Monday, April 29, 2019

Niche Protection at the Table


Once upon a time, I played Dungeons & Dragons. A lot of Dungeons & Dragons. This was back during Third Edition, and I loved it. It was a blast. Everything felt new, and shiny, and wondrous, and everything fantasy should be.

But Third Edition had its flaws. As time progressed, the cracks in the system become more and more apparent. Wizards of the Coast released more and more bloat. And eventually, I found myself houseruling the game heavily.

It started with patching the broken bits. Then I started expanding the system with new spells, and equipment, and feats. Eventually, I moved on to making entirely new classes that offered the sorts of characters I wanted to play. But cracks in the class system itself began to show.

So it comes as little surprise that when WotC decided to release Fourth Edition – a system I did not care for –, and all of my friends updated, I went in search of a new system. This led me to GURPS. I loved the customizability of it all. Want to play a cybernetic psychic were-rabbit cyborg mage? Just convince your GM, because you can make it and the rules do support it. And that’s how I ended up playing GURPS.

Right now, you’re probably wondering what this all has to do with niche protection. See, GURPS has these things called templates in Dungeon Fantasy, and I have a love-hate relationship with them. Templates are essentially classes, but with more flexibility for the players. They greatly speed up character generation, and they ensure that PCs have minimum skill and trait levels to be viable in the game at the intended difficulty level (unless you’re gaming in Felltower). However, in DF as written, it is encouraged that players use these templates and there are even suggested mechanics for enforcing them because they, themselves, enforce niche protection.


NOT WHAT I MEANT!!!

What Is Niche Protection?


Niche protection is the practice of making sure that every PC has a role to play and that no other PCs step on that role. So using DF as an example, the barbarian template covers the role of “good at nature”, and the scout covers “good at ranged combat”. There are a ton of templates, so I won’t cover them all. The point is, these templates act very much like classes in Dungeons & Dragons.

So why don’t I just ditch them? Because there is something to be said with each player having a thing that their PC excels at. Everyone should share the spotlight and get their moments of awesome. That can be hard to do when two PCs are similarly awesome at the same thing. So niche protection is not without its up sides. And that’s what creates the quandary for me – I want players to be free to surprise me with their PC designs, but I want to make sure each player gets his Awesome Time.


What to Do about Niche Protection


So let’s begin by taking a quick look at what is good about niche protection:
  • Everyone is good at something
  • No one steps on each other’s Moments of Awesome


Now, let’s consider what is bad about niche protection:

  • Stifles creativity by restricting choices
  • Inherently meta-gamey and thus risks breaking suspension of disbelief
Lastly, what is ugly about niche protection:


  • Erodes what makes GURPS an amazing system


With these things in mind, I am going to make a couple of suggestions that might blow your mind. They may well revolutionize how you GM. TALK TO YOUR PLAYERS.


Yup. That’s it.

You don’t need to protect niches if you just have an open conversation with all of your players. Let everyone hash out what they want to play, what roles they see their PCs filling, and so on. If two players want to cover the same role, make sure they are okay sharing the spotlight. If a role isn’t covered, let the players know there is a hole in the party’s skill set. You’ll be surprised what good communication can do for a game table.

Where Does That Leave Templates in DF?

Well, for me, it doesn’t leave them much of a place. I don’t plan on enforcing niches mechanically in any way. I do plan on offering competency packages to speed up PC generation, but they are just that – competencies. Want to be good at breaking into places? Take this package. Want to be a mountaineer? Take this package. No text to suggest reasons for taking them. It’s up to the player to figure out why his master swordsman is also a world master ballet dancer.

Does this mean that players have complete and total free reign at my table to make whatever psychic blueberry muffin they want? Nope. I talk about what is appropriate. I provide guidelines and review all PCs. And I give meaningful feedback on strengths, weaknesses, and how well they fit the game. In other words, I talk to my players.

Wednesday, April 24, 2019

Free Time at Last!

I really abhor writing these fluff posts, but I want to at least make my current once-a-week posting schedule. My schedule is lightening after one hellacious semester, and I think I can work back up to an every-other-day posting schedule in a little time. I won't try to do it right away, because I need to maintain a buffer of at least a couple of weeks. So for now, I'll keep posting weekly while I build up a backlog of posts.

To those of you have stuck with me through this drought, I thank you. You're interest and support is greatly appreciated. Hopefully, I can pull back those who left and even grow this blog a bit. So if you know anyone who stopped coming around because of lack of activity, let them know I'm back and will be posting content again regularly. Cuz I'm back!

