipg on Flickr

In truth, I hate “tip culture,” the idea that you can achieve balance, harmony, and rightness in life with a few painless steps in 5 minutes a day. It’s never that easy.

Also, I don’t want to tell you what to do. Who am I?

So, these aren’t tips as much as they’re pieces of advice that I’ve taken, which have powerfully affected my productivity and efficiency.

1. Keep a list of projects

A project consists of work towards a specific goal. I keep a separate text file of all my projects.

This includes everything I’m working on, even ongoing projects where I just have to check in occasionally. It ensures that I don’t forget anything.

Corollary: Don’t use email as a de facto list of projects and things to respond to. If you read an email and realize you now have to do three new things, don’t keep the email in your inbox; write those new things down and file the email away.

2. Turn off email alerts and process email completely

I keep my email program minimized, and I’ve turned off those alerts that pop up whenever a new email arrives. When I “check email,” I clear time to actually process my email. When I’ve finished with an email, I move it to a folder. When I’m done checking email, my inbox is empty.

I’m not perfect with this. I doubt that anybody is. But when I do empty my inbox, I feel less distracted. Nothing nags. This habit also ensures that I’ve actually written down what needs to be done, instead of relying on a re-read of an email to refresh my memory.

This means I only check my email a couple of times a day. Even at work.

3. Every morning, schedule tasks on the calendar

Literally. Every morning, I open my list of projects. I find the most important one, locate a free half-hour slot on my calendar, and create a meeting for it. I’m the only one in the meeting. I continue until about 2/3 of my day is scheduled.

I felt weird the first few times I did this, but it worked. Not only does it push me to actually work on important projects, co-workers are less likely to schedule a meeting during time I’ve scheduled. So I’ll actually have time.

4. Take a lunch break

'lunch~' by tsuihin - TimoStudios on Flickr

'lunch~' by tsuihin — TimoStudios on Flickr

I used to work through lunch, but a few weeks ago, I changed.

If I get up from my desk and walk somewhere else for lunch, even for just 20 minutes, at the end of the day I’m still reasonably fresh and energetic. If I don’t, by 5:00pm I feel beat up.

This doesn’t mean going out to eat. In fact, I usually take my homemade lunch to a conference room. It’s enough of a break.

5. Journal work and take a reward for every few items recorded

I have a document titled “Daily Time Log.” When I get to work, I open that document, then minimize it. Every time I finish a significant task during the day, or I talk to someone, I record it in the Daily Time Log along with a timestamp.

For every 6 items I record, I eat a small Peppermint Patty from a stash I have in a cabinet.

The key to the reward lay in finding something that I like but don’t love. If I kept Butterfingers or Snickers, I’d feel tempted to scarf them all down.

6. Pick a few core things to do every day

These are the things that are important to you and your work. For me, it’s writing. I write every day, when I get home. Before I eat dinner. Simple but effective.

What effective habits would you recommend?

50 Games in 50 Weeks: Fiasco

'Brother' by linuz90 on Flickr

'Brother' by linuz90 on Flickr

Man, I loved Fiasco.

Fiasco is a tabletop RPG that approaches die rolls from a radically unorthodox angle. The players roll the dice at the beginning of the game, and those rolls tie into various elements of the setting (the book comes with several starter settings). Once those dice are rolled, they’re never rolled again.

The first half of the game involves describing and explaining the elements rolled, as well as their relations to each other. If the dice connect a child’s chemistry set to a protagonist’s law offices, someone will get a chance to explain that connection at some point before the game’s mid-point.

Halfway into the game comes the Tilt, a major plot point that disrupts the ongoing story and rolls it towards disaster. The rest of the game involves narrating the characters’ reactions and fates.

As a result, Fiasco is a story-driven game, to the point of being story-obsessed. The game hinges on players collaborating to narrate whole scenes without a single die roll, skill, or attribute to fall back on.

Only one in our group of four had played Fiasco before, so he guided us through the dice-rolling and story-telling process. Most of us found the system awkward at first, but we warmed to it, especially in the second half. Our story of a small Southern town and its corrupt cop, his innocent niece, and the drug-dealing lawyer and his daughter quickly spiraled out of the character’s control, into dark places. We felt gripped by the power of our story.

What better praise can I give to a role-playing game?

