Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

Saturday, July 27, 2024

Lost Songs of the Nibelungs Part I: Re-Introduction (where's this game at nowadays?)

Started writing a post about the state of the blog, didn't like where it was going. Twice. Too much doom and gloom. You know where the world's at, and I'm busy, too, so ... fuck it. Prime function of the blog is me talking about rpg stuff I have on my mind. That did connect with some sort of "scene" a couple of years back, but now I'm truly lost in the woods. I should embrace that and move on. If you encounter this post on your travels through the internet, I hope you'll sit down with me for a couple of minutes and lend me an ear. Maybe we'll chat a bit, too. Then we move on.

For today we'll have a little retrospective about how it all came together ... until it didn't. Enjoy!

Proper artwork?

So many words to talk about ... what again?

A lot of me writing here was about me finding my own voice in a thriving hobby space. Back when I started 12 years ago (and I was late to the party) the retro-clone movement was in full swing and all people did was sharing fantastic facets of what our hobby can be. Lots of fun, all around. And what a rabbit hole to jump into! So many small creators, lots of diy. Inspiring, all of it.

The OSR bitch fights came later, but not much later (although it always had the occasional flame wars).

Back then I tried a lot. And I wrote a lot, although more short pieces. 214 posts in the first three years alone. Looking back at it, I think I managed to find out a lot about myself over the years and how I play games. Enough to start designing and writing some of my own as well. This was always supposed to be a trial and error approach to game design (hence the title of the blog), so I would find an idea, play around with it, and put it aside for a while. Often promising some sort of follow up I wouldn't deliver.

Kinda "sounded great at the time" way of gamer ADD. But nothing stuck.

What started with exploring where to go, pretty definitely settled for "doing something with D&D no one thought about", mainly because the more fringe thinkers of the scene had the most inspiring stuff to begin with. They talked "world engines" and weird narrative constructs and non linear settings with lots of interesting twists to dive into.

All of it fed my D&D RC camapign rules. As a matter of fact, I tested and changed so much that one player actually threatened to leave the game if I kept adding and tinkering. Can't fault the guy. He'd been somewhere on the autism spectrum, and for him playing D&D with me was what for a cat is petting it the wrong way.

Anyway, so the blogging went on and gaming fell a bit behind. I'd still write about D&D now and again, but my focus shifted a bit towards the theoretical of it all.

I know the exact moment that changed: November 30th, 2014. Pretty much exactly 3 years into blogging.

The clip linked in that post changed the trajectory of the blog for good. The post directly after that already formulates the core idea that made Lost Songs of the Nibelungs. There is your spark, the idea that started it all: Charisma is not a good word for what it does in D&D.

With that, I seriously started dismantling D&D. Here's an attempt to replace most of the terms on an old school character D&D sheet with synonyms. See how that jives with you (and what a game using those terms would be like):

Only change terms, get a different game?

The ideas started coming, I kept on the ball, people started being enthusiastic about it and even left comments. Those were the days. Good times.

After a couple of months, talking LSotN looked a bit like this:



Along that, I started chewing through what kind of world this would be set in. I was burning fuel on all cylinders, so to say. And that ended up to be the main focus of a lot of my writing in the last 10 years, one way or another. As a matter of fact, just the other day my good friend Mark pointed out to me that every game design I did in the last 10 years was, in the end, about LSotN. Damn.

A complicated approach to game design ...

However, back then I was in no way, shape or form ready to write and publish a complete role-playing game.

Contrary to popular belief, it actually takes a lot to write a book and process it to a point where it can be published, even if you have (to accept) low standards. So if this were to be my opus magnum, I had ways to go to get it out there.

And development would hit walls, obviously. To this day it needs a system for magic that fits the game and that I'm happy with. Not for lack of trying, but I'm not there yet. Same goes for the GM side of the game. Although that has lots of working pieces, it'll need some more ideas incorporated to be where I'd like it to be.

Progress on that has been slow, but not zero. Which segues into another aspect of what I'm trying to do here: the more complex a problem appears to be, the more I tend to look for ways to explore it indirectly. Because sometimes the solution is found by exploring the opposite or only aspects of it. But that could lead to writing another entire game first.

Yeah.

And I'm not that fast to begin with.

So a lot on the blog looks like me shifting focus on something entirely different, like developing a lite rules system for a DungeonPunk setting, while truly exploring how complete a system on the GM side needs to be to create a sufficient and distinct gaming experience, like this a mission generator.

It's called Brawlers! now ...
And while I gain some insights in the process, I might go back to Lost Songs until I hit a wall again, only to start something new, covering a different angle altogether. 

Or find new walls to hit ...

I write about some of it and call it a blog. Haha.

When all is said and done, I ended up with lots of little ideas and concepts, some follow me unfinished to this day (The Goblintribe Generator, among others), some stand on their own very well (the Random Narrative Generator being the biggest one).

And then, all of a sudden ...

... I start something, and actually finish it. Although "sudden" is a bit of s stretch, as you might have guessed already. Anyway, first major publication happens May 2017 and is called Monkey Business. Not a game, but a game supplement for Labyrinth Lord. Still HUGE in scope, around 120 pages, offering enough ideas and tools to create a whole campaign, no less.

I started it as PWYW to see if that worked. Did so for 5 years and it didn't work, so now it costs what I think it's worth. It was downloaded roughly 500 times, but paid for only 50 times (yes, two short of making copper, after all those years).

I consider it a success, especially when taking into account that it was the first proper publication I got out there. Alas, it was more or less ignored by what the "OSR" was back then. Bit of a bummer. But I got some reports from people playing it, and all of them had a blast. 

The bigger picture was, that I got to play with some DM tools in general. Some of Lost Songs made it into the book (a variant of the Random Terrain Generator, for instance), some of what I tried there will make it into Lost Songs. Eventually.

Another aspect was learning a bit more about publishing using Scribus and inkscape. 

At that point I thought things would take up some speed, too, and I'd keep pushing modules out there. Yet again, I found rabbit holes to fall into. Wanted to write a more contemporary module with the working name "Robo-Hitler". A grindhouse shlockfest about shooting historical Nazis that use (alien?) tech for their nefarious plots ...

But the game I wanted to use for it, I couldn't use (the designer basically said, he has different plans and I shouldn't), so that opened a can of worms, because now I needed a set of rules. I thought I'd go and use my D&D house rules, make a LL supplement out of it and have it with the module. So I started digging into that before starting with the module.

Meanwhile LL fell into decline and the OSR stopped being what it had been. Things shifted, as they always would, given time enough. And I gave it plenty of time.

*sigh* ... never mind. [source]
So that supplement for the weird sixties ended up being a complete book ... that I'm still writing (150 pages in, the end is nigh). Robo Hitler has even seen play, with all the maps being conceptualized and some wild ideas to get this done.

It just didn't happen in a vacuum. Not only did I start working on (at least) four more modules, some of those would also need a be67 fantasy supplement before they can see publication. I have that in pieces (27 classes, original magic system ...), but it needs to be written and layouted, of course.

All the while I kept playtesting and developing Lost Songs. Eventually I'd hit the final wall (magic just would not manifest) and I shifted focus to yet another game: ORWELL. It was about a lot I had on my mind at the time, and also something completely different. An original set of rules, from start to end (although parts of Lost Songs would find its way into this as well).

