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Showing posts with label DESIGN TABLE. Show all posts
Showing posts with label DESIGN TABLE. Show all posts

Friday, January 20, 2023

QI RANK ADVANCEMENT FOR NPCS IN WANDERING HEROES OF OGRE GATE

There are a number of ways to advance NPCs in Wandering Heroes of Ogre Gate. One of my favorite is the Going into Seclusion method in the Lady 87 Campaign book (you can also see an early version of this idea on the blog). Sometimes I use more granular methods or random ones. I put the two tables below together today for my Celestial Plume Masters campaign. 


The first table is a method for calculating NPC advancement over time. It can be done session to session, like PCs, or in time in the game world (using either weekly or daily increments----you can also use monthly if you prefer). This assumes an average of 2 XP gained each session/week/day and just charts it out over time. It also uses the revised XP chart from the Bedrock Games website (rather than the one in the rulebook). One thing you will notice is a bit of a hump at the Qi rank 7 mark, because this is the entry point into the profound levels of martial arts. So it takes considerable time to get there from Qi rank 6. After Qi 7 however it reduces back down to a more reasonable level. 

This can be used to figure out a characters Qi rank when they are re-introduced (if they were Qi 3 when the players met them 20 sessions ago, they could be Qi rank 6 in the present session). It is just a tool. You can use any approach you want here, from eye-balling the level to giving your NPCs XP the way you do PCs. 

I also came up with a random method, the above Defeated Master Progression Table. This was designed to handle NPCs who suffer a big defeat at the hands of the players, to determine how they react, but I may turn it into a more general table for randomly determine a given NPCs current level. 

Because the table was designed this afternoon it is just a rough attempt. I am sharing it with my players before the game for feedback and will probably make changes based on that, then make further changes after using it in play (and then create a modified version for NPCs in general). 

The Defeated Master Progression Table was designed with Li Liang in mind, an NPC one of the characters defeated in humiliating and painful fashion to strike a physical and psychological blow (with the aim of impacting her performance in a duel one year from now). So it was created with that specific tactic in mind (and meant to reward it much of the time, but also keep open the possibility that the defeat serves as a key motivator for the NPC). Once I have a chance to test it out tonight and make some changes I should be able to write about how it went and possibly put together a new version. 

Monday, July 28, 2014

PONDERING KUNG FU TECHNIQUES: REAL-WORLD KNOWLEDGE AND DESIGN

We've developed a vast list of Kung Fu techniques for Wandering Heroes of Ogre Gate and continue to add to and refine this list of attacks, counters and stances. Our goal is to reflect what we see in wuxia films and television, not create realistic fighting styles. At times I have found myself needing to forget what I know about real-world martial arts and think more in terms of the fantasy of film. 

Before I got sick, I was into martial arts for years and would train every day for hours. I had solid experience in a few different styles and over time managed to dabble in quite a few others just to see what was out there. But like a lot of people who trained in martial arts, I also watched martial arts movies (in fact kung fu films inspired me to take up actual training....I'd be lying if I didn't add that Star Wars was another factor). One thing I learned pretty early on was the vast gulf between martial arts on screen and how they are actually practiced. 

When I started designing games, I saw this experience like any other expertise or knowledge I could bring to the design table. Generally when I worked on games with other people, they would defer to my knowledge of this, just like I might defer to the science buff's knowledge of physics. However I noticed this was hindering my ability to make workable martial arts mechanics. I would over think, I would consider things from far too many angles, and generally it just muddled my approach because there are so many variables to consider in real life. I wasn't happy with the results, even if they met my criteria for "realness". 

One day I just decided to stop. I would think more like a fan of the genre than a practitioner when it came to design. This freed me up considerably and I started to enjoy the process more than before. It allowed me to embrace the fantasy element of wuxia rather than get into the nitty gritty of actual practice. 

So when we started on Wandering Heroes of Ogre Gate I only allowed my self to bring one piece of real world knowledge to the table. There is a single kick in the entire list of techniques (which right now must be close to 80 or more) that is based on my actual experience in the martial arts. Other than that everything is purely inspired by the screen. 

The technique in the book based on my real-world knowledge is called Spinning Back Kick. I modeled it after a counter I used to use at my first martial arts school, and think the mechanics capture that aspect of it well (they fall a little short capturing its more offensive applications). However I have concluded my decision to include a single real-world technique was the right one. Tellingly, no one has shown any interest in taking spinning back kick. Not the folks who choose techniques based on the coolness of the name, nor the folks who choose the technique based on the mechanics. So far, I have only been able to use it through my NPCs. And I have to say, it is serviceable but nothing special in the game. 

I think in game design real world knowledge can be helpful. It can also be a hinderance if you are not careful. Knowing what real world knowledge to apply and what real world knowledge to keep in check is an important skill I have learned over the years. As a generally rule, if it enhances the game, or adds needed depth, then by all means use your real world knowledge. But if you find yourself engaging in unnecessary pedantry or clouding the system with "buts" and "ifs" you might want to step back and refrain.