Difference between revisions of "Future Imperfect chapter 9"

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[[Future Imperfect|Back to Main Page]]<br>
 
[[Future Imperfect|Back to Main Page]]<br>
  
 +
Minigames are optional mechanics to use to create more excitement and drama in checks. Why are all of the tests in combat? These optional mechanics allow you and your crew to leverage the power of action cards to create drama and suspense in situations peripheral to, or completely separate from, combat.
 +
 +
In most games, and in the basic version of Future Imperfect, skill rolls are simple binary results (some small gray areas exist with bumps). The result is a success or a failure, nothing more. It is true that the Master and Crew can work together to add the flavor that they envision, but why stop there?
 +
 +
Mechanics in games exist for a few reasons. Part of that is adjudication. How do we make things fair for all? The next component is fun. Future Imperfect operates under the assumption that mechanics matter. They are not intended to get out of the way, they are intended to help the Master and Crew determine the way, and then to help illuminate that way once chosen.
 +
 +
Future Imperfect is at it's core a game. Well developed rules make the game fun. As with any set of rules, ignore those you find unappealing. These are optional rules, after all.
  
 
== Chapter 9: Minigames ==
 
== Chapter 9: Minigames ==
Every RPG has its core mechanics that define how the PCs accomplish tasks.  Performing characteristic checks, making skill rolls, dealing with injury, etc.  Often, these mesh together in particular areas such as combat.  However, there are often certain aspects of many RPGs that deviate from the standard mechanics for some aspect.  These deviations can be very simple and straightforward; the spell casting system in Dungeons and Dragons might be considered one of these deviations, since there is an entirely different set of rules that shoehorn a different set of mechanics into the rest of the game.  Often one or more types of characters in a game will have some kind of alternate game mechanics that helps define how the character or his abilities work in the game.  In Future Imperfect, we hope to allow any player to engage in some of these optional activities by using various minigames to resolve certain complex activities that a simple die roll or two just never seems to do the proper justice.<br>
+
Every RPG has its core mechanics that define how the PCs accomplish tasks.  Performing characteristic checks, making skill rolls, dealing with injury, etc.  Often, these mesh together in particular areas such as combat.  However, there are often certain aspects of many RPGs that deviate from the standard mechanics for some aspect.  These deviations can be very simple and straightforward; the spell casting system in Dungeons and Dragons might be considered one of these deviations, since there is an entirely different set of rules that shoehorn a set of mechanics into the rest of the game.  Often one or more types of characters in a game will have some kind of alternate game mechanics that helps define how the character or his abilities work in the game.  In Future Imperfect, we hope to allow any player to engage in some of these optional activities by using various minigames to resolve certain complex activities that a simple die roll or two just never seems to do the proper justice.<br>
  
 
[[Psionics Minigame|Psionics]]<br>
 
[[Psionics Minigame|Psionics]]<br>
Line 17: Line 24:
  
 
(Designer's Note:  The names of all the above minigames are subject to change!  These are just placeholders for now, based on discussions between Jason and myself.  Some of these games may get scrapped or rolled into other games, or there might even be more to cover other aspects of the game.)
 