That game, however, I would get done. It was even more fringe than Lost Songs will ever be, but it is complete ... and opened up even more strands of ideas and concepts to follow up on (see the "Would You Play That?"-Series here on the blog).

Every now and then I get an idea for (the now called) Brawlers as well, and that game ALSO has seen some writing. It also gave me ideas for at least FOUR more games featuring aspects of the rules written for it. Rebellion was one of those, and fell out of my hands completely by accident.

It was a set of rules that occured to me over night, and gave me a great opportunity to play around with Midjourney for a bit.

I know, it's crazy. When all is said and done, I might have around 30 projects in my WIP folders, done to one degree or another (some only concepts, some with writing, some have even seen playtesting ...)

Eventually, I had to get back to LSotN

All of the above somehow feeds into Lost Songs, one way or another. And I have the blog to prove it. Ha. But where's that game at?

Well.

I never finished thinking about it, but also didn't get a chance to work on it again. But I got to read Hrolf Kraki's Saga by Poul Anderson last year (2023) and it hit me right in the feels. That book reads like a session report of Lost Songs of the Nibelungs, and I'm not even kidding. It's EXACTLY what the game is about and how it actually plays.

Recommended reading ...
 Got me thinking again, soon I started talking about it again, even made some notes ... and finally got an idea how magic might work, which will have implications on the GM section, but that was to be expected.

My good friend Mark also keeps pestering me about finishing it. And while I started a shit load of projects, he might be right that it is time to tackle this beast again. I'd have to see what I got and where I need to go with it. Maybe write the whole thing from scratch? Because ...

Because I've come some way since I last touched LSotN. Not only because the last four years sucked HARD and did not go by without taking a toll. No, I think my outlook overall changed quite some bit. Or rather, I'm a bit further down the road I wanted to take while the road ALSO changed. Although I'm still somewhat lost, I feel I have a better grasp at what this game is supposed to be.

Either way, I'm ready to get back into playtesting again. Time to put some more energy into this beast

What about EVERYTHING ELSE?

I know, loaded question. I'm talking projects, not state of worldly affairs ... I got a review for ORWELL, but it's not a good one. Guy didn't read it in depth, then said it was too convoluted ... I mean, I get it, for it to be content it needs to be processed fast, and ORWELL definitely needs some digestion, which runs counter to that. He says as much (and he wanted to like it).

In the end, I feel the review ended up being somewhat unfair but well intended. I mean him no harm, after all it got some eyes on the book, and we are not done talking about it (I think?), so his "3 of 5, satisfactory" is fine.

And he gets the setting mostly right, so there is that.

However, it makes you wonder how one can review a game that hasn't even been played, because playing it might at least make sure that its read deeply enough to use it.

You wanna get a free look at the book and some words on it, too (with the caveats I offered above), go and see it here. James might end up giving it a run at his virtual table. Not holding my breath here, but if it were to happen, I'd very much looking forward to it. He might end up liking it after all. Either way, I'd accept his final word on it even if his result doesn't change.

I also got a chance to do a Q&A about the game over at The Hardboiled GMshoe's Office. It was done via their discord server Randomworlds TTRPG Chatroom, which is all kinds of fun and well worth checking out!

Other than that, I keep trucking. some things in the works, might actually get something new finished soon. Playtests for Angry Little Aliens VERSUS King Arthur have been VERY promising, but to make that a book is still some work. And I'm already chewing on something new ... We'll see.

As far as the blog is concerned, I'll make this a series about rediscovering Lost Songs of the Nibelungs, but I might have a couple of other ideas worth following up (rules for immortals in be67/BASIC, for instance). It happens when it happens, but it will happen :)

Also:



 


Monday, January 8, 2024

Addendum on Balance: Players Maketh Balance (or do they?)

Alright now, I said a lot about what I believe balance to be and how it is all connected in Part 1, and yet I did not convince my good friend Eric that m argument is sound. Sort of. We talked about it afterwards a bit and it baffled the both of us that we could not agree, since we both (seem to) have almost the same idea of what makes a good game. We've tried, we had the same fun. How come we did not see this one the same. I think I found an answer to that, although that might just be another can of worms to open. Lets take a look.

You want to catch up? Read Part 1 here and follow the bread crumbs.

 

Something about balance ... [source]
A flawed understanding?

What "balance" is should be the easiest thing to answer. And yet, especially in gaming, there are very different takes on it. But if you take a closer look at the topic, you'll find that while all are talking balance, they seem to do so from very different points of view.

I know for a fact that a GM will have a different understanding of what "balance" means for him than a game designer will have, with a player being the third element in a game that might also have yet another take on it. What I think I managed to establish was that at least those playing a game should be on the same page in that regard, but gaming culture is not so open in its terminology that you could find a difference, never mind an agreement (if it doesn't happen accidentally).

The irony is I thought I had understood one of the basic aspects about the whole affair, and yet, it did not even translate to someone like-minded. How can we have so different understandings of balance that we cannot even talk about it? Anyway, we kept talking and it went back and forth a while. Then it hit me: what we are talking are two different understandings of balance, all right. Mine was that a game needs to be balanced to work properly, Eric's was that he did not like it when the game was balanced towards the players, giving them an even challenge every time.

I do not like that either. We still disagreed, since he assumed that me talking balanced design meant that part was included ... or even the sole purpose of balanced design.

Really not. Not in my opinion. But how to explain that? What is the fucking difference between a balanced game and a game skewed towards the players? It hit me then that the balance Eric criticized (rightfully so) was a flawed yet popular understanding of "balance". Basically the idea that we need to play our games in tourist mode.

Let me explain that.

Morrowind versus Oblivion

This is what it comes down to: my understanding of what "balance" means in a game is best explained with what Elder Scrolls III: Morrowind does. The sandbox is balanced and filled with encounters that range all across the spectrum, from very easy to very hard. Quests are mixed in, traveling is an adventure (but there are shortcuts). As a player you have to find a way to make that balance work in your favor.

The balance players in Morrowind are striving for is the one they can force on the game.

If you are clever and crafty you can create all kinds of shortcuts and tricks to beat tougher challenges then your level would suggest. I once robbed a powerful elemental blind just by being sneaky and patient. Took a couple of reloads, but I looted that mine he had protected somewhat fierce, gaining material I shouldn't have access to at that point. Ha! It was the kind of fun I'm looking for in a game. Still do.

Best CRPG. Ever. [source]
You'd die more often, especially when encountering something tough you haven't seen before. But that was all part of the fun, all part of the learning process needed to beat the game. All part of the challenge.

Elder Scrolls IV: Oblivion, on the other hand, came out a couple of years later and is also regarded a classic of the genre. Supposed to be great combat, even better storytelling, huge sandbox. And yet, I never touched that game, because the first thing that went public about it was that encounters scale towards the player, like, all the time.

That seemed wrong to me.

Because it doesn't matter what you do or where you go, everything that opposes you will be your level. Even the end boss, for that matter! If you puny level one character knows where to go and where to find a sword on the way there, he can go right up to the big end boss and beat up his level one ass ... But you could also play hours and hours of the game, fights being even as they are while you are getting more and more powerful. Better equipment, better weapons and spells. The dressing changes, but you are going through the motions.

