Justin Achilli

Tag: design

Working on a New Card Game

This past weekend, I began work on a new game. With Anarchs Unbound winding down (just about ready for the editor!), I wanted to switch gears and move toward a smaller, more concise type of game that emphasized short play sessions rather than slotting into a larger RPG-style campaign model. Card games are perfect for this sort of thing and they’re also good player values. You can buy the card game once and have infinite hours of play from it. With that in mind, I dove into a new card game design.

Going into the design, I knew I wanted a few specific behaviors, and those helped me define the experience as a multiplayer card format. In particular, I wanted:

Multiple choices for actions on a single turn: Many card and board games restrict the type of action a player makes, but I wanted a more Magic-styled “here’s what you can do this turn — pick one” sort of approach. This works well for card games, as it makes the sequence in which you play from your hand of cards interesting, with the hand becoming a sort of micro-economy of actions.

Table talk: Man, I love table talk. The art of the deal, running a hustle at the table, and convincing a friend of a specific course of action and then being able to honor that tandem or betray the alliance is fun stuff.

Imperfect information: Games thrive, I think, when players have enough information to inform their decisions, but when they have to discern some of the secrets other players may be hiding. Poker and Magic are good examples of this, as you have to tailor your strategy not only to accommodate the cards you know you have, but also the cards you think your opponent has. And then, when additional players enter the mix — when it’s more than just a one-on-one experience — it really blossoms into intrigue. Lots of critical thought.

Simple systems: Multiplayer games work well when the participants have several courses of action, each of which is straightforward, and the permutations of those actions offer a variety of outcomes. I didn’t want a complex system that pulled the player into its depths and effected a race to complete, I wanted a breadth of possibilities that could play out differently based on player inputs. The critical thought for the imperfect information shouldn’t become overwhelming in its technicality in this case.

Lead with rules rather than setting: Pretty straightforward on this one. I wanted a fluid system structure up front, rather than having an abstracted narrative that I needed to design to fill. I can fill in the narrative later, if I decide I even need one.

I think that you think that I think that you think I have an ace. Now what should I do?

I think that you think that I think that you think I have an ace. Now what should I do? P.S. I’m James Bond.

With all of these combined, I built a playable prototype of a sort of political game. Each player has the ability to put a negative card on himself or any other player, which is the base interaction. The player also has the ability to hide cards in play in front of him, broadening the imperfect information aspect. Different cards allow players to move those allocations of negative cards, bolster them, protect them, etc. So, on your turn, you may want to play a negative card, play a positive card, hide a positive card, bluff and hide a negative card, or play a negative card on yourself to subvert the standard course. It makes for a sort of protracted social yomi that works well around the table.

As to physically printing the game, I’m looking into DriveThruCards, which both Gareth and Bates recommended. I’ll also put up the rules and prototype card sets here soon, in case you’d like to give it a shot.

IXN Interview

I did an interview with IXN recently, which is a Spanish-language games, comics, and anime site. Here’s the interview in English, should you be interested in such things as design principles, the overlap between hobby games and video games, and my life.


This Charming Man

First of all, who is Justin Achilli, sometimes also known as DJ Achilles?

I’m the sum of my parts. Game designer, writer, cook, DJ, father, husband, son, and brother. I think in particular, I’m drawn to the things that let me interact with other people, such as playing games with them, cooking a meal for them, or entertaining them on the dance floor. I’m a social creature. Gregarious. Like a monkey.

Could you tell us what’s life for a game designer is like?

For me, it’s a professional career. I work a Monday-Friday schedule at Red Storm Entertainment, and in the evenings I head home to work on Vampire and spend family time. Sometimes there’s travel involved, but for the most part, it’s a steady arrangement until crunch time.

Your blog says you’ve been in game designing for about 16 years, which elements do you think are the most important to create and develop an RPG?

For me, the most important element of an RPG is that it allows players the ability to affect the environment. This is really the heart of an RPG: The gamemaster sets the scene, the players interact with it in some way, and then the gamemaster interprets those actions into results. This is where RPGs run by people currently shine above and beyond computer RPGs, which are limited by the logic developers place inside them. An RPG run by a person has infinite potential player interaction and infinite potential outcome analysis. A computer game is a finite series of if/ then, by comparison.

From a design perspective, that’s easy for a designer to achieve because it’s inherent in the function of the game. The harder part, and the part that takes the most refinement, is creating a unique combination of systems and setting that communicates the essential experience of the game. As an example here, look at Humanity in Vampire. One of the essential experiences of Vampire is the struggle against the Beast, which is a setting component and a system. When those two come to the fore, you’ve got something that’s uniquely Vampire as opposed to, say, a sci-fi exploration game or a fantasy monster hunt.

