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The mechanical trade-off gives a player social permission to cause his character to screw up,
suffer, or even harm his teammates by rewarding him with a game-mechanical benefit. Remember,
the game table is a social contract, and players taking inexpedient actions that affect the group for
no trade off would feel like a violation of that contract. The evolution of Flaws shows a twenty-year
growth from a character flaw trade-off (play a flawed character, please well make it worth your
while!) to a behavioral trade-off (let your character flaw inconvenience you, please youll get a
bonus in exchange!) to the entire experience point system in GMC. Yes, now all character
advancement is tied to the mechanical trade-off of screwing over your character in exchange for
beats.
The system terms have changed, so bear with me: A beat is 1/5 of an Experience. One
Experience buys a Specialty or Merit dot or Willpower dot. Two buys a Skill dot. Three buys an
Integrity dot. Four buys an Attribute dot. This is a static progression (new for WoD) so its just
the cost listed no more. This fixes the exponential cost system they had before, but while it
fixes a problem, alone it isnt innovative.
How you gain Experience is the innovation. A wallflower player will never get much Experience.
You get 1 Experience for every 5 Beats. You get a Beat for the following things:
You get 1 Beat when the game session ends. Thats 1 automatic per game session.
You get 1 Beat for good roleplaying, character development, smart strategy, etc.
You get 1 Beat when you achieve an Aspiration. An Aspiration is an out of character
goal the player has for his character, though player and character goals probably align a
lot, such as find out who killed the professor. An aspiration can also be a negative goal,
based on your expectations of the game to come, such as get wounded in combat or
get caught breaking into the mansion. Regardless, aspirations should be things you, as
a player, would like to see happen. The GM is supposed to read them all and try to make
them happen for you, at a gradual rate of about one per game session (on average). You
keep three at a time, replacing them as theyre fulfilled (or rendered irrelevant), and Ideally
you should be able to accomplish at least one of these Aspirations per game session
(p151)
You get 1 Beat when you intentionally take a Dramatic Failure. If you fail a roll (or are
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made to fail a roll due to a Condition), you can choose to make it a Dramatic Failure and
take a Beat. You can get this Beat only once per scene. One example in the book
involves fixing a car, so it doesnt have to be an epic scene. This also keeps the GM from
handing out too many pointless rolls, because if Im a player and a roll seems pointless, it
might as well earn me some XP!
You can get a beat from certain Conditions (temporary status effects that sometimes
reward you for playing well). Not all Conditions provide Beats, but they can cause you to
fail rolls, which you can then turn to Dramatic Failures, and therefore you can get a Beat.
You can get a Condition beat only once per scene. Flaws are now persistent
conditions and can provide a lot of Beats.
You get 1 Beat when you take enough damage to have a wound penalty (leaving you only
0-2 health boxes before you go down).
You get 1 Beat when you get a Dramatic Success or Dramatic Failure at a Breaking
Point. More on this later.
You get 1 Beat if you surrender in combat. More on this later.
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So you see, Flaws have evolved into a whole system to encourage players to torment their
characters in exchange for system rewards. GMC is a horror investigation game, similar to Call of
Cthulhu. Giving the players the opportunity, encouragement, and rewards to have their characters
make mistakes and screw up greatly enriches the game.
Word of Warning!
Now, I have a few responsible players in my social circle who are creative, smart people who
contribute to the story well but they tend to fade into the background during the game and speak
up rarely. A whole scene can go by without them saying a word, and theyre happy to do that.
These types of players will suffer in the new Beat system.
Under GMCs rules, these players are going to have a little more motivation to step forward. In
order to keep things equitable, the GM will have to take more of a facilitator role, helping garrulous
players to know when to step back and soliciting contributions to help the wallflower players step
forward.
If you want a good tactical combat game, play 4e D&D. GMC is not meant to be a perfectly
balanced game for battles. In the new Integrity system, you make a Breaking Point check every
time you kill a person, regardless of why. If the GM ran a game with a lot of fights, you would run
out of Integrity very fast. This is not a game where a gunfight happens every session. Its very
interesting that firearms combat is incredibly effective, but killing people is not actually going to be
your goal most of the time you get in a fight.
The list of Environmental Tilts is odd. There are Tilts for fighting during an earthquake but not for
fighting in concealment (mist, fog, darkness) or tight quarters? Mist and fog are covered under the
Concealment penalty, but still... I would assume dark, smoky, tight quarters are a lot more
common in horror games than earthquakes and floods.
The bad
systems do is simulate a real world situation with approximated probabilities, using dice to
generate an abstraction of success or failure. Social systems do just the same thing: They
abstract all of the cool manipulation and intrigue of the story into a die roll. Thats not always a
bad thing. There are three reasons to do it, in my opinion.
1.
Players want to play characters whose social skills are different from their own. Either
their character is awkward while the player is confidant; or the character is suave while the
player is hesitant.
a. This motivation is common among simulationist players
b. This goal is satisfied by having any social system at all even an old school
D&D Reaction Check Modifier satisfies this. Dividing social skills into a few
different, commonly used types is a slightly more complex, but still effective idea.
c. A more detailed system does not improve the realism the system adds to, it
reduces it by interrupting the role-play.
2. GMs want to turn a social scene into a mini-game, with risk/reward trade-offs.
a. This motivation is common among gamist players
b. In order for this goal to be achieved, the system needs to present opportunities
for risk (making consequential decisions with limited information) and clear
rewards for it. The 3rd edition D&D Intimidate system does this well, for example:
Intimidate gets an NPC to act Helpful for now, but future reactions will start at
Unfriendly (if not Hostile).
c. By their nature, social scenes often involve risk and rewards under constrained
conditions and limited information without involving system: A mysterious figure
offers you a deal. Do you take it? A powerful man is offended by your
accusation. Do you backpedal or double down? The priest is telling you
something shocking but is he manipulating you?