The Kindle 4 Is Most Comfortably Held Upside-Down For Men

Edit: In the original version of this post, I called this a Kindle 3. Brain fart. Sorry about that!

My parents kindly bought me a Kindle 4 for Christmas. It’s the new, small, light one. No touch, no 3G. Simple.

I love it for many reasons, but have struggled to turn pages comfortably. My thumb just wasn’t able to press the side buttons easily. (Ah, First World Problems.)

Today, I realized why I was struggling: The Kindle is designed for women’s hands.1 And those hands are typically smaller than a man’s.

Then my mind leaped to a memory: while checking out the Kindle’s orientation options, I saw an upside-downmode. I’d wondered at the time, Why would anyone want to use a Kindle upside-down? The answer was now obvious.

Kindle side-by-side

I set the Kindle to upside-downmode. Voila! I can now turn pages with complete ease. Success!


1 (Do you think my assertion that the Kindle’s “designed for women” is crazy? Go to the Kindle product page. Every person shown on the page–even the disembodied hands–are female. Who do you think they’re advertising to?)

3 Dice Dungeon, A Solitaire Dungeon Crawl Game

'P1050124' by indiepants on Flickr

'P1050124' by indiepants on Flickr

Nearly a year ago, Greywulf posted RPG Solitaire Challenge: 3 Dice, a simple solitaire game of dungeon exploration. In his game, you roll 3 dice for your adventurer’s stats, then for each room in the dungeon, roll 1 die to determine the room’s type, 1 die for a monster, and 1 die for a treasure.

I played the game a couple of times, and while I had fun, I found two major issues:

  1. The game is very swingy. I played several games where I died within two encounters, and others where I could’ve continued playing forever.
  2. There’s nothing to do except trade blows with monsters.

There’s a tantalizing possibility resting in the rooms, though. So, let’s add some design and map the dungeon as you go!

3 Dice Dungeon

3 Dice Dungeon is an expansion of the rules in  RPG Solitaire Challenge: 3 Dice.

You create a character by rolling three six-sided dice (re-rolling if your total is 10 or lower). One die roll represents your BODY, another your MIND, and a third your SPIRIT (or magic). These represent both your current and maximum points in these attributes. You’re now ready to adventure!

Create each location by rolling 3 dice (one for each column) and consulting the table below.

Result Location Monster Treasure
1 Corridor (straight or curved) Goblins None
2 Small room (1d2 exits) Orcs Healing potion
3 Large room (1d3 exits) Ogres Magic sword
4 Vault (1d3 exits) Giants Tome of Enlightenment
5 Temple (1d3 exits) Dragon Spell scroll
6 Great Hall (1d3+1 exits) None Map fragment

Mapping: Draw this location on a piece of paper. Each location takes up about the same space on the overall map, and can have exits to the north, east, south, and west. You must mark the exits logically (an exit cannot lead to a room with no entrance on that side), but otherwise exits can be wherever you want.

How Many Exits Is That? The number of exits in each room includes the one that you entered from, so each room may be a dead end.

Combat

Attacking: If the room contains a monster, you must attack it! Pick an attribute and roll a die. If you roll less than the attribute, you hit! Turn the monster’s die so that it shows one point lower. When you hit a monster that’s at 1, it is defeated. If you roll equal to or greater than the attribute, the monster hits you; decrease the attribute chosen for this attack by 1.

Bleeding Out: If an attribute is reduced to 0, you take -1 on all attack rolls. If all three attributes are reduced to 0, you’re dead.

Crits: When attacking, a 1 always hits and a 6 always misses.

Training Wheels: In your first location, if you roll 4 or 5 for the monster, re-roll (multiple times if necessary). In your second location, re-roll any 5’s for the monster.

Treasure

Once a location’s monster is defeated, you get the location’s treasure.

  • Map fragment — When you’re in a vault, you may use up a map fragment to unearth a powerful ancient artifact (see below).
  • Healing Potion — Increase one attribute by 2 points, or two attributes by 1 point each, up to their respective maximums.
  • Magic Sword — +1 on all BODY rolls. This is cumulative, so if you have two Magic Swords, you add +2 on all BODY rolls.
  • Tome of Enlightenment — +1 on all MIND rolls. This is also cumulative.
  • Spell Scroll — Use this scroll for a +3 on one SPIRIT roll. The scroll disappears once used.