This is a double question… Which do you like better:
Games with an emphasis on narrative over system/mechanics or vice versa?

I don’t necessarily think that these are mutually exclusive. You can have a game like In a Wicked Age in which the system is constructed to foster the narrative, or you can have a game like Risk in which there’s very little inherent narrative, but the narrative arises as a result of the system’s determinations. For me, it’s more of an understanding of the game I’m playing on its own terms. A friend came over the other day and we played Puerto Rico, for example. None of the narrative that emerged from our session had a damn thing to do with Puerto Rico, but the most notable narrative element that emerged was the fact that my wife forced the endgame situation one turn before the plan I was putting together came to fruition. I was so close!

In terms of a “storytelling game,” we’ve always built the systems to be non-intrusive. We don’t have exhaustive rules for every situation that might occur. I think there’s more narrative flexibility in that, with the story directing the rules interpretations. That’s why you see so many things like “The storyteller will determine.…” It’s not saying that one way is better than the other, it’s just the game we’ve chosen to make. I enjoy both narrative systems like Storyteller and games in which the systems are fun to manipulate as well, like Pathfinder/ D&D.

And, game settings with a rigid, ambiguous or virtually non existent meta-plot/backstory?

Here, I prefer a background that has either a lot of “gaps” between the background facts, or has a very broad background with lot of room to focus in on the details that emerge for my troupe. In the first situation, like Vampire, there are a lot of “hooks” in place that give players room to take one of the setting tenets and then do what they want with it. In the latter case, the setting is vague enough that the facts of the game world are defined over the course of playing the game and as a result of it, and I love that.

What I’m less a fan of is a progressive metaplot, in which the game material is serial, and if I miss a book, then I miss something that developed and my next book may or may not have all the facts necessary to run a game in a world in which the printed detail is paramount. The stories really belong to the people playing the game, and the printed material exists primarily to give them a game experience, not dictate the outcome of their game. If my troupe tells a story about the siege of Miami and the Camarilla wins, but then a book comes out that says the Sabbat wins, I feel disconnected from the game. That’s why we’re mostly working with detailed histories and broad modern trends as opposed to current metaplots with the V20 material.

Besides Vampire The Masquerade you’ve worked in a lot of other games, which ones are the most famous or the ones with the highest profiles? And which ones have you enjoyed working on the most?

I was lead multiplayer designer on Assassins Creed: Revelations, which is probably the title of mine that has the most shipped units. I really enjoyed the freedom of working on Requiem, and I really wish we would have jumped into the deep end with it and changed it more from its predecessor, in hindsight. But most of all, I love working with Vampire: The Masquerade. I love its singular confluence of setting and mechanics, and I can always find some unexplored corner of the world that’s casting its own distinct shadow and use that to tell a story.

As a game designer you’ve not only concentrated on pen & paper games. Which other activities you´ve been able to delve in?

Most of my work is on RPGs, but I actually started at White Wolf working on the Rage collectible card game. I’ve worked on board games, as well, and some amount of writing for the Vampire Mind’s Eye LARP rules. Beyond that, I’ve done AAA MMO development, AAA console action-game development, Facebook game development, and a few novels.

You’re a family man, how hard is it to balance a professional life oriented to fantasy/game designing with your family responsibilities?

Everyone in my family plays games, so we do a lot of that in our free time. We play all different types of games, but I think play is healthy for learning and imagination, so I’m glad my daughter does it, and it’s also a wonderful social activity, so I’m glad I share it with my wife and friends. Nietzsche said that, “Without music, life would be a mistake,” and I feel the same way about games.

We know that V20 was created using Open Development system, who was the first one to come up with the idea and how do you feel about the result? Do you think that the future of game development is geared towards open dev?

I don’t know if the collective of future of game development lies with open development, but I definitely think it offers a lot that benefits designers. From the practical aspects of being able to collect far-ranging feedback on a game in design to the more community-based aspects of building a relationship with the game’s players, Open Development has been a huge boon to the ongoing development of Vampire. Being able to talk directly to players, especially across wide geographical separations, is something we didn’t have 20 years ago when Vampire came into being, and a lot of our decisions were kind of “cowboy” decisions, made based on gut feelings and guesswork rather than with any direct indication that a design decision was the right one. The only real feedback we had to go on was sales numbers, and those lagged so far behind and revealed only such a small portion of the player experience that we were largely developing by trial and error. Now, being able to share a systems or setting draft and integrate feedback is not only possible, but easily done and maintained.

Looking back, how long ago did you started role playing and why? What caught your attention initially?

I’ve always been attracted to the fantastical and fanciful. I remember seeing Ralph Bakshi’s Wizards when I was really young, listening to music that had a unique sound and cool cover art, and indulging imagination. When I was nine, my cousin ran a D&D game in his basement, and that was my first introduction to roleplaying games. Even in my periods of RPG gaming lull after that, I was always engaged in some kind of game, even if it wasn’t a LARP or tabletop RPG. I didn’t even need to be playing directly, just interacting with an imaginary place.