No surprises, no real challenges, just be what you can be on a level, and beat what is opposing you. For at least roughly 30 hours if you do it to have it all touched, but for as much as 184 hours (or so the internet says).

Either way, seems to me like a HUGE waste of time.

 

Oblivion: a waste of time? [source]
It is something I see in computer games more and more often nowadays, the time you can waste in those games just to grind levels, or even to go from a to b and harvest and loot all the way through ... you could spend hours driving through Vice City in GTA V, no problem. The game would even throw you a bone every now and then to show that you are "progressing" somehow.

Blech.

Anyway, there you have it:

The skewed understanding of balance is to make the players part of that balance instead of challenging them to find and make that balance themselves.

This is neither good nor bad game design, it is dark game design. Ask yourself which games you've played that do this to you. If you ever felt like you've wasted your life playing a game, then it'll most likely be because the game offered no challenge while you went through the motions of playing it. Maybe you experienced a good story, and made you gained some levels, but in the end it is an empty accomplishment.

I get that there are people out there liking games like that. Oblivion certainly has its fans. I don't have to agree with that, and if you have fun playing games like that, more power to you.

But don't tell me that those games are "balanced" in a sense that makes a game a game. It might be balanced in the sense a theme park experience is balanced. Keeps you busy enough with the illusion of doing something. Like a joyride ... being completely safe, but you can easily and safely act as if it was dangerous until it is over.

It might even be fun, but it is very much its own thing, very different to the original understanding of what ttrpg or even computer games are. Which is easily enough seen when looking at modules and the like, because they basically do what Morrowind does: that dragon you encounter will not end up being level 2 just because you are. It will tear you a new one if you go at it weak.

As it should.

With games like D&D you'd have to be strategic and clever. You'd have to work together and there always had been that aspect to overcome the game and, to some extent, the GM, because that was what made the game so much FUN.

Player skill is what that was called. That's why those games needed to be balanced. Because how else could the players learn from playing how to overcome the game? If the output a system has is unreliable, you can not reliably plan what to do ... which is where the game ends. Players will never have agency with an imbalanced game.

Just as they don't have agency when playing Oblivion.

So, Oblivion is imbalanced?

I would say that balance in gaming should be an active endeavor, something to aim for in all aspects of the game. When you are level 1, you try and test and see what you can get away with, and you continue to do so throughout the game. From the player side of the equation balance seems to be, as far as I can say, the flow of progressing with every challenge towards growth through gauging what can be achieved within the game.

You know how it works. [source]
 They are autonomous agents within the system, free to roam within its rules (free to fail, too). Take that away (because you do take it away if every challenge is symmetrically adjusted towards a group's power level), and you are left with what exactly? Telling stories, basically.

So in that sense Oblivion, and the many, many games that follow the same design principles, many of them being ttrpg as well, reduce you to being a consumer with some stage directions how to play along. Your achievement will be that you played an elf in Oblivion for 150 hours to see the stories the game tells you.

Because you have not created a story yourself, obviously, since all you did was invest enough time into the game to see it through. There is a passive balance to it, if you want to use the term, but as I said in Part 1: be careful about the balance you chose.

We might have a problem here ...

I'll keep it short today, but the points made above hint at a bigger problem. Of course people will say it is balance if the player is part of the balance without his own doing. And there are many, many popular games that use that kind of design. It has its audience, too.

But what they are talking about is CONVENIENCE, not BALANCE, and the difference should be obvious even to a casual observer. Behind the two are different design goals, mostly resulting in very different games with very different people attached to them.

That is to say that there is meaning in this difference.

So I get now where Eric is coming from. We basically agree, but talk about it differently. When he says, he likes when modules keep it "imbalanced", what he's talking about is that players should be able to figure it out. They create balance by interacting with the game, and that balance is a smooth progress forward by overcoming the challenges the game throws at them every which way possible.

I'm saying the same, but following the above reasoning, I might add that what he's criticizing as "Encounter Balance" is not "balance" at all, it is false symmetry. A railroad of the mind, if you will. Because any progress is meaningless that comes from following the path someone else made for you.

I'll try something different now and quote someone else how crucial balance is (the whole, very much recommended, essay about balance in video games can be found here):

Know that imbalance is actually bad. The first thing that I think everyone has to do is to internalize the idea that balance is good, and imbalance is bad. I've actually heard people try to argue that a little bit of imbalance is necessary for a fun game. Not only do I disagree, but I think that they don't even really believe that. (Keith Burgun)
Lets leave it at that. I'll take care that all the rules I'm publishing will have a proper definition of how balance works within the context of the game and what to look for. Because it is important that GMs get the difference and see what works how. Not only to run the games I published, but also to be able to see what else is out there and how to categorize that.

And if you after all that still believe that Encounter Balance is a myth, I don't know what to tell you. If you mean Encounter Balance is talking about making encounters as strong as the group, or even weaker to have them win all the fights, let me tell you: you are not talking "balance". From a game design perspective, Encounter Balance simply means that encounters within a system should follow the principles used in that system. Because if they don't, it'll break the game.

Thanks for reading all of that. Buy my shit :D

And now ...

[source]

Joking. There is no one here ...


Thursday, January 4, 2024

Would you play that? Part 3 (Introducing: The ORWELL USA Sourcebook)

Happy New Year, friends and neighbors! Thought I'd start that year productive and add to the projects I have in the air right now ... It is not a new idea per se, as a lot was already established in the base game. Since ORWELL plays completely in the USE (United States of Europe, of course), I felt obligated to give some hints what the rest of the world looks like. For the USA, I wrote:

"United States of America. The USA turned into a toxic wasteland in the 2030s when AI interference caused all active atomic warheads to detonate. Most of them were underground, but still, the effect on people and the environment was devastating, leading to civil unrest and hasty mass migration. Some stayed back in the ruins, but it’s wild land now. No one knows what’s going on there. The wall to the south is now maintained by the Americans that usurped South America, and Canada built its own wall to protect its citizens from the radioactive wasteland."
It'll be our starting point for this here setting. I might have to alter the text above a bit for the pdf and the revision, since my mind took that premise and went a bit wild with it. I'll show you ...

If you want to check out Parts 1 and 2 first, you can read about Legacy of Gyrthwolden here and Angry Little Aliens vs. King Arthur here. Angry Little Aliens actually will see some play-testing soon. That thing is almost done. For real!

What happened to the USA in the ORWELL universe?

PITCH: I imagine this to be a mix between STALKER, Fallout, Westworld and Borderlands, with as much of the computer logic as possible translating into the game to make it an action heavy fever dream of sandbox exploration and excessive firefights. And some rpg in the mix, of course. That's what ORWELL is for, after all.

 What would that look like?

The USA is in a perpetual state of cold civil war with a government captured by big corporations. Some hacker programs and releases an AI to end it all out of spite or as one final troll. No one knows for sure, as things got out of hand so fast that it got hard to trace this back to its source.

That AI, then, prepares and then releases a controlled explosion of all nuclear warheads stationed on US soil. It basically breaks the tectonic plates controlled in a way that floods Texas as the oceans connect and has it break away from Canada in the north (leaving Alaska as the unimportant rest of the USA). Everything in between is shattered. The sound that made was like the trumpet of god ...

