Thursday, December 12, 2024

The Economy of design in a Tri-Fold / One-Sheet Module (Or: Not All Tri-folds are Created Equal)

 Last night my group returned to Mothership, which I haven't run since January. It was fun! But it was a tad bit frustrating for me, as I picked a tri-fold module to kick things off which, on an initial reading, sounded fun....but in actual play I realized it was maybe too skimpy, too brief in its presentation and details for me to work comfortably with. On the plus side, an important component of running this sort of tiny module is that you as GM must out of necessity be ready to riff and improv, and I immediately started doing so, but as I was, I had to wonder to myself if I couldn't have just saved myself a bit of grief by simply writing my own scenario instead. 

And then I remembered The Haunting of Ypsilpon-14, a benchmark of quality in this sort of module design. I wrote more about that module here, and now that I've had a lot of Mothership scenarios under my belt, I realize that there is a special and unique art to designing a compact adventure that fits on two sides of a page and somehow gives enough detail to a Warden to comfortably run the adventure and extrapolate new directions and details without much effort. 

So why does one tri-fold module succeed and others fail? The module I was working with last night is called "Tombship of the Lich" and comes from a boxed set of 5 modules called Terrors from the Cosmos. The thematic elements of the modules are essentially a blend of futuristic horror with more primal, magical (technomantic) horror. They have thematic similarities, and a chunk of the modules are driven by the style and presentation, including extra monster cards, art pieces (in the deluxe set) and a "off color on black background" design aesthetic. So....a lot of flashy weirdness, as has come to dominate the new wave alt indie zinerpg scene, in other words.

Taken at its own value, the Tombship of the Lich module is a short set up (investigate an anomaly and the tombship) with a timer countdown, and a description of half a dozen key locations. The module offers guidelines and links to connect locations, and some guidance on the big bad (the lich Nekrul) and his reanimated alien skeletal cyborg army. It is simple enough. I think if I did not have high expectations, and did not have the GM/Warden narrative style I have (where I like to make sure there is consistency in the underlying plot and universe, and like to convey through description what is going on, and want to make sure the PCs have a reason and interest to be involved and have agency) then maybe this module could be run really simply, and without any real effort at preamble or expectations. But it really doesn't work that well without adding a lot to it (for what I need, anyway). It is like the barest outline. 

Contrast with The Haunting of Ypsilon-14.  Like all tri-fold modules it's got only so much space to work with, but it provides an alarming amount of interesting detail that you can extrapolate a universe from without much effort. It's economy of design maximizes the connectivity of the setting, and the text is effectively embedded in a diagramatic map which allows the Warden to spatially understand what is going on and where things are happening. If you run it on Roll20 the module even comes with an actual map with a retro aesthetic that works very well for this purpose (you can find it here, in fact).  That map really helps, but the tri-fold's diagrammatic layout works quite well. The one in the Tombship module is far more basic and doesn't entirely clarify how it relates to the text. 

The Haunting module also provides a myriad of NPCs for the game, with just the briefest but most useful bits of information as well as some nice metrics to keep track of who dies by the creature next. It is not afraid to put a lot of text in a small space, and it (smartly) puts black text on a yellow background, which is far more readable than blue text on a black background. Little things like this are important! 

At every point of design the Haunting module extrapolates just a bit more detail, and provides it in a succinct, often bullet-point like manner, giving the Warden what is needed without burdening unnecessary additional details. The Tombship module in contrast uses a much larger font, skims over some conceits that would be useful to have clarified (at a certain point it becomes unclear why the party even needs to board the Tombship when they could arguably maneuver their ship to "throw" the quantum payload in to the warp) and honestly, my players were just being good spirits about it and didn't start questioning some of these detaile (even as I was pondering them and working out arbitrary excuses in my head). 

This has got me to thinking: I should review some of these! There are good tri-fold modules and bad. Another good one: Dinoplex Cataclysm. I think maybe this is a new thing I can do on the blog to have fun with. More to come!

Tuesday, December 10, 2024

The Value of Dynamic, Speedy and Unpredictable Action and Combat

 My group is fizzing out a bit on D&D, and it's probably because the new edition (5/75 or whatever version # you want to give it) is mainly a continuation of standard 5E, which is easily the least exciting version of D&D when it comes to dynamic combat and variables. While it is true that 5E spun out of the 3rd and 4th edition eras where the amount and volume of combat mechanics was either so overwhelming or so procedural that it led to an arms race in rules mastery and tactical acumen among many gamers, the 5th edition response is to create a tepid experience which is fun for a while but eventually it all starts to feel very much like the same thing, over and over again. This might be forgivable if it was quick, but D&D combat is often anything but, even when it is sufficiently simplified that you basically have combat down to a basic roll to hit or save, deal damage, repeat process.

Other game systems manage to do much better and more dynamic combat, but not too many manage to hit the perfect trifecta of being dynamic, speedy and unpredictable. As it happens, perhaps one of the best game systems of all time for dramatic, fun and fast combat comes from the Fast! Furious! Fun! RPG itself: Savage Worlds. Indeed, Savage Worlds is so fast that if you are too used to running typical combat and pacing modules in D&D style format, then it can be a bit shocking to watch Savage Worlds compound the same experience in to less than half the time, leaving the GM scrambling for more content.

This is a roundabout way of me saying that Savage Worlds is back on the menu in my game group, and we will be playing it again, perhaps as early as this weekend, although I have also promised Mothership (which is also engrained with a fast, furious and fun approach to combat!) I'm just so very, very tired of the distinctly samey feel of all things in 5E/5.75E these days, but at least I can identify the burnout as being system-based, and not idea based!

Savage Worlds and Mothership both fit the bill for this sort of more engaging and dynamic but very fast combat approach. I think Mork Borg fits in well, and if you go back to the OSR era then any number of classic OSR games can fit this bill as well. Among more contemporary systems we can get quick and dynamic combat out of Cypher System, too. I'll have to try Dragonbane eventually and see how it feels as well.....I am sure it will be dynamic and unpredictable, but not so sure how speedy it will be. 

Monday, December 9, 2024

Return of the Living Dead RPG Announcement

 So this is kind of exciting: Evil Genius Games is partnering with Living Dead Media, which I guess owns the IP on the Return of the Living Dead films to make an RPG. Announcement here!

On the one hand, I love the idea.....and unlike some other zombie franchises (Walking Dead and so forth) I happen to have a real fondness for the "Return..." series of films. So for me, I would definitely look forward to this. The only problem I foresee is that I worry a bit about the likelihood of this happening, if only because there has been a fair amount of behind-the-scenes dirty laundry aired on Evil Genius Games and its business practices (as well as its connection to bitcoins). How much of that is substantive vs. merely some internal politics is more or less uncertain, best as I can tell....so I will optmistically go for "hopefully any issues have been sorted out over the intervening months," thus explaining this recent announcement.

Evil Genius released Everyday Heroes, a 5E-based reimagining of the original D20 Modern RPG, and then pumped out a bunch of sourcebooks based on classic films of the last several decades. Their treatment on these have all been surprisingly good, managing to make me consider the possibility of running a campaign in the universe of Universal Soldier, a film I utterly derided when I saw it in theaters an eternity ago. They have released movie tie-ins for Rambo, The Crow (original movie), Kong: Skull Island, Total Recall, Escape From New York and Pacific Rim, so if anyone can do this, it would be them. Their release of a Return of the Living Dead RPG would fulfill one of the items on my wishlist, which also includes a "The Thing" RPG spinoff. If you haven't checked out Everyday Heroes, happen to like these movies, and are not burned out on 5E based mechanics, you should take a look!