Showing posts with label failed rolls. Show all posts
Showing posts with label failed rolls. Show all posts

Monday, March 23, 2020

Introducing the Ludoverse Lab: The Pool by James V. West

I’m excited to introduce the inaugural “broadcast” of the Ludoverse Lab.

The core purpose of this project is to experiment with innovative role-playing games with an eye towards education. Beneath that general goal are nested a constellation of exciting possibilities:
  • I hope this series contributes to the general conversation about gamification and game-based learning in the classroom.
  • I’m openly inviting other educators—regardless of prior experience—to join in either as participants or as observer-commentators.
  • I’d like to hone my own skills as a “role-playing gamer” and a teacher through these experiments, and I hope those who join me are similarly sharpened. I would argue that much of the rpg skill set is transferable to teaching.
  • I want to analyze game systems and actual play from multiple perspectives.
  • Finally, I want this experience to be fun and generally enriching for all involved.

A few comments about this opening experiment in the Ludoverse Lab.

We are playing James V. West’s The Pool, which came out in 2001. Though many today are unfamiliar with the title, one would be hard-pressed to find a game that has exerted more influence with such a short set of rules.

And the influence continues. It is now so deeply ingrained in the DNA of today’s role-playing games that I suspect some designers use its ideas without even realizing the progeny. Just last week, I was introduced to Alien: The Role-Playing Game, and the impact of The Pool was there, though unstated.  In under four pages, West managed to crystallize a number of key ideas about character-based narratives, conflict resolution, player-facing authority, intentional dialogue at the table . . . . I could go on, but so much of what I would say has been more masterfully handled by Ron Edwards in his essay “Understanding The Pool.” I highly recommend that you go there for a deep dive into the game from both a historical and an analytical perspective. You can also look at an earlier piece I wrote for Ludoverse last year.

The Pool does not define a setting or a genre, so, as a GM, it is critical to focus the players by providing them with a skeleton setting. Appropriately enough, I opted for a fictitious modern-day educational institution, which I named Palmer Eldritch High School (credits to Philip K Dick) set in the Appalachian foothills of western Virginia. I provided these additional details to let the tone sink in:

  • Mascot: The Luna Moths
  • Motto: “Dreaming of tomorrow.”
  • School Colors: Blood Orange and Reddish Green (the latter being one of the so-called “impossible colors”)

Our players consisted of a university philosophy professor, a high school government teacher, and an undergraduate student interested in education and psychology. So I had a good mix of disciplines and levels of education represented.

I won’t bog you down with details of the game play itself. The video has been edited, and I’m impressed by the tightness and creativity that the group brought to the table. I invite you to watch it by clicking this link.

I did introduce a few twists to the rules, some of which are derived from the so-called anti-Pool variants. Here’s a summary of the changes which I provided to the group in advance:

1. Character creation. Before the first session, write a 50-word character sketch, following the rules of The Pool. The 50 words should detail your characters' talents, profession, quirks, weaknesses, skills, personality traits, special objects, a signature item, relationships, etc.—anything you imagine as being important or interesting to play with in the game. This sketch provides the traits for the player's character sheet, and the 50 word limit is firm--so you have to be efficient!

Give your character a name and a “kicker” or goal. These are for free--they don’t count towards the 50-word limit. The kicker or goal should be something that sets your character in motion: It should be something specific and concrete. Examples of kickers: Your character enters the parking lot and finds that her new car has been sabotaged (tires slashed, sugar water in the gas tank, etc.). Or your character hopes to gain a college scholarship by leading the basketball team to the district championship.

2. Traits and Bonuses. Follow the rules of The Pool. In brief, you pull traits from your character sketch. You may list a trait with no bonus attached (leaving it available for later advancement). You start with 15 points. To assign a Bonus, spend dice from your starting Pool. The cost is the Bonus times itself. Thus, a +2 would cost 4 dice and a +3 would cost 9 dice and so on. It is very important to leave some dice in your Pool--at least 3 or 4.