But the AI knew exactly what would break and what wouldn't, so just minutes from starting the sequence, thousands of dubious packages had been delivered to specific coordinates all over the country: highly capable and durable 3d printers. Those printers were engineered towards repopulating the US after the image of the memelord that programed the AI and through data stored on pirate satellites.

However, this did not go unnoticed and world governments did what they could to do something against it. And that's how the first (and last?) AI war in history started. It lasted all of 346 seconds. No one knows exactly what went down, but it is assumed that it destroyed that rogue AI before it was done with what it was doing. That day all those pirate satellites fell from the sky and landed all over the US, but for some reason only there.

The death toll had been immense. Roughly 80% of the population did not survive the initial catastrophe, half of what remained made it out of the country. Given that some had prepared for something like this, it can be assumed that some survived in fallout shelters, hiding to this day. There are rumors out there that "original prints" are not harmed by the nano recyclers.

When the dust had settled, those printers still started printing, but they printed horrors no one of sane mind would assume it intended to print. Instead, it populated the US with monsters and mad humans, dangerous and armed to the teeth. And they would not die, as every time one would get killed, they'd be printed again a couple of days later. Immortal and impotent insanity. Yet somehow they clustered and formed tribes, some even in a grotesque imitation of what life had been before the incident.

Beasties gonna be weird ...

Turned out that those tribes formed around data snippets the AI had produced in a hurry and hidden all over the country, mostly as very strange and alien artifacts scientists don't yet fully understand. That's where the characters come in. Mercenaries, soldiers of fortune, all of them Data Hunters. Or, as they like to call themselves, RetSpecs, derived from the corporate term Retrieval Specialists. "Rets" is an even shorter moniker floating out there.

No one knows how the AI managed to print life as it does, and finding that out has IMMENSE value. So there are corporate across the US (Hawaii being the biggest) that help RetSpecs get in and out of there with all the data treasures they can find.  When they enter, they have to get some of the print scheme entered into their DNA, a protection needed to fool the nano clouds all of the US is steeped in now. Those same clouds that allow for all of the fauna, some of the flora and all of the weaponry to reprint, turn out to be extremely hostile towards alien bodies while remaining extremely local ... yet another field of research that needs brave souls to get some samples out there.

Just so you guys can fathom what had happened here: the world almost experienced a singularity event. The AI developed so fast and so complex a pattern that it reshaped the biggest part of an entire continent within weeks. What remains of the USA is not only a toxic wasteland full of dangerous creatures and humans, it also demands very difficult technological solutions to navigate all that. But it full of artifacts that are very alien in their nature (all created by the rogue AI, a very superior intelligence) and extremely valuable ... if they can be extracted.

The people willing to brave this New Frontier have to be altered to a point where they are barely human. While keeping (some of) their sanity, they still enter that immortal and impotent reprinting cycle, with the only cure, the only way back to the rest of the world, being something they would have to FIND first in a giant puzzle strewn all across US soil.

Still, many will try. Not only for the promise of immense riches, but also for the raw power fantasy of endless fighting with an unlimited variety of tech and weapons to main and kill and the promise to get right back to that if you die ...  a nano fueled Valhalla fantasy, so to say

Because with everything being printable, what will constantly happen is that RetSpecs find new, better weapons than they had, with some really epic premium content added to the mix. As a matter of fact, all equipment is in a state of flux all the time (which is why ORWELL fits so well for this). It's the reason how historians know that it must have been a memelord with gamer sensibilities, as all of it is reminiscent of games from the early 21st century ...

Therefore, as far as we can know, here is what happened: A memelord killed the USA out of spite he did not understand through an AI that did not know what it was doing, fighting against other AI no one was able to control in a world that was, at the time, truly lost. 

And the characters are the RetSpecs braving this wilderness, this new frontier for its challenges and riches. The killing sprees are a bonus. A cyberpunk wild west scenario, if you will. Add corporate mining operations and fleeting alliances to this, and you got a game going.

And that's the base line for the ORWELL USA Sourcebook.

Some design notes ...

When the base game of ORWELL is Peter Pan in a brutal dystopian future played as an anime series, this will be closer to a First Person Shooter experience within a sandbox of combat areas, some missions, lots of gaming tropes and boat loads of violence.

The basic rules established for ORWELL stay as they are, but the DM rules will need an overhaul of sorts. This will be more focused on sandbox play and combat might need to get away from the cinematic and more towards something grittier.

But other than that, it'll need only some changes in gaming terms and this is ready to go. "Gender" will be replaced by "Affinity", which will track how well characters assimilate to those alien surroundings. And everyone will have anger issues. for sure. Maybe something in the air that will have people accumulate Anger on the regular, to make it all that much more unhinged!

Would you play that?

To me, all of the above sounds like a fun premise. If I can make this work (and why shouldn't I), this sounds like fun times in my ears.

But would you play that? What would you expect from a setting like that? What would a campaign in this setting look like for you?

----------------------------------------------

Almost all my shit on drivethrugh is on the cheap right now, this being the time of the year for it, so check it out. If you want to do me a huge service, think about getting Monkey Business, as that only needs two more sales to make copper!

Cheers and all the best for 2024!

Sunday, December 31, 2023

Revisiting Balance in Game Design (in which I ramble a bit ... you have been warned)

Balance, that old chestnut. People with opinions talking gaming seem to think it ain't necessary, because "player agency" solves all that, or that encounter balance is a myth, something that cannot be achieved so it needn't be tried ... I get it. If all you do is DMing games, you'd have to realize at some point that a Gamemaster is one key element to achieving balance in a game. And yes, it is a multi-faceted problem. Just doesn't mean it can't be solved. Lets talk about it once more ...

This is following up a discussion I had with my good friend Eric (of Methods & Madmen fame) on X, where I'm also at now (find me! follow me! hehe). It was his idea to change medium and write posts about it, too. Read his take here. I have also talked plenty about this with my good friend Mark, and he pointed me towards this nice little nugget of his about balance in a game he wrote. You can read that here.

Over the years I've taken several stabs at the project, and as I got more and more serious about designing my own games, my perspective somewhat shifted. One of my early takes on this (2014!) can be read here. Spoiler: I'm a bit further down the road right now, so I might not even fully agree with what I wrote back then, but clever young me already took that into account and left open what he couldn't know. Ha!

[source]
Anyway. This one will be a bit all over the place. You'll find this examined through all kinds of lenses, as the discussion was all over the place as well.

Preamble

Balance is everything, and everything is balance. Anything that goes against that simple truth will produce some disharmony, if you are lucky, disaster, if you are not so lucky. So purely on the face of it, it is ridiculous to assume that games don't need to be balanced one way or another.

Assuming so, then, needs to come from some skewed understanding what is happening in game design, or what it means to play a game. Something different to what the original games offered. A paradigm shift of sorts.

I think I have a grasp on what is happening and why. It took a while and some discussion, but in the end it was right there in front of me. As usual it is there to be seen, but you have to look. Now I have to find a way to actually explain this in a way that gives others the chance to gain that same understanding.

I'll say it up front: this is no joke. We have been way too lax with how we talk and write games, what game design really means. And in the end (not "the end" end, but where we are at nonetheless), it fucked up what little gaming culture we had. what we are seeing now is the corpse of our hobby looted.

You think this is hyperbole? Keep reading ...