Saturday, April 20, 2019

Observations

I am taking note of some general trends today. It has been about a year since I started making a solid effort to post regularly on this blog, and since then, my viewership has gone up significantly. Similarly, since life has torn my attention away from the blog this past month or so, readers have also left my blog. I am left to believe that my posting is then, positively correlated with people reading this blog. No real surprise there. Who reads that which they've already read anyway?


So where does that leave the blog? Well, I am still struggling to get free time to really post here. With my degree wrapping up, that time should start flowing in about two weeks, but as in the past, I will need to built up a backlog of posts to provide a cushion for life-hiccups. That might result in a few missed posts until I get that buffer. Also, life will be rearing its head again at some point in the coming months while I move. I don't know when that will be, and hopefully I'll already have my cushion written by then.

As for blog direction, I plan on splitting it fairly evenly between a science fiction project (a genre GURPS truly excels at while that other systems just fall on their faces) and fantasy (not straight DF, because while I love me some Diablo, if I want to play that, I'll play it on my computer - not at my table).

So expect more posts on worked examples of adapting GURPS to a science fiction setting - specifically one with space opera overtones and hard scifi sensibilities - and GURPS fantasy that will involve dungeons and hex crawling and such. I hope this is of interest to people.

Monday, April 8, 2019

Automating Architect of Worlds: Update

I recently reached Step 10 - Place Dominant Gas Giant in my quest to automate Jon Zeigler's Architect of Worlds star system generation system when I read his post on how reality is impinging on his development plans. While I agree with his approach, it got me thinking about how I want to deal with this particular issues and future updates to the program.

Monday, April 1, 2019

AI, Software, and Databases in GURPS

Obligatory Abstract "Cyberspace" Artwork
I recently found this post on computers and software over at Orbital Vagaries, and thought he hit on a few things that have always really gotten to me about how GURPS Ultra-Tech addresses computers:

  1. The in-game difference between different types of AI
  2. The cost of software
  3. The effect of databases

Types of AI

I've always liked the different categories of AI, but the functional dividing line between Non-Volitional AI and Dedicated AI was always blurry to me. Christian Blouin's description of how characters might interact with each really breathes life into these differences and codifies it in my mind. For me, that is critical, because if the GM can't visualize it, how can he describe it to the players?

The Cost of Software

The software pricing in GURPS Ultra-Tech is low. Very low. By it's measure, a modern copy of Windows or MS Office should be virtually free. Do you hear Satya Nadella laughing in Seattle? Yeah. And that doesn't even begin to address more niche software like ANSYS or MATLAB. And we still haven't gotten into highly-niche or classified military hardware that is exorbitantly expensive.

While Christian is right that Traveler prices are better, but I'd argue that there should be  modifiers for software that address competition, standards, etc. This is probably as simple as having set that addresses overall competition strength - e.g., Monopoly (x5 price), Minimal Competition (x2 price), Moderate Competition (x1 price), and Highly Competitive (half price) - and another set that covers the degree of robustness and rigor required by the end user - e.g., Extreme (x5 price), High (x2 price), Moderate (x1 price), Low (half price).

Thus, military software that is expected to be extremely robust and whose author has minimal competition due to the political nature of the contract awarding process would charge 10 times as much for the software as what a similar commercial product sold to civilians who can shop around and don't require extreme robustness might pay. And if there is only one company who can meet the needs for that military software, it would run a full 25 times cost!

I might also argue for a third multiplier for availability, but that is likely rolled into any rolls to obtain software illegally from black market sources. I think I would use legality class to set a penalty to the black market roll and let the margin of success determine how much the seller gouges the buyer.

Also, because the robustness/rigor modifier does represent how reliable the software is, this should provide a bonus to the integrity of that software, should it ever come up. Any time software might be required to make something akin to a Malfunction check or roll to resist being corrupted or hacked, it should get a +2 bonus for Extreme Robustness, +1 for High Robustness, and -1 for Low Robustness.

Effects of Databases

While he doesn't specifically spell out the mechanics of it, tying a skill cap provided by a database to a database gives them a nice mechanical benefit other than, "If you don't have one, you can't use Research." I also like that they go out of date as time passes, and if I'm reading the rule correctly, I love that it is logarithmic. I do think to should be logarithmic based on skill cap, though, and not skill type. The type should set a category for the timeliness of information, and the step down should be skill-based.

Overall Thoughts

I really like what's been done here and will take some time to digest it. I think there are some tweaks and additions I'd like to make, probably including rolling what's there into what Thomas Weigel presents in Thinking Machines (Pyramid #3/37 - Tech and Toys II).