(Designer's Note:  The names of all the above minigames are subject to change!  These are just placeholders for now, based on discussions between Jason and myself.  Some of these games may get scrapped or rolled into other games, or there might even be more to cover other aspects of the game.)
 +
 +
=Mechanics=
 +
All minigames run on a similar set of mechanics. The idea is based on the same idea that runs combat, one card, one full resolution (or as close as possible). As much as of the necessary information should be on the cards and character sheets, rather than in the book. Referencing charts and tables is the worst case scenario. Finally, the minigame mechanic needs to conclude itself in roughly four draws (rounds) or less. It is also highly encouraged for Masters to develop their own minigames to be used during play, and the ones that exist are extensible in such a way as to allow easy customization.
 +
 +
In most games, encounters are often abstracted like a decision tree. Here is a situation with a complication or hazard, and the player then chooses how to approach it, then the Master determines the potential effects and dice are rolled (or cards drawn). Future Imperfect endeavors to attack this problem differently.
 +
 +
Future Imperfect minigames operate under the assumption that many situations can be resolved in a variety of ways. Rather than a standard die roll interaction, what could be modeled as simple binary results instead become exciting and interesting games within themselves.
 +
 +
Minigames are not meant to take the place of prepared encounters, though the Master may use the mechanics to aid in preparation. Minigames can bring what were once simple dice rolls to life. They can also add excitement to tasks that previously may have involved a subset of the group or were otherwise not fully engrossing. One example of this is starship combat.
 +
 +
In most other RPGs, there is some kind of initiative roll, followed by a piloting roll, then a gunner makes a roll. If something breaks, the engineer rolls something. In practice this can feel like a subset of the Crew is monopolizing the action, while others wait to be involved based on the actions of others. In Future Imperfect, each round of space combat involves abstractions of most of the Crew, while a single one is in the spotlight, performing a heroic deed with survival in the balance, and this crew member will likely be different every turn!
 +
 +
==Using Action Cards to Facilitate Minigames==
 +
When resolving a minigame, each draw of a card will be considered one round. Depending on the exact nature of the game itself, the length of time during this round may vary. The Master will give you more information on this as needed.
 +
 +
Resolution will proceed along a critical path, determined by the card draw each round. Minigames will be broadly categorized as simple and complex. In a simple minigame, use the fragment section of the action card to determine the critical path. In a complex minigame, use the step.
 +
 +
Before beginning any minigame the Crew must explain exactly what it is they wish to accomplish. This can be simple, like escape from the GPR Commissars on their tail, or complex, such as learn which member of the entourage has the key code, get the key code, and proceed to the proper terminal to enter it. The Master should also know exactly what the antagonists want from the encounter as well, though this is not always shared with the Crew.
 +
 +
==Causes, Effects and Resolution==
 +
Remember in Chapter 1 when action cards were explained? The upper results portion of the card was referred to as "causes", and the lower results as "effects". A simple view of these might be skill and damage. But with the power of minigames, they can mean so much more.
 +
 +
Complex situations are rarely the result of a single skill. And yet, when playing RPGs we often try to shoehorn the most closely related skill into an all or nothing bucket of binary determination. In combat we recognize that not only does it matter how well you perform, but also the quality of the tool is important. In minigames, complex situations dictate that many different skills contribute to success.
 +
 +
Rather than collecting "successes", minigames are resolved by amassing resolution: effect. During a minigame, the critical path will illuminate the appropriate attribute pair. One attribute set will be used for the skill (cause), the other for the resolution (effect). Bumps on the skill portion increase the resolution by bumping the row down.
 +
 +
<I>Hrulfgarr needs to convince the customs agent on Tau Ceti VII that he has the appropriate paperwork to bring in his blast pistol, for legitimate security on their mining expedition. The agent disagrees, of course, because blast weapons are strictly controlled on this planet. Given this, the Master assigns a 75 resolution for this minigame. Because of the straight forward nature, however, he declares this a simple minigame.
 +
 +
"Look, sir, I have the appropriate forms right here on my Minicomp". Ben draws an action card, a 50. In a simple minigame the fragment determines the critical path, in this case a 2. Checking his character sheet, he sees that in this case that would be persuade. Hrulfgarr has a d10 Presence and a Persuade of 2. The result is a 15<nowiki>*</nowiki>! He draws another card (9) and adds that result of 13. A whopping 28 total! That is success with 4 bumps. In this case, the effect is Presence. Since his training is 2, the effect result will be 2d10, bumped 4 times down to 6d10. Sadly, the 50 card only reads 9 in the 6d10 column, the agent is unmoved by his well delivered overture.
 +
 +
"I'm sorry Mr. Eriksonn, but blast weapons are only allowed with a schedule 51-2-C, this is a 44-X-A." </I>
 +
 +