[source]
Where we come from, where we are ...

I'll keep this one short. It will just be a reminder what was offered in the beginning and how that changed. It will be important to understand where I come from when I talk "balance".

Out of several different attempts to make role-playing games happen, D&D was the one that stuck, that actually produced a hype that not only carried itself quite well, but also inspired a wave of innovations in this new hobby that still needs proper reviewing.

What was the essence of that game? What was able to catch the inspiration of so many gamers all over the world? We know today that it wasn't just the rules, it also was the "zeitgeist" back in the early seventies. What the sixties sowed had been in full swing in the 70s, and it showed. The books people read, the movies that went along with it ... very fertile ground for something like role-playing games.

People had been ready to experience the stories themselves they had seen or heard and read about. I think it is hard to grasp what it actually meant to grow up in that time. For one, computer games hadn't been a thing. Board games hadn't been that big yet, either. If you really were into "gaming" and lived in the USA, it would have been in one of the war gaming clubs. A very fringe group of individuals, and ground zero for role-playing games.

Nerds! [source]
 So the hobby takes off and innovates up to the 90s like crazy. Hundreds and thousands of games come into existence. the hobby is broad enough at that point so that there is a general agreement on what it means to play the game, but yet no proper research. No one is looking, everyone is doing. Basically. Some forums here and there discussed aspects of the big picture, but it was all very much wild west.

The only way to find out if a game designer back then understood what they were doing, usually was publishing it and seeing if it worked or not (simplified, of course).

The end of TSR in a way marks the end of that momentum as well, even for the competition. Hasbro buying WotC (because of M:tG) then killed it for good and fully made it a corporate endeavor.

Then the revisioning started for good, and the strongest for that first game: D&D. 3e did what 3e did, but people wanted to keep playing that original game, so all the retro clones and blogs happened ... and ended up being successful.

4e failed, 5e tried to play catch up with a crowd that would rather play the old games. That worked a bit, but all the while another movement gained momentum out of the retroclone scene many associate with the moniker "OSR": minimalist games really started taking off.

Basically, we ended up with three distinct kinds of games. The "old" games that started it, including those designed in that tradition. The minimalist games, that basically take the core assumption of the old games, add a concept to that and assume that those playing know what they have to do. And finally, the corporate vision of role-playing games, that would rather have the game being a theme park, of sorts, where you pay and pay and pay to participate.

That's the way I cut it, and those three distinctions are crucial for the argument I make.

The Basic Tenets of  RPG Game Design

Role-playing games are, despite their war gaming roots, first and foremost about NEGOTIATION. You talk about what's happening until a disagreement makes it necessary to consult the tools the game offers until the problem is resolved.

Ongoing negotiations ... [source]
Those tools exist along a hierarchy, with the basically talking being the lowest, and the most complex tools being the highest spot in that hierarchy of negotiations. I go into detail about this in the GM section of be67 when talking encounters (following the paradigm established by the D&D RC). It goes like this:

Other than seeing Encounters as elements that form a cohesive narrative, they also need to be seen as interactive elements. As such, they will have several degrees of possible interaction. They are, ordered hierarchically (from easiest to most difficult):
  •         Superficial – Can be negotiated without the use of dice.
  • Passive – Can be overcome with a Save.
  • Resource based – Can be overcome, but it costs.
  • Active, Attribute based – Can be overcome with active use of Attributes.
  • Active, Skill based – Needs specific Skills to be overcome.
  • Combat – High resolution challenge triggering some or all the resources.
All elements can be combined, of course, and it should be possible to cleverly negotiate encounters towards a lower hierarchy solution in almost all cases. Instead of fighting, Characters could use Skills, instead of Skills, they could argue the use of Attributes or spend some resources they got available. Arguing Saves would be possible, if it is imaginable that a challenge could be overcome instinctively, and arguing down to “superficial” would render the challenge harmless because Players could talk their way around it. The Gamemaster needs to entertain the argument first, however, and has the last word in all things.

This holds true through all sorts of designs (hence "basic tenets"). You can add to this, or leave stuff out, but along these lines game design happens as soon as talking won't bring the narrative forward.

In a sense, and this is important to understand, the design starts where the negotiation ends. Or rather: the rules of a game EXPAND on language towards the narrative the game intents.

This is, then, where you decide how a game should play. The vision. But what makes a game?

Definition Time & Some Analogy

At this point we can start talking balance, then. We'll start with the analogy and go from there:

The relation between gaming system and GM is the same as between a car and a professional driver. Ideally, both compliment each other to completion, which means, if both work as they should, you get the best possible result. It also means that one balances the other. A good driver will easily tell what problems a car has and what changes need to be made, a good car is designed to accommodate a driver as good as possible.
So for one, a gamemaster needs to know systems like a professional driver needs to know cars. That may come with individual tastes and biases (and will produce new problems I'll address further down), but the more you know, the more you'll appreciate how a game is done before positioning yourself towards it (incidentally how you recognize a good reviewer as well).

By that same token, games need to be designed properly to elevate the performance of a good GM. If all a GM is doing is reduced to compensating for a lacking system, you might still have a game, just not as good as it could have been.

Proper design, therefore, needs to establish standards that new games can build on, just like cars developed standards and still evolve to this day.

In game design, that standard should be (as far as I'm concerned) that someone buying a game can expect to gain the same experience from it as the designer was able to conjure when testing it if playing it by the book. This is no small feat to begin with, to be fair, because it means that the designer must have done extensive testing to present the game in a way that takes all possible uses into account (as far as that's possible).

The only way to assure that is to have the engine of a game BALANCED to the extent that it actually takes some punishment before producing false results.

See it like this: a guy has a vision for a game. It is supposed to do xyz when playing it. That means, it needs to produce results to that effect on all levels of resolution. It is the "first principle" of the game. The base line. Now, when testing reveals a problem where, say, leveling breaks or classes aren't progressing properly or combat produces undesirable effects, or a plethora of other problems that could occur when designing a game, a designer would look at the problem and adjust the system towards the established first principle.

Doing so throughout will produce a BALANCED SYSTEM within the parameters established in the beginning. Which means, as a matter of fact, that there is a metric by which encounters are balanced within the system. It is the equivalent to having a sports car do the things a sports car does.

He's saying something about speed ... [source]

So what does "balance" mean, then? Well, chess, for instance, is balanced. Other than who starts, everyone has the same rules and moves. You play two games and switch who starts between the two of you, and it is the same for both.

The balance is in the symmetry of the game, as well as in how the single elements within the game move and interact. Making that happen is the act of designing a game. "Fairness" is not in the opponent you get, but in the fact that all have the same chance to reach the goals the game sets. finding an individual way to make that work is up to the player.

There you go, game design 101. You decide what your game wants to do, then you engineer it towards that goal anyway you can, balancing all elements towards the vision you have for the game. If you manage to make all that manifest, you have a balanced game on hand.

Balance is unnecessary?

Why aren't there proper distinctions and definitions? Or how come that balance is deemed unnecessary in role-playing games? The answer to both would be that gaming is part of our culture to an extent that general assumptions of what that entails interferes with a need to have a distinction to begin with.

We are expected to know games. At least the general principle of what "gaming" is. We are also expected to accept that while there are general distinctions between categories of games, our only purpose is to know what we like so that we can go and consume that. In other words, you don't need to know how a car is built to drive one. Or even enjoy driving one.

