Wednesday, December 25, 2019

Cold Soldier: First Flight

Ron Edwards has been a proponent of a two-player game called Cold Soldier, which was written by Bret Gillian in 2011. It has a tight set of rules, and it has you weighing what you want to accomplish in a local scene against a final endgame which will determine the ultimate fate of the Cold Soldier. The GM plays a Master who is pursuing some type of repellent agenda, and the Player plays a reanimated "Soldier" who is ordered to carry out the Master's wishes.

Below are my reflections on the first flight. For more actual play reports, you should check out Adept Play.

After the opening of Christmas presents, my daughter (home from college) and I sat down to play our first trial run of Cold Soldier. Not your typical holiday fare, but the mulled wine in my glass helped to keep me in the holiday spirit during play.

Given that this was our first stab at Cold Soldier, we were trying to get a feel of the game and the mechanics, and I was especially trying to get a sense of the “logic” behind the rules--to get a sense, for example, of what it means for a card in play to get moved into the Master’s or the Soldier’s hole.

We set the game in the present. I took on the role of the Cold Soldier, who was a military paratrooper killed in combat, but whose death was accidental--the result of a parachute malfunction, which meant that I died at the very moment my boots hit the ground. My weapon became, appropriately, the “Kiss of Vertigo.” The Master was a one-eyed restaurateur who was a weird combination of Plankton from Sponge Bob and Albert Spika from The Cook, the Thief, His Wife, and Her Lover. There was some humor in the Master, but it was tempered by an underlying grimness.

Some issues and questions that emerged from our play:

If the Cold Soldier succeeds at the task, there is a narrative benefit for the Master (the GM gets to narrate the outcome), but there is not, at that point, any mechanical payoff or cost for either player. This makes that result different than the other two possibilities: If the Soldier fails at the task, he loses a card from his hole. And resisting the Master’s order also requires discarding a card from the hole. In other words, failure and resistance both require a loss for the Soldier. Oddly, a success can mean no card benefit for the Master, even though the Master had his order successfully carried out.

Consider these two sequence:

Sequence #1: The Cold Soldier starts to pursue the Master’s plan and, off the bat, draws a high card. The Soldier allows the success to stand, so neither Master nor Soldier ultimately gets a card.

Sequence #2: The Cold Soldier starts to pursue the Master’s plan, but draws a low card. So the Soldier activates a memory, gets that card for his hole, and then draws a success, which he allows to stand. So the Soldier ends up with a card in his hole and the Master strikes out card-wise (though he does get to monologue).

We were considering this revision to the game rules:

If the Soldier succeeds in the task, the GM gets to narrate as usual, but the Master also gets to choose a card remaining in play for his hole (an advantage for having his task accomplished), and the Master in turn gives the Soldier a card from his hole (a “reward” from the Master).

This rule revision would give the Soldier an added motive for carrying out the Master’s orders: Not only does he avoid the cost of failure, but he gets a card. However, this revision also might be giving the Soldier a reason to resist or fail, because he doesn’t want to give the Master an opportunity to choose a card in play. So the Soldier might be considering whether it is better to give up a card from his hole, or whether it would be better to retain that hole-card and get another one, but at the expense of allowing the master to choose one of those cards in play.

In our game, the Soldier and Master were not previously acquainted: The idea was that the Master was taking advantage of a fresh corpse to be his tool. If we play again, we are thinking it would be preferable to have a pre-existing connection of some sort between the two. This wouldn’t need to be a friendship or family connection, but some acquaintance would have added to the drama during play.

One final note to self (as well as to other players): If you are the Soldier, you should start off play considering the specific stakes available to you the end game. This will give you an added edge and pathos to the memories you recall during play, and it will make the endgame more satisfying. In our game, I was too focused on simply trying to construct a memory using an element from the scene, and I wasn’t thinking ahead to how I could combine these memories into a compelling narrative that would contribute to the stake of the endgame.

On the flip side, if you are the Master, keep your agenda squarely in mind. It helps if you have a solid sense of the repellent goal you are trying to accomplish, and you should use the scenes to build and add layers to this goal through the framing and description of the scenes.