When a minigame has two opposing parties, such as a negotiation or a chase, the responding party has an opportunity to also influence the result. Each type of cause in a minigame has an appropriate reaction. This is often left to Master discretion. After each attempt by the primary actor, the responding party may draw a card as well and check the reaction. If it is successful, his resolution is subtracted from the total resolution accrued so far. If this brings the total below zero, the minigame may be immediately unsuccessful. On the next action, if the primary actor cannot gain at least half of the necessary resolution, the minigame fails. If the responding party fails on his reaction, check the results of his card for the last attribute set used by the primary actor and add that result to his result set.
 +
 +
<I>After pointing out the incorrect form to Hrulfgarr, the agent responds with his bureaucracy skill, at 3d8. He draws a 5, for a result of 11, and effect of 12. This takes the result set down to -3. Uh oh, Hrulfgarr is in danger of failing!
 +
 +
Ben knows the negotiation hangs in the balance, and draws another card, a 47. Checking the fragment he spies a 3. Ben knows this result, Hrulfgarr uses his intimidate...a 5d10! The result is 13, success and a bump. His effect is 5d10, bumped to 6d10...49. His result set is now 46.
 +
 +
"Okay chief, I see your silly form" Hrulfgarr says, as he shoves the man into the wall, "do you see these 50 credits? They say this is a stunner." The man shakes nervously and eyes the cash and weapon in rapid succession.
 +
 +
The customs agent now must respond to the Intimidate, and draws a card, 10. His Presence is a lowly 2d6, producing a 4. Since he fails, Hrulfgarr again adds his Intimidate result, though this time without the bump. The additional 22 takes the result set to 68. The discussion has turned wildly in his favor. </I>
 +
 +
Either side may make an offer of surrender at any point during a minigame. Surrendering gives the actor the result they wish, but may require some concessions. Brief negotiations may ensue, but no more than a minute or two. If there is no resolution, move on to the next action.
 +
 +
<I>"Mr. Eriksonn, sir, the fee is actually 100 credits for a needler, which is what form 44-X-A covers." The Master tells Ben he offers surrender.
 +
 +
"My mistake.", says Hrulfgarr, and pays his 100 credits. </I>
 +
 +
How is this different than making skill checks into a set of rolls? Besides the using effects instead of successes, there are still important differences. First of all, during character generation players will order skills that will be used in minigames. This allows the cards to determine which results matter, rather than putting the onus on the player to find a way to force a situation to utilize the skill which has the highest level. This extra depth of character generation is valuable in learning who your character is. How will he respond to different types of situations?
 +
 +
Did you notice how the player in the example (Ben) turned over the action card before roleplaying the situation? By using the card to direct the flow of the critical path, players may see where the situation is headed, like the actual character himself might, and direct the roleplaying toward that end. Ben sees that the negotiation and bureaucracy isn't going to work, but that his critical path leads to intimidation, so he obliges. This extra layer of interaction gives suspense and surprise to all parties. Literally no one at the table knows how the situation will unfold, not just whether it will succeed, but what choices will even be possible.
 +
 +
==Creating Minigames==
 +
To create a minigame, a few pieces of information are needed. Who is (are) the primary actor(s)? Who is (are) the responding party(ies)? What are the goals of each side? Is this a simple or complex interaction? You will also need to know what type of scene this is: Movement, Social, Combat, Technical or Other. Finally, what skill is the primary skill.
 +
 +
All minigames are optional. However, if a Hero is performing the duty or role suggested by a minigame, it is strongly encouraged. The purpose of minigames is to bring a deep and challenging aspect of gameplay to bear. In most games, combat is the most in-depth section of the rulebook, lending combat characters a greater degree of customization than other character types. Why should combat be the only minigame? By utilizing minigames, more Heroes can step into the spotlight and let their unique skills shine.
 +
 +
===Movement Minigames===
 +
In movement minigames one or both parties are trying to accomplish something based primarily on movement. This could be a chase, a search, a dangerous exploration or even a performance of some kind (such as dance).
 +
 +
===Social Minigames===
 +
In social minigames one or both parties is trying to gain a social advantage or learn some piece of information. Some examples are commerce, seduction, interrogation and acting. 
 +
 +
===Combat Minigames===
 +
Combat in itself is a minigame of sorts, but a combat minigame is something other than standard fighting. Possibly a starship battle, or an interaction where some members of the Crew hold off attackers while others decode a lock or convince a Mafioso to do business with them.
 +
 +
===Technical Minigames===
 +
Technical minigames are opportunities for engineers or scientists to ply their trades, via jury rigging, repair or discovering scientific principles.
 +
 +
===Other===
 +
[[Future Imperfect - Economics]] The economic minigame. Tackle economies of scale and break free from keeping track of piles of credits and the cost of a space beer.<br>
 +
[[Future Imperfect - Mining]] Finding and processing precious metals and commodities in the expanse of space.