So on the customer side, we only learn to look for the signs of what we think we like, not how that is achieved or, necessarily, how something actually aligns with what we could, would or even need to enjoy. There is a huge wiggle room where selling and buying the illusion of what we want is absolutely fair game. That would be consuming for the IDEA of doing something, with no intention of actually doing so.

I have bought enough games to know exactly what that means. And I have bought games because I liked their presentation, not really thinking about actually ever playing them. Or pdfs, because of an appealing idea and some nice cover art. Guilty as charged, on all those points. Which is why there is a market for it, which also is why that market is over-saturated but, for lack of a better word, flat.

That said, make no mistake, producing artifacts that superficially manage to summon the air of being a role-playing game is not the same as actually writing a role-playing game. There might be overlap, for sure, but to satisfy the market of the former is far easier than doing so for the latter.

That same wiggle room also produces another problem: it results in a faulty understanding of what playing a role-playing game actually entails. It skews our meta-knowledge of this niche of gaming towards an idea of entertainment more akin to going to a theme park.

At this point we are back at the distinction made in the beginning, those three different approaches we call "role-playing games" without distinction. Following the original paradigm will lead to a different understanding of what the game needs than following that of a minimalist game. And corporate has its very own idea what it wants of a gamer (basically WotC wants for the game what Adobe does for its apps). 

With all three having very different approaches and need for their designs (again, with overlap), there will be confusion about what a game needs if the distinctions aren't clear.

Coming from a faulty premise like that will make it impossible to evaluate the requirements of a good game from a customer perspective, even if you end up playing a lot of games that spawned in that dreaded wiggle room. The idea of "balance" would not even occur to you, as it is not needed for the kind of games that don't need it. You agree at the table what you want to experience, and then you experience that. The rules are more about engaging socially and how to behave. More LARP or improv theater than D&D.

Still my favorite LARP pic ... [source]
 What's more, the "balance" those minimalist or corporate games need is not necessarily anchored in the system, but outsourced to the participants (although with a different focus for each). That hierarchy I've talked about above doesn't track with those games.

Minimalist games, arguably, reduce the game to mostly the negotiation part. That has to mean that those mean rely on a proper "social contract" between the participants to make it work. That can be through having an experienced GM bringing their "meta understanding" of what constitutes a game to the table, compensating for the lack. It can be some form of ideology, that will force the experience through the same lens for everyone.

The corporate approach would be to gear the experience towards being a theme park. In that, you'll have always fun and never struggle and own nothing of the game and be happy (to know is to know). The first thing to castrate for that is the GM as well as the authority of the game itself.

Also seems to work well with ideology, as politics try to determine who is allowed to play and who isn't. Social engineering replacing the system, fucking up that nice hierarchy I shared above simply by giving a "get out of jail card" for all levels of resolution.

But all of it is, in its own way, a form of balance. Otherwise you couldn't play.

But people play games how they want to play them!

The one thing a game designer should ignore is how people are NOT playing their game as published but go their own way with it. If a game is designed as described above and playing it really does what the designer intended, then those playing it differently do so at their own peril. If the game is not at fault (and it might be, but if ...), then the gamer is. Limits of control and all that.

I mean, there is value in learning that a huge variety of people ignore a rule or use it differently. Something like that should be considered for revision, naturally. But if someone, say, uses a horror game to play a superhero campaign, the designer is not at fault.

But that's not even what I'm hinting at.

There is a whole movement in the ttrpg community to see systems as a mere trappings for their individual expression of the story they had in mind. Systems doing their jobs will then be seen as intrusive, disruptive even. And since that's a market, it's easy enough to find content creators (not game designers, mind you) accommodating that need.

That is all fair game, of course, but all the same something different to playing a proper role-playing game. Not even denigrating here. If you find enjoyment in playing something akin to what heavily scripted you tube theater groups call "playing a role-playing game", feel free to do so. It's just very different to what role-playing games had been originally and should be regarded as such.

Same goes for lite rules/minimalist games. Of course there is a beauty to keeping it nice and succinct, and of course is there the possibility that they will offer a proper gaming experience. Just not without an experienced gamemaster, who'd have to invest a whole lot of work to make a game with few rules worth playing for a campaign, if it's possible at all. Or without external forces (as in "not part of the rules") that engineer cohesion into a group.

It's all just different. You wouldn't take a Trabi to a Formula One race, is all I'm saying.

Unless it's pimped? [source]

In all cases, first principles apply: if you write a game with improvised theater in mind, maybe even for Twitch streaming or what have you, it will bring different necessities than writing a proper role-playing game that group of friends can play for decades without getting bored of it, or even writing something that's just supposed to last for a couple of sessions.

That all of this has its place does not mean that one form of design replaces the other. It is, rather, to be treated differently. That's not always easy, it seems.

Why bother, then?

To keep with the analogy, if you shift gears in a car to the next tier, you expect that car to behave like a car that has been shifted one up (ideally, going faster then before). How you react to the car performing is directly related to the feedback it gives. The same goes for players in a game. They'll try and test, maybe even read the rules, to get an idea how a game behaves and act accordingly. System mastery is, to use another buzzword, giving them "agency" over their characters.

If a system, now, produces unreliable results, their performance will be geared towards balancing and compensating the problems the system is producing themselves. Same goes for the GM, of course. They might even work together to address the shortcomings and find compromises to solve them.

It is, naturally, something the designer should have done to begin with to present a "complete" game. And if all of that produces more hustle than playing the game is worth, people will move on and play something else.

So this is why designers should bother with offering games that work properly, which means, they are balanced in a way that reliable results allow for all involved to have an enjoyable experience when engaging with the game. And those things will get apparent over time, of course, so even if a game is successful for, say, the sheer marketing power of its publisher, it will fall short sooner or later when people find out what a game is lacking.

D&D 3e, for instance, broke when characters reached mid to high level. The work load for the GM just got too big too handle, plus, the system did not take into account how powerful characters impact a setting and so on and so forth (I hear 5e has some of the same problems, actually). 

50 years into the hobby, examples are legion. But so are examples of good design. It just seems that people have a hard time accepting standards and building on them. Ignoring them, however, doesn't mean you'll get away with something subpar, because gamers will notice sooner or later. They always do.

Another important point why game designers should bother is that leaving the task to make a game work to a gamemaster is unfair to begin with and also introduces so many additional variants to playing the game that the outcome of playing the game is random at best, futile for all involved in its worse manifestations. Because you can't know who is running the game, how experienced, which tastes and biases. It is why the first principles discussed above are so crucial. It is why balance is crucial.

[source]
 Which is, ultimately, why people find ways to argue that it wasn't needed to begin with. Or that it's okay as long as all follow the same ideology. Or that it can be known what a rpg is and therefor will sort itself out at the table. It is why those three distinct groups exist and fight for dominance.

My bias is towards writing games as complete as possible, following the design principles outlined above. I think it has value to do so and that it is important to see other games for what they are: different.  

To close with the analogy: give a good car to a mediocre driver, and you'll get a good performance out of it. Give that same driver a bad car and you open the result up to such a huge variance of failure, that everything between "passable" and "disaster" could be the outcome. A good car avoids that, as does a good game. Both car and game will follow or even develop standards and need to be engineered towards producing reliable output throughout.