It’s a very different kind of monster being a GameMaster/Storyteller than being a player, how is it that you went from being a player to GM and then to game designer?

I’ve always been attracted to the worldbuilding aspect of game design, so while I was entertaining myself with the worldcraft of character creation, I turned my thinking to a larger scope. Why is this true in a particular world? A lot of that has narrative application, as you’re building webs of motivations for characters or creating cause-and-effect rewards for players to uncover and exploit, but it’s also interesting in a rules and experience context. For example, that’s why Vampire works as a morality story – your power as a vampire comes from an expendable resource, like, say, “mana” or “action points,” but it’s actually blood. You have to take your resource away from someone else and harm them to do it. At what price power? So the thought exercises that came from explaining the why behind the systems really turned my attention to design as a practice.

Do you feel satisfied with your achievements as a game designer? Is there any game, whether in genre or subject, you would like to create or work on but haven’t been able to?

I’m pretty happy with where I am. There’s always more work to do, of course, but I’m thankful to have had the opportunity to steer the direction of a game I love. I wish I had more time to do more playing, more writing, and more conceptual exploration, but that’s a truism of human life, I think. We all want more time. Time is the only resource that means anything, both in gameplay and life.

For example, I’ve been working on Pagan Lands, which is an original-rules fantasy hexcrawl inspired by the weird fiction that started the hobby, as a sort of love letter to why I like to play RPGs. With all of the V20 work that’s been going on plus day job plus a lot of my recent relocation, I haven’t been able to work on it nearly as much as I’d like to. Why not? I NEED MORE TIME, MAN.

Finally, which are your current projects both rpg’s and other stuff?

Right now, I’m working on an as-yet unannounced project at my Red Storm day job that’s pretty exciting, and perfectly in line with my design philosophy. The current Vampire title I’m working on is Children of the Revolution, with Hunters Hunted 2 right around the corner. I’ve got an old-school fantasy game hex crawl shaping up in my tiny bits of free time, and I’ve got a card game that’s ready to play, but that needs some art and graphic design before I can do anything with it. A few more fiction projects (both short- and long-form) have been lying neglected for a while, but I don’t think I’ll make it back to them any time soon with the other projects I have in progress. Everything in its due time.

Thanks a lot for the interview.

My pleasure! Sorry it took so long to get it back to you.

How can people keep up with your projects and contact you?

On Twitter, I’m @jachilli

On Facebook, I’m justin.achilli

Once the V20 schedule stabilizes, I also hope to be blogging more at justinachilli.com. Which, of course, I need to carve out the time to do.

And well, you knew we had to ask: what’s your honest opinion of the Gehenna book? Is it the ending that V: tM needed but not the one that it deserved?

It’s a tough question. I was definitely happy with the Gehenna book, and so were many players. It went to reprint three times! That said, Vampire is an intensely personal game, and I know that it couldn’t possibly conclude everyone’s individual chronicle personally. That’s why we presented the variety of scenarios we did. We had identified the most frequent playstyles and chronicle types that people were using, and then created scenarios specifically suited to those types. That’s the key word, though, “types.” If your type deviated from the most frequent or had some other unique characteristic, we couldn’t possibly have created an infinite book that was all things to everyone.

One of the core principles of storytelling is crafting an end, obviously. All stories have to end. Did Gehenna conclude the “official” Vampire storyline with an appropriate bang or whimper? I think it did. And yet, here we are, talking about Vampire stories that continue long after the end of that particular continuity thread. I think that’s a good sign.

The Universal RPG Play Loop

In game design, the designer wants to put the player into what’s known as a “game loop,” a repeated sequence that the player can learn and depend upon, and that helps the designer communicate the essential experience of the game. In many Facebook games, for example, the game loop is plant, harvest, build. In Assassin’s Creed multiplayer, the game loop is hide and seek. In EVE Online, each of the subsystems points back to spaceships fighting.

I’ve been thinking about this a lot, of course, because it’s my job to do it and it’s my goal to keep it as uncomplicated as possible for the player. I’m not a big fan of complex systems for the sake of complex systems. I’m not a big fan of difficulty for the sake of difficulty. I think game design is at its best when it’s simple. The strength of a game is in how it allows the players to relate to one another and the systems are all vehicles for that experience. If players can find new uses or clever interactions with simple systems, I think that’s infinitely better than having them solve a difficult system, because it’s more open-ended.