3. In order to tempt players to have their characters make bad choices or screw things up,
a system needs to stop the action and let those other systems come into play.
a. If system doesn't stop the action and intervene, the players and GM will just talk
it out, and the system of Beats and Persistent Conditions, Vices and Virtues, etc.
will not get involved. Naturally some system should get involved occasionally to
pause the action.
b. Pausing for system gives a player a chance to trigger these rules. But it only
needs to pause the system about 4-5 times to give every player a chance to
involve his Flaws.
The Social Maneuvers (SM) system creates a kind of extended action, where you have to break
down Doors, and each Door takes a certain amount of successes on social rolls to break down,
and the time between rolls is based on the Impression the NPC has of the PCs. The problem is
that the GM cant really control things like bad die rolls, so a social scene that is supposed to
resolve in a few hours during a party could get shifted to a week-per-roll scenario with a bad
Impression. Or a character with great stats could jump-start a one-roll-a-week slow con situation
where the GM planned to have scenes interspersed with the social persuasion, so that the whole
thing is achieved in a few hours. All of these factors are manipulated by a highly simulationist
system that reflects character relationships and skill levels and successes rolled.
So where the simulationist objective is satisfied (even over-satisfied) by the old nWoD Storytelling
System, the GMC version doubles down on system complexity. The other two creative
agendas are not much advanced.
From a gamist perspective, the SM system gives you the same two strategic choices you had
before: You have the choice to blow Willpower to do better (which you had before) and you have
the choice to go soft or go hard (which you also had before).
From a narrativist perspective, the SM system stops the action for system intervention at regular
intervals. This is a tiny improvement over what we had before, where the GM stopped the action
and called for a die roll whenever he saw fit. Some GMs would stop the action frequently; others
never at all. So the new SM system organizes things so that the GM creates regular opportunities
to influence an NPC. But it also knocks puts more weight on dice than on the best way to tell a
dramatic story. The dice determine when a persuasion succeeds.
I would recommend totally throwing out the Social Maneuvers system and house-ruling any Merits
that refer to Doors and Impressions to give large bonuses to social skill rolls. For instance, the
Sympathetic merit could change from eliminate two of the subjects Doors to reflexively make a
Persuasion or Empathy roll into a rote action once per Chapter/Session. Its an easy
modification. Just make sure to stop the action every ten or fifteen minutes to call for a roll, so as
to make the system and character stats relevant; and to give opportunities for players to involve
complications from Conditions and Vices, etc.
Overall Assessment
Ive got a lot of experience with the nWoD tabletop system. The new God Machine Chronicle
improves it a good deal. Its still not a fine-tuned and well-balanced tactical system. Players can
break the game pretty easily. But no matter how optimized a fighter you are, a vampire has a
major advantage you cant compete with easily.
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Horror RPG systems have a hard balance to strike. They have to give players narrative control
enough that they step back from their characters and feel comfortable letting their characters make
mistakes or suffer defeat. If the players get too close to their characters, they will have a hard time
doing this. But if the players get too much narrative control, the effect of horror isnt well
transmitted. Horror relies on powerlessness, and for the players to feel powerless, you need to
write a system that can occasionally make the players feel powerless over the course of events in
the story. I think GMC does this well.
Labels: Flaws, Game design, Review, Rules, Social System, World of Darkness
6 comments:
Benjamin Reinhart 5/10/2013 12:53:00 PM
I like that you brought up the participation issues with the new Beat system. I find
myself a bit uncomfortable with the idea that I'm compelled to inject my character
just to keep parity with the rest of the cast. This probably isn't an issue in a straight
World of Darkness chronicle, but I can see it causing problems in games like
Vampire and Mage, where experience translates to access to powers and therefore
greater player agency.
Reply
Mediaprophet
5/10/2013 03:35:00 PM
Indeed. There's really no way to house rule Beats to be more equitable without
drastically accelerating XP progression or killing all the sub-systems that reward you
with Beats.
Give 1 XP per session, instead of 1 Beat, and then keep the other Beats, so that the
difference between wallflowers and active players is much lower. (Almost doubles the
XP gain rate)
Give 1 XP per session, and ignore the Beat rules. (Kills all the sub-systems that
reward actions with Beats)
Actually, I can think of ONE way:
Audit character sheets at the end of each story (6-20 hours of play) and give
everyone the same amount of Experience as one less than the character with the
most Experience. Example: Andy, Ben, Claire, and Dave have just finished a scary
murder mystery story, the third Story in the Chronicle. Andy has gained a total of 20
XP over the Chronicle so far, Ben has gained 22, Claire has gained 21, and Dave has
gained 25 (he's the active one). Everyone advances to 24, so Andy gets 4 free, Ben
gets 2 free, and Claire gets 3 free to catch up. Nobody's current total of Beats
changes. That way the less active players only fall a little behind, then mostly catch
up.
Or you can play the Blue Shell. Start making the more active players' Dramatic
Failures and Persistent Condition problems really bad, but go easy on the
wallflowers.
Or, as I suggested, just be a good facilitator. Give the wallflowers more spotlight time
with personal plots, etc. to draw them out. Have the guts to signal active players to
step back and try hard to draw the less active players out. Naturally, not every GM
can do this all that well, so you might need some house rules.
Reply
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Mediaprophet
5/10/2013 05:16:00 PM
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