XP

When you defeat a monster (or if there is no monster in the room), total the value of all three dice rolled for the location (room, monster, and treasure). Add this to your XP total.

Leveling Up: For every 50 XP you earn, increase the maximum of one attribute, and return all your attributes to their maximum values.

Moving Around The Map

Returning to Danger: When you return to a room you’ve already visited, you run the risk of encountering a low-level monster who’s sneaked into the room. Roll a die for a roving monster. If you roll 3–6, there’s no monster.

Temple Teleportation: From a temple, you can teleport to any other temple already on the map. When you do, roll for a roving monster. You may only teleport after defeating any monsters in the room.

Descending To The Next Level: You may only descend to the next level of the dungeon from a Great Hall, and only after you have collected one artifact on this level.

Artifacts

Roll a die to find an artifact:

Result Artifact
1 Jade Idol (+2 on an attack roll)
2 Crystal Pendant (+3 on one MIND roll)
3 Boots of Swiftness (run from one fight per player level into a random adjacent room, with no penalty)
4 Scroll of Teleportation (after clearing a room, teleport to any other explored room; use once)
5 Sleeping Salts (cause one monster to sleep; no XP for the monster, and when this room is next visited, it is awake again)
6 Shielding Charm (ignore one hit against you)

Multiple Players

To play with others, each player rolls their own stats. In each location, roll one monster die per player. The highest monster die determines the type of the monsters in the room; sum all the monster dice rolled for the monster’s hit points.

Each player earns the XP total for each location (so, if a location provides 10 XP, each player gets 10 XP).

Note that playing with multiple players is harder, because you’ll have to share the rewards.

The Undead Level

Finally, just for the fun of it, here’s an undead-themed level:

Result Location Monster Reward
1 Corridor (straight or curved) Skeletons Map fragment
2 Small room (1d2 exits) Zombies Healing potion
3 Large room (1d3 exits) Mummy Magic sword
4 Crypt (1d3 exits) Vampire Tome of Enlightenment
5 Temple (1d3 exits) Lich Spell scroll
6 Great Hall (1d3+1 exits) None None

Crypts? A crypt acts just like a vault.

The Undead Are Weak Against Magic: A SPIRIT attack against undead does not automatically fail on a 6.

That’s it. If you play 3 Dice Dungeon, please let me know in the comments!

50 Games in 50 Weeks: InSpectres

'Ghost Exit' by rbrwr on Flickr

'Ghost Exit' by rbrwr on Flickr

InSpectres is a lot of fun.

It’s a tabletop role-playinggame that’s basically Ghostbusters. The lightweight system includes only four attributes per PC–Academics, Athletics, Technology, and Contact–with a focus on one of them. A total of 9 points are distributed among these attributes.

The core mechanic involves rollingsix-sideddice–as many dice as you have points in the attribute that applies to the attempted action–and looking up the highest die rolled in a results table. Higher numbers provide extra Job Dice (each job requires the players to collect a certain number of job dice), while lower numbers mean that bad things happen.

Similarly, when faced with something scary or otherwise stressful–which happens a lot to paranormal investigators–the player rolls a number of dice equal to the force of the stress, and lower numbers provide bad results, including the loss of dice from attributes. Once all of a character’s attribute dice are gone, the character freaks out and retires from that particular job (and possibly from the ghostbusting franchise).

That’s most of the system. The franchise itself has a couple of attributes that can be called upon in dire circumstances, and there’s also a “confessional” mechanic, that lets players add facts to the world by narrating an aside, noir-style(“But what we didn’t know was that the tool shed contained an old stick of incense that the ghosts hated!”). And that’s about it, mechanically.

In play, we had a great time. We decided to play a small franchise in New Orleans, that was invited to investigate strange nightly noises in an old government building that once served as the governor’s mansion. The PCs faced down various ghosts wandering the cubicled building before discovering that the top office doubled as a seance chamber. Further paranormal hijinks ensued.

The rules describe a 10-die job as “easy” and a 30-die job as “hard.” We started with a 10-die goal, but within an hour upped the goal to 20, as the players quickly gathered job dice with few ill effects. Indeed, we finished the 20-die mission after losing only a couple of attribute points per player. A 10-die job seems trivial, though perhaps the players were rolling well.