Latest revision as of 22:16, 4 November 2016

Back to Main Page

Minigames are optional mechanics to use to create more excitement and drama in checks. Why are all of the tests in combat? These optional mechanics allow you and your crew to leverage the power of action cards to create drama and suspense in situations peripheral to, or completely separate from, combat.

In most games, and in the basic version of Future Imperfect, skill rolls are simple binary results (some small gray areas exist with bumps). The result is a success or a failure, nothing more. It is true that the Master and Crew can work together to add the flavor that they envision, but why stop there?

Mechanics in games exist for a few reasons. Part of that is adjudication. How do we make things fair for all? The next component is fun. Future Imperfect operates under the assumption that mechanics matter. They are not intended to get out of the way, they are intended to help the Master and Crew determine the way, and then to help illuminate that way once chosen.

Future Imperfect is at it's core a game. Well developed rules make the game fun. As with any set of rules, ignore those you find unappealing. These are optional rules, after all.

Chapter 9: Minigames

Every RPG has its core mechanics that define how the PCs accomplish tasks. Performing characteristic checks, making skill rolls, dealing with injury, etc. Often, these mesh together in particular areas such as combat. However, there are often certain aspects of many RPGs that deviate from the standard mechanics for some aspect. These deviations can be very simple and straightforward; the spell casting system in Dungeons and Dragons might be considered one of these deviations, since there is an entirely different set of rules that shoehorn a set of mechanics into the rest of the game. Often one or more types of characters in a game will have some kind of alternate game mechanics that helps define how the character or his abilities work in the game. In Future Imperfect, we hope to allow any player to engage in some of these optional activities by using various minigames to resolve certain complex activities that a simple die roll or two just never seems to do the proper justice.

Psionics
The Chase Scene
Red Tape
Engineering Section
Lost...in...Spaaaaace!!!
Claim Jumping
Let's Make a Deal
The Lab Coats are Coming
The Forerunner's Bounty
Spoils of War

(Designer's Note: The names of all the above minigames are subject to change! These are just placeholders for now, based on discussions between Jason and myself. Some of these games may get scrapped or rolled into other games, or there might even be more to cover other aspects of the game.)

Mechanics

All minigames run on a similar set of mechanics. The idea is based on the same idea that runs combat, one card, one full resolution (or as close as possible). As much as of the necessary information should be on the cards and character sheets, rather than in the book. Referencing charts and tables is the worst case scenario. Finally, the minigame mechanic needs to conclude itself in roughly four draws (rounds) or less. It is also highly encouraged for Masters to develop their own minigames to be used during play, and the ones that exist are extensible in such a way as to allow easy customization.

In most games, encounters are often abstracted like a decision tree. Here is a situation with a complication or hazard, and the player then chooses how to approach it, then the Master determines the potential effects and dice are rolled (or cards drawn). Future Imperfect endeavors to attack this problem differently.

Future Imperfect minigames operate under the assumption that many situations can be resolved in a variety of ways. Rather than a standard die roll interaction, what could be modeled as simple binary results instead become exciting and interesting games within themselves.

