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January 12, 2005
Revenge of the Jedi Play Report
So I ran the first real session of our Revenge of the Jedi Star Wars game. (This is a game which begins immediately after The Empire Strikes Back, right after Luke Skywalker accepted Vader's offer and joined the Dark Side.) I ran the game using the Feng Shui rules, and it was generally good. Here's a description of what I did, and what worked, what didn't, and what I think I'll do next.
My initial motivation was to kick the game off with some of the split-screen action that characterizes Star Wars -- I wanted to run a sequence in which the PCs were separated from one another, but with the actions of each subgroup of PCs affecting the circumstances of the other PCs. There were three main threads to the action, each at some disparate moment in time:
- First, there was Leia, disguised as the bounty hunter Eela Oond. She was visiting Jabba the Hutt's palace, and trying to wangle an invitation to a party he was hosting on his pleasure barge. The theme of the party was "Don't stiff Jabba", and various people who had offended the crime lord would be tossed to the Sarlacc monster as part of the celebrations. Han's frozen corpse would be prominently displayed there, outside the super-high-security of Jabba's trophy room.
- The second scene was Lando Calrissian at a fancy casino in Tatooine, The Black Hole. His goal was to rendezvous with Jabba's chief accountant Bella Nyx and seduce her, so that he could steal the security codes for Jabba's criminal database.
- The final scene was R2D2 and C3PO (along with the Rebel infiltration expert Sy Snootles) bluffing their way into Jabba's base, so that they could hack his database and install files establishing "Eela Oond"'s bona fides as a genuine bounty hunter with a long track record as murderous scum working the Outer Rim.
All three of these scenes were run simultaneously. The idea was that the success or failure of the PCs in any one of these scenes would affect how the other scenes played out. If Lando had trouble getting the codes, then R2D2 would have face a much trickier challenge trying to hack Jabba's security, and if that failed then Leia's cover story would stand a chance of being revealed as bogus.
I ran these three scenes using the Feng Shui initiative mechanics. Initiative in Feng Shui works as follows: each of the characters generates an initiative number by adding 1d6 to their Speed attribute. The GM counts down the shot counter, and when a character's initiative comes up, they act, and reduce their initiative by 3. So a character who rolled an 11 initiative would get to act on shots 11, 8, 5, and 2. The characters' varying initiatives meant that they had a whole bunch of interleaved actions, and I ran a very short mini-scene for each PC when their shot came up. The players were trying to accomplish all of their goals before time ran out, and everyone was playing without sure knowledge of whether their compatriots had succeeded or not.
This was, all things considered, a pretty good idea. It let me focus attention on the different players very nicely, and had a nicely cinematic interleaved shots effect. There were a couple of genuinely cool moments when a question was raised on one player's shot, some information created in the next player's, providing a clear answer when we got back to the first player. I think this is a trick that anyone running any kind of complex action game in the style of heist movies or Mission Impossible should consider using.
However, I noticed a very clear jump in the quality and fluidity of the action when we finished the wangle-an-invitation sequence and moved on to the scene depicting Han Solo's rescue from Jabba's pleasure barge. This was an action sequence in which the players, all gathered together at the barge kicked off their big rescue plan. This part of the game was a fight, and made full use of the Feng Shui combat system. It played out a good deal better than the previous sequence -- the improvisations were more fluid, and it was clearer when the players were successful and when they failed.
I think that this was because the combat had a much more concrete indicator of success or failure than the first part did. In particular, the NPCs had a bunch of wound points, and we all knew that they were dead when they ran out. This sounds like a pretty trivial point, but it became clear to me when I made an off-the-cuff ruling -- Lando Calrissian was trying to convince Bella Nyx to heroically convert to the side of good, and after his player rolled, I mentioned that his kiss did 14 points of "indecision damage" to her, and that he would convert her if he did enough damage to "kill" her. The other players went "ah-ha" then, and I realized I had stumbled on a good thing.
Here's why I think it's good, and what the previous scene was missing. In Feng Shui, the basic way that the game works is that the GM comes up with a general description of the scene, including a number of cool features that the players can seize upon to use in their stunts. They describe doing something cool, and then they roll. This is fine, but it doesn't give us much guidance on how long a series of stunts should go before we're done with the scene.[1]
If the PCs are trying to escape through some caves, then of course in Feng Shui I don't want to draw a map of the cave complex -- instead, I want some dramatic complications and cool material for the players to stunt off of, and some signal to let us go "Cut!" for the scene. So in the first scene (the infiltration scene), we knew what the players were trying to do, but we didn't have a clear guide for how long it would take. In the second (the attack on the barge) we did.
So I think what I'm going to do is to borrow the template of Feng Shui's combat system for everything in the game from now on. So, the escape through a tunnel complex will be an antagonistic NPC with an action value, "wound" points, "speed", a strength, a toughness, and a bunch of details to use as raw material for stunts. The players will use the appropriate skills (such as Intrusion or Info/Caves) to "fight" it.[2] A quick or minor obstacle is an "unnamed" cave complex.