Monday, December 16, 2019

Looking Back...and Forward...to Legendary Lives

It's been a while since my last post, but I've been busy playing games, and there are many irons in the fire. So I'll be getting onto a more regular schedule now that the semester is wrapped up. I begin with a look back at a run of Legendary Lives  that started in the summer. I'm also posting this over at Ron Edward's Adept Press site. If you are interested, head over there, as there will be more discussion and a full video debrief involving the four R's occurring over the coming weeks.

Here's the report:

The Four R’s (Ross, Ron, Rod, and I) played through eighteen sessions of Legendary Lives, completing our run at the start of December. For background, this heroic fantasy rpg is one of the so-called Fantasy Heartbreakers that came out in the 1990s. There are still plenty corners of the game that I would love to explore, and that fact in itself is an indication of how good the game is. We could easily have played on for another eighteen sessions, but schedules and other commitments were weighing on us.  Though the game would richly reward more study, it is fair to say we put Legendary Lives through its paces and are in a good position to offer some measured judgments of its qualities. What follows are some notes I’ve put together in preparation for a debriefing session.

To begin, here are four of the game’s real strengths.

  • The rulebook is superb. Many rpg creators would benefit from studying the text of Legendary Lives as an example of clear, cogent writing. When you turn to a random page of the rules, the stylistic craft of Joe Williams and Kathleen Williams jumps out at you. The prose is consistently direct, engaging, and crystalline, without superfluous verbiage. The rules provide abundant concrete examples and advice, but all of this is measured and contained.
  • The resolution system shines both in concept and in play. Everything--magic use, combat, skill checks, exercises of abilities, etc.--involve a D100 roll which is then fed through an Action Results Table. The core mechanic is quite easy to get ahold of, and since all these resolutions are part of the same basic system, the players have no problem with it. At the same time, the system is quite nuanced: For resolutions, there are ten different levels of outcome ranging from Catastrophic to Awesome, and this prods the GM to add nuances and shades to the outcome. This results in some thoughtful and engaging roleplaying at the table. From a “history of rpg design” perspective, I’m curious about where Legendary Lives sits in terms of the multilevel resolution system. Are there other games of the era that offer this type of stepped system? 
  • The various skills, spells, and abilities are well considered. As we often noted at the table, this is a game that was thoroughly playtested, and the authors have packed the character sheet with abilities and skills that have been well considered and thoughtful. (More on that below.)
  • The character creation system is unique and rich. Initially, there seems to be a wild, cartoonish quality to the game. You have over 25 races, each of which has a list of specialties, racial abilities, and religion. You also have numerous tables that give you information about your family background, physical appearance, and lifelines. You then take this abundant information and try to work out a brief character history (including goals) that drives the play forward. The end result still has some fun, cartoonish tinges to it, but what strikes me is how the characters have complexity and vibrancy, which results in some committed play at the table.

Religion and Magic

In game terms, the effects or religion and magic are quite similar. Religious miracles (guidance, fortification, wonders, etc.) and spells carry supernatural effects which are flexibly molded by the players and GM. In fact, miracles have added utility because they are so plastic and because your supply of miracles gets replenished each day (the total number of Miracles being dependent on your character’s Devotion score). Casting spells comes with a cost that gets deducted from the spell score, and this makes the spells more difficult to cast and it limits the number of times you can use them. In the case of both spells and miracles, I like the creative room left for the player. Divination, for example, (which Grrrl used on multiple occasions) can be used to detect events, qualities, or features near and far, and there’s quite a bit you can do with the spell within those types of wide parameters. The system is nicely scalable in terms of the power of the spell: The wider or more forceful the effect, the more a spell costs and the more difficult it becomes to cast.

I had my character (Grrrl) to explore both miracles and magic. I achieved some notable effects (including a wild triptych of a vision towards the end of our run), though I could have taken even more advantage of these resources. At the same time, there is a danger that the game could take on a zaniness if characters were fully exploiting their miracles to the extent allowed by the rules. Our trio of adventurers kept the miracles in check, and this was in part because our characters took religion with a certain level of gravitas. Had we used our full allotment of miracles, the game could have swerved into a direction which would have made religious powers more mundane and flat.