Minigames are not meant to take the place of prepared encounters, though the Master may use the mechanics to aid in preparation. Minigames can bring what were once simple dice rolls to life. They can also add excitement to tasks that previously may have involved a subset of the group or were otherwise not fully engrossing. One example of this is starship combat.

In most other RPGs, there is some kind of initiative roll, followed by a piloting roll, then a gunner makes a roll. If something breaks, the engineer rolls something. In practice this can feel like a subset of the Crew is monopolizing the action, while others wait to be involved based on the actions of others. In Future Imperfect, each round of space combat involves abstractions of most of the Crew, while a single one is in the spotlight, performing a heroic deed with survival in the balance, and this crew member will likely be different every turn!

Using Action Cards to Facilitate Minigames

When resolving a minigame, each draw of a card will be considered one round. Depending on the exact nature of the game itself, the length of time during this round may vary. The Master will give you more information on this as needed.

Resolution will proceed along a critical path, determined by the card draw each round. Minigames will be broadly categorized as simple and complex. In a simple minigame, use the fragment section of the action card to determine the critical path. In a complex minigame, use the step.

Before beginning any minigame the Crew must explain exactly what it is they wish to accomplish. This can be simple, like escape from the GPR Commissars on their tail, or complex, such as learn which member of the entourage has the key code, get the key code, and proceed to the proper terminal to enter it. The Master should also know exactly what the antagonists want from the encounter as well, though this is not always shared with the Crew.

Causes, Effects and Resolution

Remember in Chapter 1 when action cards were explained? The upper results portion of the card was referred to as "causes", and the lower results as "effects". A simple view of these might be skill and damage. But with the power of minigames, they can mean so much more.

Complex situations are rarely the result of a single skill. And yet, when playing RPGs we often try to shoehorn the most closely related skill into an all or nothing bucket of binary determination. In combat we recognize that not only does it matter how well you perform, but also the quality of the tool is important. In minigames, complex situations dictate that many different skills contribute to success.

Rather than collecting "successes", minigames are resolved by amassing resolution: effect. During a minigame, the critical path will illuminate the appropriate attribute pair. One attribute set will be used for the skill (cause), the other for the resolution (effect). Bumps on the skill portion increase the resolution by bumping the row down.

Hrulfgarr needs to convince the customs agent on Tau Ceti VII that he has the appropriate paperwork to bring in his blast pistol, for legitimate security on their mining expedition. The agent disagrees, of course, because blast weapons are strictly controlled on this planet. Given this, the Master assigns a 75 resolution for this minigame. Because of the straight forward nature, however, he declares this a simple minigame.

"Look, sir, I have the appropriate forms right here on my Minicomp". Ben draws an action card, a 50. In a simple minigame the fragment determines the critical path, in this case a 2. Checking his character sheet, he sees that in this case that would be persuade. Hrulfgarr has a d10 Presence and a Persuade of 2. The result is a 15*! He draws another card (9) and adds that result of 13. A whopping 28 total! That is success with 4 bumps. In this case, the effect is Presence. Since his training is 2, the effect result will be 2d10, bumped 4 times down to 6d10. Sadly, the 50 card only reads 9 in the 6d10 column, the agent is unmoved by his well delivered overture.

"I'm sorry Mr. Eriksonn, but blast weapons are only allowed with a schedule 51-2-C, this is a 44-X-A."

When a minigame has two opposing parties, such as a negotiation or a chase, the responding party has an opportunity to also influence the result. Each type of cause in a minigame has an appropriate reaction. This is often left to Master discretion. After each attempt by the primary actor, the responding party may draw a card as well and check the reaction. If it is successful, his resolution is subtracted from the total resolution accrued so far. If this brings the total below zero, the minigame may be immediately unsuccessful. On the next action, if the primary actor cannot gain at least half of the necessary resolution, the minigame fails. If the responding party fails on his reaction, check the results of his card for the last attribute set used by the primary actor and add that result to his result set.