So, given that I’m finishing my most recent game supplement (the V20 Companion for Vampire: The Masquerade), I’ve been going back over the material in the book, making sure that all of the material therein has an appropriate place in the loop. Tabletop roleplaying games are an interesting model because, in my experience, the loop is identical in all of them. The set dressing can change a million and one times, of course, but the ultimate expression of the game, whether you’re playing D&D, Call of Cthulhu, Dogs in the Vineyard, or Vampire, is one of situation and response. Vampire observes event. Vampire participates in (or evades) event. Consequences of action (or inaction) apply. New stimulus results and the loop continues.

One cycle of the tabletop RPG play loop

Now, I’m not saying that every game is the same, of course. I’m saying that how we play these games is a universal construct. The gamemaster presents a situation, the players respond, and the resolution occurs. This resolution leads to the next situation, etc., which keeps the loop in motion. At some point, the action concludes (at the story’s end, when the final challenge is overcome, or just when the game peters out), but every action taken at the game table, regardless of the game, has results and creates a new situation.

That makes me nervous, actually. If there’s one thing I’ve learned form 16-plus years of professional game design, it’s that nothing is so goddamned simple, and if it looks like it is, there’s something horrible about to happen and derail the whole sequence. My loop here is either too general to have much value — which I don’t think is the case — or it’s not accounting for something.

I think the simple loop does have value, because it informs both the core game and the supplementary material. If, for example, I tried to cram a resource-farming loop into Vampire, it wouldn’t work. To a degree, there’s a resource-farming loop that’s integral (vampires need blood and Willpower in order to use their powers or even just stay vital), but that loop is part of the central “situation happens, vampire responds” sequence. If I tried to force an additional interaction of “go back to your blood castle and fertilize your fang trees,” the game would take a radical departure from the expected roleplaying game sequence and the Vampire: the Masquerade experience in particular.

Pagan Lands: Widdecombe’s Laboratory

Widdecombe’s laboratory is a tragic place, where creatures never intended to encounter life have been brought into painful existence. The building where Widdecombe’s experiments took place certainly served some other purpose before the eugenicist established his laboratory there. Indeed, it seems that it may have been a grand manse or even some sort of temple, given the open gallery and pillared hall that make up the front face of the building. Composed of fine marble, the building itself appears august until its horrid purpose becomes evident.

This is actually Tilda Swinton, but the photo says what I want it to say.

Of Widdecombe himself, little trace remains, save for some of his foul notations and some of his devices and instruments. Part demiurge and part eugenicist, Widdecombe appears to have vanished from the world over a millennium ago. The creature Adapa in area 9 can sometimes recall the name of his vile “father,” and Widdecombe recorded his own name in the journals that can be found in area 1 only once. Finding the name among the notes would certainly be a lengthy undertaking. Certainly, Widdecome comes from some world other than this one, as neither his language nor the technology he commanded has a counterpart in the Pagan Lands.