3. Casting the Dice. Follow the rules of The Pool with these important modifications:
On a successful roll (i.e. at least one of your dice came up a “1”), you LOSE any dice you gambled from your pool, but you GAIN a Monologue of Victory! Rolling multiple 1s will add to the impact of your success.

On a loss (i.e you rolled no 1s) you get your gambled pool dice back, and you get a choice. You may either ADD an additional die to your pool or you may GAIN a Monologue of Defeat [Note: The Monologue of Defeat must stay true to the fact that you failed your dice roll.]
Other players may contribute dice from their pools to your effort if they can explain how their character is contributing to the action in the fiction. The total number of pool dice gambled cannot exceed 9.

4. Success and Failure. These follow the basic rules of The Pool save the reversal regarding the loss and gain of pool dice (see above). Note the stipulation that multiple 1s magnify the degree of success. Note also that the GM may interpret a failure as a short term success but accompanied by nasty side effects. For example, you fail your roll to climb over the fence. The GM might allow your character to make it over, but notes that your character lands hard on the other side and thinks they might have sprained their ankle. Oh . . . and there’s a guard dog that heard them when they crashed to the ground.

5. Continuing the Story. These follow the rules of The Pool, but you may deduct any previous points invested in a trait to raise that trait. In other words, a +3 costs 9 points. But if that trait is currently at a +2, you have already spent 4 points to get the trait to that level. So now it will only cost you 5 additional points to raise it to a +3. Note also the rule that you may add or increase bonuses to traits at any point.

6. At Death’s Door. Should circumstances require it, we will follow the rules of The Pool.

There are many instructive elements of our game that deserve particular note:

After sending them the skeleton setting, I gave the players the 50-word character sketch as a pre-game homework assignment, and this included the requirement providing me with a “kicker” or goal. Some might prefer to accomplish these tasks through a conversation at the table, but my mind likes to chew over what the players are signalling me in advance of the opening session. I’m better able to weave their kickers and traits into the opening scenes when I have the time to reflect. The value of this strategy is apparent in the scenes we work through.

Also deserving of study are the moments of victory and failure that occur throughout the session.

With my variant, when a player achieves success on a roll, they get a Monologue of Victory. You will see the players initially surprised by the narrative power that this gives them, but once they wrap their head around the concept, it sparks tremendous creativity and enthusiasm. They realize that they can, within reasonable limits, dictate where the fiction goes, and they obviously are jazzed that they were able to throw something back at me, the GM, which I would run with.

The moments of failure are also instructive. The players hesitated to use my “Monologue of Defeat” variant in favor of adding a die to their pool. But even so, the failures resulted in some creative and unpredictable swerves in the narrative. As a GM (and as a teacher), it is important to view failures as opportunities to move things forward in creative and exciting ways. This doesn’t mean treating failures as though they are successes. But it does mean considering failures as swerves that might lead the story into new, unplanned paths. In retrospect, sometimes these trails can lead to some of the most memorable and fulfilling moments of the session.

One notable highlight is how the players are quickly leaning into their traits and abilities. This perhaps is not surprising given the fact that all of these elements derive from the character sketches that they players wrote. Designers, GMs, and players should take note of the psychological investment (and improved game play) that this type of character creation element generates.

The video ends with some of our reflections on how The Pool might be put to use in the classroom. I’ll have more to say about this in a later post, and I invite anyone interested to offer their thoughts.

The group was enthusiastic about this inaugural experiment, so we will be moving on to a second session with the game. So expect a second installment of the Ludoverse Lab as we take another dive into The Pool.

And if you want to join in on an upcoming lab, drop me a note. I’m looking forward to taking others on the ride.

Sunday, January 5, 2020

The Sodden Lands of Snia Mer: Session One

We held our first session of “The Sodden Lands of Snia Mer,” which is using Ron Edwards “Sorcerer and Sword” setting for his game Sorcerer. If you want to see the video, click here. I should note that this session comes on the heels of a one-page setting sketch and a 2-hour “Session Zero” where the players created their characters and started to fill in the setting.