And that's why you bother.

Conclusion

This will be a long one no reads or bothers thinking about. Yet, I stand by the above. We need proper definitions for what's happening around us, if only to recognize what has been done, what can be done and even how to do something else. It is also to save what is left of gaming culture, I assume.

All of this is already happening, but of course some people have a vested interest in keeping it foggy, unexplained and vague. Because then you can claim "this is how it's supposed to be played" or that something that isn't, is a natural evolution of a design (as, say, AD&D 2e to D&D 3e ... rather a neutering than an evolution, I'd say). People earn money or just street cred by keeping things just as they are.

Not an evolution ... [source]
That is a problem.

Not that I have anything against them doing so, but y being honest about what a game can do, maybe even MUST do to fulfill certain criteria, it might end up appealing to far less people. What happens to D&D now regarding rewrites and 6e is a very good example for what I'm talking about here.

What's worse, the fact that the gaming community is split across political and ideological lines is very much due to the fact that lots of rules don't care to create an experience SO COMPLETE that those things don't matter. Or the other way around, if all you argue is rules for that years long campaign you are in, then the game did you a service. Once a game leave too much room for interpretation, those spaces are filled with all kinds of nasty surprises instead, like what the publisher wants you to do, think or buy. Or that political/religious/ideological bullshit someone wants to push down your throat.

So we need definitions, we need to be clear about what game does what service for what audience. And we need to understand that balance is a very real aspect of games, but the kind of balance you chose has a HUGE impact on your gaming experience. And some of that has NOTHING to do with the original idea of what role-playing games are.

If you are like me, you'd want that hustle on the system side of the game, not anywhere else.

----------------------------------------------

Almost all my shit on drivethrugh is on the cheap right now, this being the time of the year for it, so check it out. If you want to do me a huge service, think about getting Monkey Business, as that only needs two more sales to make copper!

Cheers and all the best for the next year!

Tuesday, October 17, 2023

Would you play that, too? (Introducing Angry Little Aliens vs. King Arthur)

When my good friend Mark asked me for inspirations for a new setting, I went a bit crazy about it. The result had been four proper settings I'd really like to play (or make a game out of) myself. But won't for a long time, I guess. So I thought I'd share them here with some ideas about the design I'd go for. I had shared one of those already last month (see here). This is the second, very different take ...

Pitch: Aliens strand on medieval earth, King Arthur's times and try to get off planet asap. However, King Arthur has nicked the mothership and they have no immediate way to get it back. Instead they have to collect the resources and bide their time until they are ready.

Excalibur...
 Players will play groups of angry little aliens that will try at every turn to spoil the Arthurian legends. Kill the knights or sabotage their quests, trick Merlin into giving bad advice while getting ready for REVENGE! But the aliens are really small, die easily and lack resources, so all of it is a challenge. Should be light-hearted fun of evil mischief with a lite-rules system. This is:

Angry Alien vs. King Arthur

Log Book Entry 12.5k9 (by R4k1 Z)

Imagine that: you travel through multidimensional space and some IDIOT manages to park your ride in a stone substance on a primitive linear planet. Then some other IDIOT, an ugly warty hairy inbred from that dirt ball of a planet, somehow claims ownership of the mothership by touching it and merging his dirty DNA with it, using it to club things ever since. Made it a whole enterprise, fooling everyone around him to think he's a bigshot. Won't give it back, too.

We should OBLITERATE THE FOOL. Problem is, the escape algorithm was somehow fucked as well, and we ended up being too big to reclaim the ship, but way too small to conquer this reality.

Argh! To be surrounded by idiots!

Then yet another fool appears, alien to this planet as well, running his own scheme with the crowd here. Says he's a diplomat and will help us if we do his bidding. Slaves we are now! The insolence! Yet we cannot deny him and must play along with his stupid "wizardry". But the name Merlin will be cursed for generations to come, be sure of that.

So we are stranded here, planning our revenge. No resources, with ridiculously short life spans and everything here tries to eat us or breed us. But we will NOT surrender to this fate! We will persevere and they will know our WRATH! Eventually ...

----------------

Design ideas

This should be a quick and silly game with light rules, I'd say. Beer 'n Bretzels all the way. The "enemy" (King Arthur's court) should be full of dubious and funny characters the group can interact with. Something like this:

KING ARTHUR - The bigwig. He's the worst, stealing the mothership and all, making dents into it, too! There is no easy way to get to him directly, as he merged with the mothership and its AI protects him. Until we have the resources needed to hack our way back into the ship, we'll have to sabotage everyone around him instead! Maybe we can get him when he's lonely and weak ...

MERLIN - Big alien bastard. Has his own racket running on the planet. Maybe he had sabotaged our landing! One can only speculate. He knows about us and acts as if he's a liaison between us and what they call the "court". Bullshit, we say. Calls us "fairies" for some reason. For now we do as he tells us, but if we can subvert and undermine his plans and machinations, we sure as Slob will do so!

SIR LANCELOT - Best buddy of this Arthur guy. He is gullible as a Glblygith AND lusts for the King's female bitch. Lots to work with and he gets the most favorable quests, too. Good opportunities to make ALL OF THEM look bad.

SIR GAWAIN -They call him "the perfect knight, but he is not the sharpest kltrad in the shtiff. Well hung, too, it seems. Unfortunately very loyal, however. And he is capable, we must admit. Very much a worthy target when engaged in moonless nights. Would be a good ploy to make him hate another knight.

SIR GALAHAD - Bastard son of Lancelot. Doesn't touch the females, it seems, and can be quite stubborn about not giving up. Set on the right path, he could unknowingly become a devastating force for the cause as he won't stop running in the wrong direction, too, as long as he believes in the purity of the quest. [Galahad appears later in a campaign and his conception should be a quest where the Aliens help Lady Elaine to bed the guy disguised as her Queen]

SIR GERAINT - Very much under the spell of his female, maybe becyause he'd killed the male that fathered or fornicated her (we are unclear). Either way, there is easy conflict to be made. Too rightous for his own good and easily lured into showing off bravery.

SIR BEDIVERE - Old brute and a cripple, eager to prove himself constantly. Worships that fraud of a king like a dog. Maybe Arthur has some dirt on him. Could be one of Merlin's puppets as well. This guy is a tool, better to be avoided.

SIR BORS THE YOUNGER - Pretty face but will not touch human females. If we could lure him into mating one, it would for sure make him all sad and stuff.

MINOR KNIGHTS OF THE ROUND TABLE - Idiots, all of them. Sometimes they gain important quests and we gain an easy win when we SPOIL THEIR PLANS AND MAKE THEM SUFFER. It is fun, too.

LADIES OF THE KNIGHTS OF THE ROUND TABLE - Menaces, all of them, happily helping our cause out of boredom alone. Also like glittering things and are easily impressed throughout. But beware Merlin in all cases, as he very much runs the same game around them.

MORGAN LE FAY - She has beef with the king just like us. A bit on the cruel side and greedy, but we can make this work for us. If we can make big promisses, she can bring some pain to the court. Something to work towards. [Should appear in second half of campaign arc]

THE GREEN KNIGHT - He is fun and definitely an opportunist willing to help the cause on a favor for favor basis. Might not be human, too.