  1. The amoral scientist once made his apartments in this room, at the center of his ghastly bridewell of harrowed beasts. The room contains a daunting array of notes, books, chalkboards and charts on display to interlopers.  Widdecombe appears to have been a very principled and orderly fellow, judging from the precise notes on his papers, in his books, and printed on the chalkboards adorning the walls. The texts themselves are indecipherable, but the sketches make it evident that the writer’s interest lay in combining, transposing, and breeding the qualities of creatures left in his horrific care. If a magic-user can somehow decipher the notes and other details, they can be used to aid magical research and magical item creation for items and spells that summon animals or monsters. The rooms also contains small alchemical devices worth 1200 gp.
  2. Tattered curtains hang from the walls of this room, rent by the claws of the anguished beast that dwells here. The creature resembles a great, awkward ostrich with the torso and head of a humanoid woman and ever-molting, useless wings instead of arms. The creature’s humanoid appearance is misleading, as it is hopelessly stupid, venturing forth only to eat the birds (or whatever else it can find) in area 8. This room was once a salon or something similar, and a damaged bust of a forgotten poet or philosopher lies next to an overturned pedestal in the corner, worth 1200 gp and 225 gp, respectively, to an interested collector.
  3. This pair of laboratories contains the incomprehensible apparatuses and bizarre ingredients used to fabricate artificial life, or provide the “genesis fire” required to spark actual life, however flawed the results may be. These items are surely of inconceivable value, but they are alien and not at all portable, and finding a buyer in the Pagan Lands who might want them is surely a quest in and of its own. The laboratories have been constructed to fit into the rooms that preceded their current purpose, and various tubes, pipes, fittings, and wires emerge and vanish from holes bored into the marble walls.
  4. This room contains six great metal tureens, the lower ends of which depend into funnels that look like a hose might be attached. The contents of the vessels are a protein-rich broth of viscosity varying by the vat in question. The contents of all the vessels has long gone rancid, and whatever life-nourishing properties it once had have become vile and poisonous. If someone consumes it or exposes it to a wound, the victim suffers 8d8 damage (reduced to 8d4 on a saving throw of target number 18). The noxious stuff becomes inert when exposed to air for longer than 15 minutes, and lasts only one turn if applied to a weapon as a poison.
  5. Two great, exposed electrodes descend from the ceiling in this chamber, terminating inside a vast, brushed-steel tough inside which pulses a glistening, gray-pink slab of protean flesh. An inch-deep pool of cloudy fluid stands stagnant in the bottom of the trough. The room is humid and smells of brine. A cabinet of cutting instruments, for work both coarse and fine, occupies one wall of the laboratory. The cutting instruments are comparatively easy to move, and are cumulatively worth 600 gp.
  6. The door to this room is extremely difficult to open, but with a suitable application of strength, it gives, accompanied by a shattering sound from the inside. The interior surface of the door had been layered with a thin sheen of nacre, and the whole room bears a subtle sheen of this pearly substance, which becomes thicker in proximity to the corner of the room, where a great agglomeration of the stuff creates an organic bulge. Sheets and hunks of the nacre may be harvested to a quantity of 72 pounds, worth 200 gp per pound to a gemseller or artisan. The room is humid and unpleasant. If the bulge is attacked or an attempt to harvest it is made, it erupts into a moist gray-pink mass of mottled flesh and defends itself (treat as a gelatinous cube that can’t move from the room, but can attack anyone occupying the room or immediately outside).
  7. This room houses an androgynous, fine-featured individual who sits on the floor, his head in his hands. The creature wears tattered and filthy finery and a bedraggled powdered wig, and its eyes are solid black orbs. If anyone attempts to converse with it, the fellow shrieks and squawks in an attempt at communication that cannot possibly be a language, and tries to push a few broken sticks into a pattern on the floor, using hooked fingers in a way that suggests the creature occupies a body not its own. The room also holds the ruins of once-comfortable furniture as well as 63 scattered gp worth of the “changeling money” described on p. XX.
  8. On the two tables occupying the bulk of this room, two partially complete (or partially disassembled…) brass automatons, a seeming matched pair of male and female constructs, lie in stasis. If a humanoid or demi-human enters the room, the automatons activate, rattling and flailing, attacking everyone present in their clumsy but effective manner. Treat the automatons as flesh golems.
  9. In this secret chamber that passes for Widdecombe’s treasury, 1,648 gp worth of ceramic chit-coins are scattered on the floor and pour out of shattered cubical coffers. A black lance-shaped rod with a cowl at one end hangs from a mount on the wall. Inside the cowl are a handle, which has two studs on it. Pressing one of the studs releases a cloud of pyrotechnics (12 charges remaining)while pressing the other one causes the lance to emit a shrieking sound that functions as power word: stun (two charges remaining) on the creature toward which it’s pointed. Blood, a pulpy crust, and a greasy ash streak the marble walls and floor in this room.
  10. Stone stairs lead into this ruined marble gallery, in which caryatids sculpted into singing poses uphold the ceiling. A blue-green fungus grows up the walls, over the surfaces, and especially in the cracks of the gallery, which is home to over a hundred birds. The birds find nourishment in the fungus, and the gallery is also stained by their droppings. There is a 1-in-6 chance that a pitiable, vaguely canine humanoid creature (treat as a kobold) is in this room at any time, trying to skewer birds with its spear. This creature (and the birds) are easily frightened.
  11. The creation known as Adapa prefers to bask in this area, contemplating exactly why it was concocted. The room itself is a fabulous ruin of quarried marble tarnished by neglect and a thousand-plus years of exposure, with marble columns sculpted into caryatids holding unfurled scrolls. Adapa is a miserable combination of fish and man, of melancholy disposition but not inherently hostile, and he actually enjoys the opportunity to have a conversation with anyone willing to speak with him. Drawing breath is a labor for him, as the complicated lung-and-gill structure that sustains his respiration is far from perfect, and he has no desire to leave his “solarium.” Unfortunately, Adapa has no long-term memory, and cannot remember longer than one day. Once per week, Adapa can cast any single magic-user spell of level seven. Adapa’s treasure is an ivory-handled knife worth 300 gp.
  12. This loggia admits visitors from the thoroughfare into the pillared hall of area 11. The walls are of crenellated marble and similar marble pillars comprise the supports of the loggia. A pair of tarnished silver salvers lie discarded on the floor here (worth 100 gp each), amid broken glass and the debris of untold ages.

Pagan Lands: Self Inventory

What lands are these and what sorts of men call them home?