After pointing out the incorrect form to Hrulfgarr, the agent responds with his bureaucracy skill, at 3d8. He draws a 5, for a result of 11, and effect of 12. This takes the result set down to -3. Uh oh, Hrulfgarr is in danger of failing!

Ben knows the negotiation hangs in the balance, and draws another card, a 47. Checking the fragment he spies a 3. Ben knows this result, Hrulfgarr uses his intimidate...a 5d10! The result is 13, success and a bump. His effect is 5d10, bumped to 6d10...49. His result set is now 46.

"Okay chief, I see your silly form" Hrulfgarr says, as he shoves the man into the wall, "do you see these 50 credits? They say this is a stunner." The man shakes nervously and eyes the cash and weapon in rapid succession.

The customs agent now must respond to the Intimidate, and draws a card, 10. His Presence is a lowly 2d6, producing a 4. Since he fails, Hrulfgarr again adds his Intimidate result, though this time without the bump. The additional 22 takes the result set to 68. The discussion has turned wildly in his favor.

Either side may make an offer of surrender at any point during a minigame. Surrendering gives the actor the result they wish, but may require some concessions. Brief negotiations may ensue, but no more than a minute or two. If there is no resolution, move on to the next action.

"Mr. Eriksonn, sir, the fee is actually 100 credits for a needler, which is what form 44-X-A covers." The Master tells Ben he offers surrender.

"My mistake.", says Hrulfgarr, and pays his 100 credits.

How is this different than making skill checks into a set of rolls? Besides the using effects instead of successes, there are still important differences. First of all, during character generation players will order skills that will be used in minigames. This allows the cards to determine which results matter, rather than putting the onus on the player to find a way to force a situation to utilize the skill which has the highest level. This extra depth of character generation is valuable in learning who your character is. How will he respond to different types of situations?

Did you notice how the player in the example (Ben) turned over the action card before roleplaying the situation? By using the card to direct the flow of the critical path, players may see where the situation is headed, like the actual character himself might, and direct the roleplaying toward that end. Ben sees that the negotiation and bureaucracy isn't going to work, but that his critical path leads to intimidation, so he obliges. This extra layer of interaction gives suspense and surprise to all parties. Literally no one at the table knows how the situation will unfold, not just whether it will succeed, but what choices will even be possible.

Creating Minigames

To create a minigame, a few pieces of information are needed. Who is (are) the primary actor(s)? Who is (are) the responding party(ies)? What are the goals of each side? Is this a simple or complex interaction? You will also need to know what type of scene this is: Movement, Social, Combat, Technical or Other. Finally, what skill is the primary skill.

All minigames are optional. However, if a Hero is performing the duty or role suggested by a minigame, it is strongly encouraged. The purpose of minigames is to bring a deep and challenging aspect of gameplay to bear. In most games, combat is the most in-depth section of the rulebook, lending combat characters a greater degree of customization than other character types. Why should combat be the only minigame? By utilizing minigames, more Heroes can step into the spotlight and let their unique skills shine.

Movement Minigames

In movement minigames one or both parties are trying to accomplish something based primarily on movement. This could be a chase, a search, a dangerous exploration or even a performance of some kind (such as dance).

Social Minigames

In social minigames one or both parties is trying to gain a social advantage or learn some piece of information. Some examples are commerce, seduction, interrogation and acting.

Combat Minigames

Combat in itself is a minigame of sorts, but a combat minigame is something other than standard fighting. Possibly a starship battle, or an interaction where some members of the Crew hold off attackers while others decode a lock or convince a Mafioso to do business with them.

Technical Minigames

Technical minigames are opportunities for engineers or scientists to ply their trades, via jury rigging, repair or discovering scientific principles.

Other

Future Imperfect - Economics The economic minigame. Tackle economies of scale and break free from keeping track of piles of credits and the cost of a space beer.
Future Imperfect - Mining Finding and processing precious metals and commodities in the expanse of space.