The system’s simplicity let us get to the action quickly, which is critical for a light-heartedgame like this. Moreover, the high-levelmechanics prevented us from bogging down in blow-by-blowcombat.

InSpectres fits its genre almost perfectly. The only downside is that it fits this genre only. However, if bustin’ makes you feel good, I’ve found no system better than InSpectres.

Diaspora Thoughts

Diaspora screen shotI’ve been playing around with Diaspora*, a new social network that apparently is trying to be an “open” social network — anyone can host a Diaspora* server, for example.

In practice, Diaspora* looks and operates so much like Google+ that I struggled to find a difference. Even Diaspora*’s aspects, which it describes as “unique,” seem to function exactly like Google+ Circles: named groups of friends.

The main difference appears to be that Diaspora* automatically signs up a few people for your stream, based on the interests you specify when you first sign up for the service. There are quite a few technical glitches, too, though that’s unsurprising for a grassroots service that’s still in alpha.

When I first saw this, I harrumphed. Then I took a moment to think, and remembered that I love Google+. If a new social network were to imitate any existing one, I’d want it to mimic Google+.

The big question is whether enough people care about the whole “Google vs. open standards” issue to use a platform that’s exactly like an existing one.

One Little Tweak

"Paxil deprived" by kevindooley on Flickr

"Paxil deprived" by kevindooley on Flickr

I ran a game of Searchers of the Unknown, a simplified and free original D&D rule set, at RyvenCon a while ago. ‘Twas fun, and the system worked well, but we agreed that it could use one little tweak.

This way, madness lies. It’s so tempting to house-rule a system because it’s “not perfect.” Soon, a rules-light system grows into a rules-moderate system.

Well, this is a minor issue, but a significant one. There are four kinds of weapons in Searchers:

  • Ranged weapons, worth 1d6 damage
  • Small melee weapons, like daggers, worth 1d4 damage
  • Medium melee weapons, like swords, worth 1d8 damage
  • Large melee weapons, like polearms and two-handed swords, worth 1d10 damage.

(The actual terms are a little different, but these are more clear for my purposes.)

Those are all of the stats for weapons. Thus, there’s no mechanical reason to wield a dagger instead of a polearm.

There’s a good reason for this: space. Searchers of the Unknown is supposed to fit on one page. Complicated weapon rules would take up space and, well, complicate the system.

However, Ryven came up with an ingenious rock-paper-scissors solution: what if medium weapons give you +1 on your attack roll against enemies carrying small weapons, large weapons give you +1 against enemies carrying medium weapons, and small weapons give you a +1 against enemies carrying large weapons (simulating the ability to duck around the large weapon)?

It’s an elegant solution, and though it does introduce a slightly more complicated attack roll, I think it’s worth the tweak to balance out the game.

Hope this helps!

50 Games in 50 Weeks: Everyone Is John

As part of DC Gameday, I volunteered to run a game of Everyone Is John.

System basics: Each player is a voice in the head of a totally insane man named John from Minneapolis. Each voice has a few skills, an obsession (something they really want to accomplish), and a pool of Willpower tokens. Whenever John is hurt, bored, or falls asleep, the voices all wager Willpower tokens to take control of John. The winner controls John until he’s hurt, bored, of falls asleep again.

The system perfectly simulates the competition among voices. The only potential issue is the absolute control of one voice and the lack of input from the other voices.

On the one hand, this system generates a very intense, one-on-one experience between the controlling voice and the GM. I’m sure it’s odd for a player to have the full attention of the GM for long stretches.

On the other hand, everyone else has nothing to do except observe. The player and DM have to be entertaining. I’d like to see a mechanic that allows non-controlling voices to give Willpower Points to the current voice, in exchange for accomplishing something the giver wants.

In our case, the system resulted in a very wacky story. Each voice had to deal with strange circumstances as they took over John–the players knew what had happened, but the voices didn’t–and had to cope.

That highlighted another difficulty: voices were often presented with situations that completely non-plussed them, because the voice has no context. I’d add a stipulation that voices remember only what’s happened since John’s most recent full night’s sleep. We may have been playing it wrong, though, by assuming that voices “lose consciousness” when they lose control.

Overall, the game itself was a lot of fun. The system provided a weird, strong, memorable experience that we learned quickly.

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