I cracked open the cobweb-beleaguered project binder for the Pagan Lands yesterday. Pieces of the setting need to be sent through the iteration loop. It’s usually my habit to highlight these, because I can generally tell when something feels a bit off to begin with, but I also like to go back and read over the whole thing to see if something that sounded hella so awesome last time I worked on it instead needs a little more time in the crucible. That sort of circumspection has characterized the whole of my work on the setting. It has its potential perils — optimally, I need to get a draft done before I lose myself in the tinkering — but in some cases, adjusting the assumptions the whole work makes can help push a project toward the finish line. Here’s some of the stuff I tinkered with.

Scale: The Pagan Lands were originally intended to be an England-like island off the coast of a greater continent, where a loosely sketched Imperial power held sway. It’s a good idea in general, because it provides a reason to put the players in the environment and deny them a way back into the “home country,” but the more I put the details together, the less I liked the scope of the island. It’s one of my design precepts that, as the campaign continues, the PCs come to own the Pagan Lands. And for such a goal, there’s eminently such a thing as too big. For example, the Wilderlands of High Fantasy assume a geography of roughly the size of the Mediterranean. That’s a bit too big for my purposes, so I redefined the area of the Pagan Lands as about the size of Wales — about 8,000 square miles. Not that expected the figure to come up often, but just knowing “how big?” lets me think about the spatial relationships of the geographical features to one another. Once I had a more reasonable sketch of the size, another detail refined itself as a result. The Pagan Lands, I reasoned, once belonged to the Empire but had since fallen into barbarism. This fit nicely with my literary influences, gave a reason for the Empire to want the region, and provided a “dark ages” of indeterminate duration during which all of the weird events could take place. How old is the Empire? Who knows? But it’s obviously quite old, which again highlights those literary roots, in that the current civilization has obviously become decadent, soft, and complacent. Such times call for able adventurers to make their way.

Races: Classic D&D is pretty inextricably bound by notions of what the post-Tolkien fantasy races are. On the one hand, I like this. I see an elf, I know its job/ class is “elf” and I know what it’s supposed to do. On the other hand, I’m pretty tired of what that is, and Tolkien’s epic fantasy is less compelling to me than the down-and-dirty realities of Aquilonia, Lankhmar, and Kaiin. To that end, I’ve made a few cosmetic and perspective changes to the races that leave them mechanically alone, but make them thematically more appropriate to the Pagan Lands. My elves become more attached to their Fae roots, my dwarves are more like Howard’s Picts, and my halflings are an artificial slave race long left without its master. Again, purely cosmetic and skirting the vanity of heartbreak, but definitely more in line with the literary feel I want to convey and evident of debasement and the weight of history. Consciously and critically, I want these, but I want them to have a specific flavor. Here’s an excerpt:

The elves are a race trapped in a world foreign to them, which makes them appear wholly Other to its natural residents. A breed of Fae that the realm of Faerie has long since abandoned to the world of Men, the elves linger as outsiders even in their own kingdoms. They speak sometimes of lost homes, such as Tir Na Nog, Avalon, and the rolling hills of their sidhe, none of which have a place in this world. To the perceptions of non-elves, the elves hold the other races of the Pagan Lands in very low esteem, and they can be capricious, cruel, and incomprehensible. To the elves, everything else in this half-realm is incomprehensible, and only the waning memories of their bygone Faerie make any sense, even if this world cannot understand them.

Does Crowscroft Manor make the final cut for Pagan Lands? It remains to be seen after a few more playtest loops.

Intended Result: One of the bits of feedback I took from a tabletop session was that the situation “got all Moorcock.” In the context, it meant that previous sessions had focused on the exploration and challenges, but the session in question focused too much on its own importance. I took that to heart and would probably call a do over on that session. The Pagan Lands aren’t about figuring out the storyline I build, they’re about creating the characters’ own storylines, insofar as they relate to the region sprawled out before them. I pushed an NPC into the limelight and I shouldn’t have, so I need to go back and pare down that encounter, or at least my handling of it. Likewise, I had another encounter that, as I was writing it, I knew that it was uninspired. I wrote it anyway, just to get the words out, but it’s a prime candidate for either cut or heavy retooling. Again, I don’t like to edit during the writing process too much, but when something is wrong and obviously wrong, it’s sometimes best to pull it out like a peach pit so that it doesn’t make for an uneven presence in the work. At the very least, I need to put it out of mind and not write anything else that relates to it.

Managing Power of Effect via Parameters

One of the things I’ve been working on recently is powers with multiple parameters. I’ve said before that there’s no such thing in a game as “too powerful” but that the concept instead reflected “doesn’t cost enough of the game resource.” As an expansion of that idea, I’m looking at powers that have multiple parameters defining them.

"I spend one mana point and instantly cause global apocalypse" probably needs some mitigating parameters.