Epic Play

So much of Legendary Lives is set up to reward the long arch. Consider the following:

The character generation yields delightful complexity that can blossom over time.

The rules subsections involving societies, religion, magic, and plants (!) invite continued exploration.

The world map and descriptions of the different races gives you the chance to develop some intricate social, cultural, and political networks.

The skill advancement system is steady but slow.

Curiously, Legendary Lives received much of its playtesting and popularity by being run in convention settings, which has left parts of the game underdeveloped. In other words, you have a game amply loaded with elements that say “long-term play,” but the rules don’t provide much in the way of advice or aid for campaigns moving into their second wind. My sense is that Ross (our GM) had some good techniques operating behind the curtain to make up for this gap, and I’m looking forward to hearing more from him about how he handled preparation.

One idea that might be worth exploring: Have the players periodically revise the character stories to provide new goals and drives (along with introducing new NPCs and factions to deal with). The GM might even flashforward the game, taking the company to a different region and/or time period.

I sensed that Ross had a load of ideas sizzling on the backburner, and we sometimes fumbled in the triggering of those elements. Part of my problem was the time between sessions (usually one week, but sometimes more): I’m an avid notetaker, but even with those notes, it was challenging to keep the various story strands in mind to spark actions in play. One of my notes to self: I’m going to be more active in the future and will put together postgame reports which will help to keep NPCs, events, and developments in better order (and to keep my memory banks firing more effectively). Ross was superb in keeping things open for the players, allowing them to determine what they wanted to do. I did wonder, however, if we could have telegraphed for him what we were wanting to do to help him with prep between sessions. For example, we let him know that we were inclined to attend the masquerade ball prior to that session, and I imagine that was useful for him in getting notes together. But on some weeks, we could have offered him more in the way of forecasting our upcoming moves--at least providing a sense of what our characters were mulling over in terms of the immediate future.

Combat and Skills

The combat system uses the same core mechanic as everything else in the game. There is a hit location aspect at play, and the head is the most vulnerable spot, which made us worried that fighting would be unforgiving. After the initial combat encounters, it because apparent that Legendary Lives is far more wicked on the Foes than it is the player character heroes. I enjoyed the fights in the game, and Grrrl was quite fun to play both in Wolf and in human forms. I also appreciated, however, that the game encouraged a mix of activities. We had some sessions that were combat oriented, others that were more explorative, and others focused on interpersonal negotiations and relationship building. Legendary Lives supports all those types of play, and its array of skills and abilities supports them all. To illustrate, skills are divided up into 12 ability categories. Four of those--Strength, Stamina, Dexterity, and Agility--involve skills that come in handy during combat. That leaves a robust 8 ability categories which involve skills involving a wide array of pursuits--Business, Repair, Caves, Preach, etc..

Some “skills” are odd (partly because some really aren’t skills at all), though in play we found them to be useful and intriguing. Some examples:

Grrrl had low cunning, and thus was not prone to duplicity, lying, or disguises, and she also was mediocre in the Charm department. This made her Sincerity score low, so when put into situations where she was being truthful, she was usually not perceived as such. The regular Cassandra effect became a strong minor theme.

Sanity has an entire subsystem worked out for it, which caused for some intriguing curveballs in the fiction.

Fate and Memory provide a mechanic for the gamemaster and players to determine whether a possible event becomes an actuality or to determine if knowledge is available.

In Conclusion

When you say that something “holds up well,” there’s a backhanded insult implied. The unstated idea is that the something--whatever it is--shows the marks of age and defunctitude. The something is o.k. if you want a retro experience, but that there’s much better stuff out there.

So I won’t say Legendary Lives “holds up well”: The game is so much better than that. It has always been a rock solid fantasy rpg, and it remains so. The game has much to teach current designers, and my sense is that new games would be better if they took some inspiration from what Legendary Lives does. LL would certainly elevate the writing craft of rpgs. We can debate some of the odd descriptions of races or point out the gaps the game leaves in terms of the long arch. But these small blemishes pale in comparison to all the game has to offer. If I had a chance to play Legendary Lives again, I’d jump at the opportunity. It is a uniquely satisfying and continually rewarding experience.