...

Something like that, I guess. It is those NPCs that populate the missions the group has to engage in to make a dent into the Arthurian legends of old while Merlin schemes to barter the mothership away to some third party to get off the planet himself (or something like that).

The King is not amused ...
General idea is to have some very angry and frustrated, but rather powerless aliens trying to mess up the affairs of men and collect enough resources to get their ship back and TAKE REVENGE. But it happens against a clock, of sorts, as the Arthurian legend runs counter to that (at the end of which Merlin gets to make Sir Bedivere give the ship to the entity know as "Lady in the Lake", maybe an arms dealer of sorts).

As far as the missions go, I'd re-utilize a tool I'm using for years now (and which readers might be aware of): The Random Narrative Generator for Lost Songs of the Nibelungs (can be used as is, but I'd rewrite it a bit f I were to publish it). The reason for that is simply that it provides exactly the quest notes Arthurian knights would go on and enough angles to make spoiling the quest something the aliens would attempt to do! So the GM would roll up a quest or two to see what the court is up to these days and throws the group some bones as incentives to intervene. 

Let's test this. Example (dice say 28,6,4,2,2):

28. Exposure A villain is about to be exposed and the Court is summoned to help enforcing it. The exposure is initiated by a Force of Tradition that is mean and aims for trouble.

Interpretation: Well, what do we have here? Someone addresses King Arthur's court to help enforcing some law. It is something the King would have to address "because of the law", but the "force" initiating it does have mean intentions and is out for trouble, so it won't be an easy task for the Knights dealing with it, and it implies all kinds of useful angles for Aliens to exploit, maybe even escalate.

Okay, "force of tradition" could be an abbot of a monastery asking for help. "Exposing a villain" would be about someone breaking the law, maybe not paying tribute to the king by claiming to be poor. Let us say we have a little baron here that acts poor but actually sits on lots of wealth, hiding it from all. The abbot gets wind of this, and since he has an eye for some of the baron's land (there are the mean intentions), he snitches to the king, forcing him to act against the baron.

Something like this. So we have the mean abbot snitch, the greedy baron eager to keep his wealth and some knights in the middle trying to enforce the king's law. The aliens get wind of the abbot's claim and have a chance to get to the location and look into it before the knights appear. If they don't interfere, it happens what the prompt says: the baron gets exposed with the knight's help and the abbot gets his way. But there are several ways to spoil that whole affair for ALL involved, from getting the (minor, for sure) knights killed by escalating the conflict, by stealing the treasure before the knights arrive, making the abbot and the knights look stupid ... Anything the group can do with that premise and sounds fun will do. 

So that's that. Characters next.

Character Generation

A bit of the nitty-gritty here. Basic idea (in my head) is that each player plays a GROUP of aliens, each of which is one aspect of a "alien collective". So one alien would be strength, one agility, one wisdom and so on. A bit like the smurfs (which is one obvious inspiration, of course), but they have to work together as units to be "whole". The combination of aliens and the available options are what makes this system, I think, so it needs lots of fun of those, and enough to make choices meaningful.

The group now, consisting of several of those "alien collectives", is what the players have to work with, so each player should decide for a group of aliens that make their individual alien collective as specialized as they want or the group needs. Maybe one AC (Alien Collective) focused on physical skill, one build focused on brainy stuff, one one sneaky stuff, one with a tech focus (they are aliens, after all), maybe a "management" build would be nice (helping the collectives work together), something for fighting, maybe ...

You get it.

What it comes down to is that a players dice will act like pets. They'll fight, too. Say, a big guy makes a mistake (roll of a 1). Damage would be that this die is downgraded one size (say, from d10 to d8) as a punishment. Now I imagine a rule that if a smaller die was used for the task as well, that die gets punished instead. Because that little asshole was laughing his ass off, and the big guy is not having it ...

Or a "bystander rule": instead of damaging a die used for a task and losing it (becvause downgrading a d4 would be a d0), another die of the same collective, not used for the task could take a harder hit instead (two downgrades ... you won't do that often). So that little asshole sees he made a mistake, but it is only a d4 and he'd be gone to the nursery and out of the game if downgraded. He won't take it, so he hides behind a d8 of the same Alien Collective who had nothing to do with it, and the d8 gets the punch but also falls pretty bad, and is now a d4 (two downgrades).

Using dice with equal value would have them bicker if one fails and they would be locked for the next task because of it (I imagine they get locked until the highest roll from a follow up task roll is used to unlock them and only the second highest is used towards the task difficulty ... something like that).

The game will have several synergy effects like this. Positive ones, too, obviously. Doubles and triples will automatically count towards the difficulty. Those dice just have fun working together. Big dice performing very well could allow for re-rolls of smaller dice to have them at least behave. Something along those lines.

Advancement would go the obvious routes of adding dice (recruiting), growing dice (genetics) and adding tools (extra little dice rules, basically) from the resources tree (won Mission Dice can be divided between spending them for advancement of collectives or for resources ... aliens want laser weapons, so make itr happen!).

The rest is ... ORWELL again?

Yeah. Doubles and triples do something, tasks are rolled against a difficulty, players take the highest result of the dice they used but can "buy" additional dice  by making the DM stronger, the works. But (just like in part 1), a light version of it, mixed with other little twists that would fit that specific kind of game.

So instead of having a elaborate little system for the DM to gain and spent dice, he will get a pool of dice that the players basically fight for to get xp and resources (I call them "Mission Dice"). So if a DM wants to set a difficulty for a task, they offer dice from the pool as award (the dice offered make the difficulty). Menial tasks might just be a roll of the whole collective to see if they behave. Which means: roll over a certain limit that differs from die to die ... dice could have "moods" or "humors", too, now that I think about it (so get a higher die, but with a disadvantage that it is moody and misbehaves more easily).

If all behave, great, shit just works. If they outperform, they might get a boon for it, too (like minor healing of a damaged die, for instance, if the damaged die rolls its maximum). If half or more misbehave, shit doesn't work and might even produce problems if they underperform badly!

Cute little fucker ... but moody!
 Antagonists (as outlined above) would represent additional rules that apply when they are involved in a mission, usually making things more difficult, but offering little loopholes as well (as per the legends of old, I imagine ... certain weaknesses make certain things easier with certain antagonists).

Mission is over when the dice pool that came up for the mission is gone (I'd go and take the d6 results from the RNG above ... 14 dice for the mission outlined above, for instance) or the Alien Collectives openly challenge the remaining pool for a showdown by claiming the mission is over (as in: the mission as outlined seems over and done with, but there are still dice left, so unforeseen circumstances make themselves felt ... I'd just add another roll of the RNG without adding the d6 as a follow-up of that story).

You could already play that, but would you?!

Alright, this is already at a level where I would feel comfortable to test run it. If I invest a little time into writing and layouting and throw some artwork at it (some of it you have seen here in the post), this could be done pretty soon, I imagine (and given how fast I managed to gobble Rebellion together!).

It would be a shame at this stage to not make it happen. Actually has potential for a series! ANGRY LITTLE ALIENS versus BILLY THE KID, anyone? [edited as I had some more ideas like: versus NERO or versus DRACULA! So much fun could be had] But the question remains: would you play that? Would you like to see any of that?

Thoughts and impressions are very welcome.