Let’s say you have a power called Touch of Death. To invoke it, you pay X resource and the target dies. Pretty straightforward, right? In most cases, X would be a pretty high number, since the resolution is so simple and severe. Assuming you’re talking about a conflict-resolution game, being able to trump the conflict resolution is a very potent ability.

So, assuming we want to keep the Touch of Death power, how can we make it “not overpowered” in terms of resource expenditure? By applying parameters.

Propagating the power affects the value of X. Look at, for example, the multiplayer aspect of Assassin’s Creed: Brotherhood. Everyone effectively has Touch of Death. It’s a single button press. Using it appropriately is the core of game play — kill the other Templars. It costs nothing to perform, but the many other parameters, such as proximity, approach, visibility, and counteraction assume the traditional cost associated with resource expenditure. It “costs” nothing to make an assassination, but I have to manipulate the other events of the game to facilitate the action. Thus time and environment control are the resources.

“Casting time,” whether in the form of cooldown, ramp-up, or some more exotic method can mitigate the resource cost. If Touch of Death takes three seconds to activate, it’s at a disadvantage if used toe-to-toe against a quicker-acting power.

Distance is another frequently employed parameter. Touch of Death implies that I have to touch my target, putting myself in his vicinity and thus exposing myself to capabilities he may have (especially if the implementation times of those other powers are less than that of Touch of Death). My intended target may neutralize me before I’m close enough to employ the Touch of Death.

Any number of other parameters may affect the cost and perceived potency of a power. These may be setting elements, as many tabletop RPGs use (like blood points in Vampire or spell components in fantasy games). They may be mechanical impositions — the rules of board and card games or the interactive systems of video games. It’s not just what a power does that defines it, it’s how the player must interact with the game experience to invoke that power that affects its balance, cost, and significance on play.

Complexities like these are one of the reasons game design is such an iterative and observational discipline. A designer needs to watch and adjust all of these different parameters so they create the experience the game intends to communicate, and that requires both playtest and an eye toward which specific parameter tweak(s) can generate the best results.

Poveglia Unveiled

Unclebear.com sent a link to a travel journal on Poveglia into the Twitters this morning and I absolutely fell in love with it. There’s something edifying about the real world being a font of astoundingness even more fascinating than the flights of fancy of professional fantasists. So, instead of once again lamenting the garbage state of modern fantasy, I propagate the link.

As presented, Poveglia as a game resource could make for a great modern location, a haunting echo of what was lost to a post-holocaust game, or a foray into lost civilzations for a fantasy or scifi game. It’s also a great example of being able to fill in the details, much like my favorite authors allow, as the relics found there offer no context themselves. Imagination and the imcomplete story is what makes the sparse details here so captivating.

Ambient Awareness

In social media, there’s a concept known as “ambient awareness” that describes the peripheral contact a user keeps with his contacts. It’s obviously not face-to-face contact, and the contact itself isn’t as substantial as in-person interaction, but it’s enough information and it’s of sufficent frequency for your contacts to passively let you know, “Hey, I’m still out here, and he’s a morsel of what I’ve been up to.” It’s friends lite, to be sure, but it’s far more functional than not being in contact with your contacts at all.


The WoW Armory similarly allows you a limited degree of game interaction while you’re outside the game.
ArenaNet recently revealed a few upcoming features for Guild Wars 2 that allow players to keep an “ambient awareness” of the game when they’re not playing it traditionally, at the computer desktop. While the feature set is by definition smaller than the whole of GW2, the plan is to allow players to maintain an up-to-date information set even when they’re not in the game. Most importantly, communication between players in-game and using a mobile device are possible. While you’re at work, while you’re on the train or traveling out of town, you can still be a part of the experience. As well, note that it’s not something suggested by the world itself. Guild Wars is, of course, a fantasy game, without any in-setting equivalents of the mobile devices being used to keep those lines of communication. Is there a metaphor? Is your mobile device a crystal ball or some such magic-as-technology supposition? Or is it completely abstracted or not explained at all?

(That said, ambient awareness does have a limit to its usefulness and breadth. In most humans, the “Dunbar number” is 150. That is, the number of relationships a person can distinguish and maintain separate recognizance of is approximately 150. As to game application, that number becomes even more significant, as the ambient relationship with the game seems to suggest that it will occupy some proportion of that Dunbar number, which also has to be shared with the other players with whom the player relationships have been established. But that’s separate and, I suspect, extremely theoretical at this stage of massively multiplayer gaming.)