Sorcerer is a game that favors small groups: 2-3 players with a GM is, in my mind, the ideal size.  You’ll see me open the session by letting the players know that there was no expectation that they wind up with each other. They had established during character creation that they lived in the same proximity and had an acquaintance with each other. The players also imagined characters that had some experiences in common: Most importantly, both have experienced devastation at the hands of the Ado Empire. But I emphasized that this didn’t need to a “party adventure game.”

At the same time, the characters they created had kickers that were begging for some interweaving. Here, in brief, are the kickers:

  • Nagimo, who has a parasite demon of a catfish spirit, hears that a member of his destroyed tribe might be alive and working for the enemy that brought desolation to his people. 
  • Balder, who has a very formidable object demon (a gem) fused to his chest, gets a vision of another object demon which could provide him even more formidable powers. 


I won’t provide too many spoilers here, but there was plenty for me to work with as I prepared for the opening session, and I wasn’t holding back on the opportunity to create some points of contact between the kickers.

A few items of note for this particular session:

First, with the demise of Hangouts On-Air, I have been trying to get back into the recording of some actual play. So I used some Christmas gift funds to purchase a modest “gaming computer,” loaded up OBS (a free, open-source video recording program), and learned how to use Microsoft’s Video Editor (which came already provided to me via Microsoft Windows). I’ve had some bumps and blips. My computer apparently has two video cards, which initially confused OBS. And I forgot to hit “Record” during our session zero. But I managed to get everything working for Session One, and I love the fact that I can now take out some distracting interruptions and add some text notes (which I wasn’t able to do when using Hangouts On-Air).

My goal is humble: I’m not looking for a slick, professional video production, but I’d like a video that shows a GM and some players in the trenches and working hard at playing a challenging ttrpg. In this particular project, I’d like the videos to give interested parties a sense of how “Sorcerer and Sword” operates. If it also sparks some discussion of techniques at the table, so much the better. I’m open to suggestions that will help me with this new chapter in putting together some solid actual play material.

For Session One, the spotlight is the kickers. Both players had provided me with the key crisis or concern which was troubling their characters, and instead of putting the kickers in the past, I brought them vividly into the present. So the kickers really get some meat (and intrigue) added to them as we play. The Sorcerer Chart--which helps to spotlight relationships between elements of kickers, price, lore, and past/cover--was a key part of my prep, and the play benefited from attending to those elements. If you decide to play Sorcerer, don't neglect that chart! And I would say that that chart can be adapted and repurposed for other games. It will give you a good way of taking elements provided by your players and weaving them into situations that will propel their characters.

This was, in my mind, an instructive “Session One” of Sorcerer. The players are working to flesh out the nature of their demons, some intriguing NPCs are shifting about in the shadows, there is some good scaffolding work done in terms of the resolution mechanics, and Balder opted to seek out Nagimo (as a result of a vision), so it seems like the two protagonists will be joining forces during r the immediate future.

One item that I feel I nailed well was the handling of failures on rolls. For example, at about the 1:05 mark, you will see Balder using his demon to pick up some potential weak spots in a prison. After a failed Perception, I allowed Balder to draw some conclusions, but that action also triggered some mockery from a couple guards who happened to see Balder doing his surveillance (with the use of a demonic ability). Ozeman, Balder’s demon, has a need to be worshipped and adored, so obviously this mockery (brought about by the failed Perception roll) was a stinging blow that required some type of “saving face” action. That got us into a brief combat. Balder opted not to push things as far as he could, but there might be repercussions down the road, as Ozeman is still, no doubt, resentful, and the guards who have now encountered a Psychic Blast, might be passing on information to others.

Nagimo also failed when trying to hire out a fellow swamp dweller to join him on a bit of spy work. Instead of making this a whiff, I made the “hire” more costly. To achieve his goal of getting Skintu (the NPC) to join him, he had to offer the entire amount of coins provided by a scout named Masho as his payment, and he has also promised that, if successful, his “hireling” will share in the spoils.