[1] I think this is something that Vincent has complained about before. Link?
[2] Note that if I actually had a map, I could use it instead of a "damage" track for the caves. But this isn't appropriate for Feng Shui, because the set should be firmly in the hands of the PCs.
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Comments
Neel, I think you've just invented Hero Quest!
Seriously, though, this is neat. And a great, great premise for a game. I expect you've read Mike Holmes' "standard rant #3" at the Forge (I'm not being snide when I say "standard rant #3" - that's the title of the thread) about games that have elaborate, detailed combat systems and little vestigial systems for doing everything else. Which has a way of making combat the centerpiece of every session. One solution to that imbalance is to use the simple "everything-else" rules for combat too. But an alternate solution is to use the combat system for everything. And if its a combat system as fun and quick as Feng Shui, why not?
Then, if you have equivalent currencies, in other words, a way to convert and compare the effectiveness of a light saber and the effectiveness of a Lando kiss (not so clumsy or random as a blaster) in various situations, well, then the Force is strong with you.
Posted by: Rob at Jan 12, 2005 8:04:18 AM
Rob, quit saying cool things are just like Hero Quest!
The idea of using combat rules for noncombat things: good idea. I've often felt that it's a problem with the d20 system, how it's easy to run an exciting fight scene, but much harder to run an exciting heist or chase or debate scene; the rules support just isn't there. Dynasties and Demagogues adapted combat rules for running Council-of-Elrond scenes, but the end result was a little more cumbersome than I'd have liked. Saying that a lock has 41 "hit points" and an "Armor Class" of 25 and your masterwork thieves' tools deal 1d4+1 19-20/x2 "damage" with each successful "attack" (ie Open Locks skill check) makes lockpicking suddenly something that sounds exciting. Although I'd maybe overuse quotation marks.
Posted by: Jeff at Jan 12, 2005 9:27:08 AM
Personally, I'm all in favor of this sort of thing. It really does add to the flow of action, and replicates how obstacles obstruct in books and movies.
FYI: You can do the same thing in PDQ-based games (Monkey, Ninja, Pirate, Robot: the RPG and Dead Inside), simply by treating the "environment" as a character and using the conflict system.
CU
Posted by: Chad Underkoffler at Jan 12, 2005 12:05:24 PM
I don't think it so much as "using combat for other things" as much as it is unifying the conflict resolution system. Most games are built around fighting, and are often one of the few things that designates a "end" to the conflict(running out of HP, life points, wound levels, etc.) Compare that to skill rolls, which could be one roll to suceed or fail, or several, its usually completely unknown to the player and made up on the spot by the GM. Inconsistant application of this, usually results in some forms of railroading and problems. Heroquest is probably the best known game for having a single unified conflict system, that is applied to everything, from skill rolls to seduction to combat- so it only makes sense that applying the same logic to Feng Shui would lead to similar results.
Neel, I think the initiative idea for interweaving the action is great. Have you seen Ron's bit in Sex & Sorcery where he uses Sorcerer's initiative mechanic in the same way? I think its a good thing for teaching people about doing cut scenes in a formal mechanic.
Posted by: Chris at Jan 12, 2005 1:13:49 PM
You've posted some very interesting responses, and the delay in my own comment has been due to trying to come up with a really solid response rather than ignoring you. :)
I don't think actually think of using the combat system as a matter of conflict resolution at all. It's a trick to control the pacing of the narrative.
Feng Shui is actually the game in which I first learned Chris's point that the real ability of a character depends on how many rolls you have to make. If you have a 90% skill, but you have to roll 10 times and succeed every time, then you really only have a roughly one-in-three chance of success. So the historical technique I've used to manage this is to very upfront about rolling just once. (For example, the traditional place that systems fall down on this score is with naive stealth/spot systems in which all of the PCs have to succeed on a stealth roll.) This makes the skill system into "conflict resolution", and the ability of a character becomes predictable to the player.
Now, the idea to use the initiative system to interleave the action was the main place I started from. One of the signature cinematic bits of the Star Wars movies are action sequences that have three things going on in parallel (like in RotJ, when Luke faces the Emperor, Leia and Han attack the shield generator, and Lando and the Rebels attack the Death Star. This is actually why I chose to use Feng Shui for this game, because its initiative system supports this kind of action very gracefully.
This was, however, the first time I've tried to run an interleaved non-actio scene with Feng Shui, and I ran up against Chris's point again. I can't use a roll-once technique (as I have historically done), because I want the resolution of the conflict to extend over enough real player-level time that the players can be kept in suspense as different threads of action happen. So, I want to use the combat system as a generic pacing mechanism -- a player has to do 35 "effect points" to succeed, and hasn't failed until the opposition does 35 effect points to you. This makes the real ability of a character predictable again, but stretches it out over enough real time that I can do cuts between different characters.
Posted by: Neel Krishnaswami at Jan 13, 2005 12:14:13 PM
Rob, quit saying cool things are just like Hero Quest!
Jeff: If the Extended Contest fits...
Posted by: Rob at Jan 13, 2005 4:03:53 PM