Kindred and Computers, Revisited

As a followup to the other day’s technology and Kindred post, in the context of a video game, the relationship of vampires to technology can affect not only your gameplay, but also its presentation. While Vampire: The Masquerade has typically eschewed what Swede and I call “science vampires,” the vampires in the source material themselves have never actively shied away from science and technology, except when doing do has served as a thematic element. (And by “science vampires,” we mean vampires whose origins can be explained scientifically, as with the vampires from the BBC Ultraviolet series or the we-don’t-really-drink-blood-we-drink-this-chemical-fluid-so-there’s-no-moral-ambiguity-to-liking-us vampires from Underworld. The Kindred of the Masquerade have always traced their origins, at least in the West, to the Biblical Caine, who murdered his brother Abel as an offering to God and was cast into the Land of Nod by way of punishment.)


If I told you this was a vampire, would you believe me? It’d be a hard sell, because the focus here is on the technology.
That digression aside, gameplay using technology as set dressing is really a slider — how much is just right and how much takes the attention away from the vampires and puts it on the gadgetry. Weirdly, even using technology that’s available now can skew that feel a little much toward a “science vampires” or even cyberpunk feel. Vampires using social media? Sure, no problem. Everyone has a computer. Vampires using firearms? Sure, no problem. Vampires using Large Hadron Colliders or controlling his prey’s mind with biopharmaceuticals? Now you’re starting to get a bit squirrelly. A vampire firing a railgun with a fragmenting ogive warhead? Get out of here.

Even here, part of the slider is the scale. Maybe a Ventrue is the controlling owner of a multinational that’s developing biopharmaceuticals or manufacturing railguns. That’s fine — most of that stuff is happening offstage, and gives the vampire an explanation for why he’s crazy rich. But when the focus shifts to that technology, that’s where the “vampire” part becomes tangential to the tech specs.

Beyond gameplay, once you’ve got vampires, that dictates a certain amount of look and feel for your game as well as the content. Naturally, you’re going to be overcoming challenges appropriate to vampires, whether that means your challenges are other vampires, werewolves, zombies, mortal monster hunters, whatever, in a modern setting. In sophisticated parlance, you want your vampires doing vampire shit in a vampire setting, otherwise why would you have bothered making your game about vampires?


The EVE UI does a great job of suggesting an elite capsuleer, who has command talents and information-sorting abilities at a far greater potential than normal people. But it would be completely wrong as a vampire UI.
That look and feel also extends to UI, too, which is often taken for granted during the gameplay experience. But the technological aspect is appropriate here, too. You wouldn’t want the same, equally “modern” UI that the espionage technothriller Splinter Cell games have, even though they both take place “now.” As we’ve said before, implicit to vampires is a sense of history, but too much historical affectation can push the UI into a more “fantasy” look, as if everything is on a wizard’s scrolls. It’s a difficult balance to achieve, because you want that implied sense of vampires being timeless in addition to the idea that their timelessness culminates in the here and now.

And then there’s the part you can’t account for, the question of taste. In the previous technology topic, check out the responses from Valamyr, Russell, Lyte, and Peter. Personal preference is also a slider, but it’s the only one in this context that the designer can’t control.

I’m also leaving out a key element of UI  and gameplay visuals in a game like this. What is it?

Kindred and Computers

One of the questions that came up at the Grand Masquerade (in conjunction with tabletop RPGs, and Vampire: The Masquerade in particular) is how the feel of that original Vampire setting would have changed over the course of its almost 20 years, with regard to personal technology. It’s a great question, and one fraught with significance, given that one of Vampire‘s core themes was neonates versus elders, the modern young versus the hoary old.


I think Caine had one of these in the first city.
Part of what makes it even more interesting are recent changes in personal computing. Back when Vampire was young, the emergent technological scene was the Internet, which was powered on the user side by file-driven applications and the Web being a destination of its own. Now, with the look and feel of Web 2.0 development being a very different thing than the AOL portals and rough dial-up gateways of the mid-1990s. Now, with many (if not most) Web use being driven by custom applications (of which browsers are now a subset), those static elders are even more behind — but are 10 years ago’s ancillae equally as out of date with their PDAs? Imagine how out of touch, how downright comical, it is to imagine a bigshot Ventrue using one of those old toaster-sized cellular phones. Or seeing a limousine with one of those old boomerang-shaped car-phone antennas. Could you take someone seriously if he called in his Brujah backup using a Nokia 9000 tonight?

On a surface level, “vampires using Twitter” is kind of a silly idea, and I said as much at the Grand Masquerade. But realistically, like I followed up at the Grand Masquerade, what young vampire wouldn’t use Twitter? What tech-savvy group of fledglings wouldn’t use a social networking tool — one alien to the very mindset of elders and even Kindred as comparatively young as their own sires — as a way to outmaneuver the more powerful but less technologically proficient old Draculas whose domains they want to undermine and usurp?

Years ago, I remember having many discussions on how the ready availability of cell phones radically changes the dynamic and pace of a Vampire game. Well, guess what? That technology shift is happening again, and it has an amazing impact on the way the undead — not to mention the other World of Darkness critters — communicate.

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