Showing posts with label Character Generation. Show all posts
Showing posts with label Character Generation. Show all posts

Monday, 24 June 2019

AFF: I'm a man of many talents

...but posting more than every few weeks seems to be beyond me!

AFF starting PCs are, by contrast, much more competent - they're called Heroes by the game, after all. They have a broad range of (Special) Skills, and a usually able to get by by their 'raw' SKILL alone. If you have three players around the table (AFF works best, in my opinion, with small parties) chances are their Heroes will have lots of overlapping competencies. So what sets them apart?

Role-playing, you fools!

No, sorry. There is something else. AFF2e adds Talents into the mix. These weren't found in Dungeoneer (the first edition of AFF), but an embryonic talent system was found in the gamebook series - I know for certain they were to be found in Jim Bambra and Stephen Hand's Dead of Night, and that something very similar was found in Jamie Thompson and Mark Smith's Sword of the Samurai[1]. Indeed, the Talents from Dead of Night are translated into AFF in the Heroes' Companion, but the core rulebook lists 32 different Talents.

These range from Ambidextrous, Animal Friend, and Arcane... through to Swashbuckler[2], Trapmaster, and Weaponmaster. Not all of these are equally powerful. Many have an effect in combat - and AFF games will likely involve plenty of that - others, such as Status (punchline - the Aristocrats!), Natural Linguist, or Learned will find use in other situations... and the Director should pay heed to this. A player choosing these for their Hero should be assured by the Director that they will come into play at some point - but equally players should be reminded to *make decisions* on behalf of their Heroes that will bring their Special Skills and Talents into action.

As with Special Skills, there is no reason why a Director, perhaps in collaboration with their players, should not introduce more Talents, using the existing Talents as a guide. Talents could certainly be re-skinned and given flavourful, evocative names. There is no reason why, for example, Armour Training could be renamed Vymornan Legionary, though players and Director need to be on the same 'cheat sheet' when it comes to understanding what each Talent encompasses.     

Players choose one Talent for their Hero at character creation. Non-humans might start with other Talents intrinsic to their species - Dwarfs and Elves both start with Dark Seeing. The Rhino-Man, given as an example of creating new Hero species in Chapter 11: Optional Rules comes with both intrinsic armour and weapon as Talents, alongside Strongarm from the standard list.

Talents in AFF are one of the little gems hidden in the system. Their nothing special, in themselves; they're not complex, or innovative, you don't read the list and go 'wow', but in play they can be used to effectively add character to your characters - I don't like players building intricate backstories for their Heroes, but using their Talent to give us a glimpse of their Hero's history? Yes, absolutely. 

[1] One of the things that AFF has going for it is not just the material in Arion Games' own line of books, but the vast back catalogue of gamebooks (and fan created material). Some inspiration can be taken from the way in which the 'dead' Director (keeping with AFF terminology) of the gamebooks offers idiosyncratic methods of resolving actions and encounters, and lots of inspiration can be drawn from the straight, high-strength, system-neutral flavour - including great black and white illustrations that look great on the player-facing side of a Director's screen. Some of the later books might be a bit pricey, but the first 30 or so are normally pretty cheap. 

[2] Stellar Adventures (AFF in space! - a complete game in its own right which does not need AFF2e to be played) does away with the Swashbuckler Talent and allows all characters to use their Dodge Special Skill to reduce damage. This is one of a number of (minor) improvements that Stellar Adventures introduces to the AFF system.

Thursday, 20 December 2012

On Ability Scores (2)


More stuff that everyone and their dog has written about before:

In the last post I said that most NPCs in D&D should not have ability scores. By this, I don't mean that we shouldn't bother writing them down, I mean that they should not have them at all. Ability scores in D&D are not the same as characteristics in RuneQuest (RQ). In RQ, every living thing is statted out just like a PC because in RQ characteristics are a measure of something ‘real’. A Dragon’s STR can be compared directly to that of a PC. In D&D monsters do not have ability scores. If a monster needs only a bare stat line, so does an NPC, though they might have rich, complex histories and personalities.

In most versions of D&D, education does not raise INT, weight training does not raise STR, an improved diet does not raise CON. One of the weaknesses of thinking about D&D ability scores as a measure of something ‘real’ in the game world is that if, for example, we rationalising low CON as being the result of a PC’s obesity, a PCs CON score should be pretty mutable, changing with diet and exercise. If we treat D&D ability scores as representations of a Platonic ideal of the PC, the CON score will remain the same for the entire life of the PC. We might change the PC’s ability score modifiers though...

Wednesday, 19 December 2012

On Abillity Scores (1)


On the forums at Dragonsfoot I argued that a D&D character with an ability score of 3 was simply at the low end of ‘normal’. The corollary of this is that scores of 18 do not represent superhuman capabilities. Others took a much more stretched view of the 3d6 ability score curve, arguing, for example, that INT 3 represented an intellectual disability and INT 18 genius.

Scores of 3 and 18 turn up on 1 in every 216 rolls of 3d6. If everyone rolls 3d6 in order, that’s at least one genius in every village (and one villager that is superhumanly wise, superhumanly dextrous, etc.). So INT 18 is not the equivalent to Einstein, but to the guy with the [capacity to get a] first class degree in Physics.

But perhaps everyone in the village is not rolling 3d6 in order, and so 18s are not as common as 1 in 216 in the general population. In fact, I agree. We roll 3d6 to determine the ability scores of adventurers. In fact, I do not think most NPCs in D&D [should] have ability scores. If 3d6 is the way that we generate the ability scores of adventurers, an ability score of 3 is the ability score of a viable adventurer. An adventurer with a negative modifier when resolving actions related to that ability, but an adventurer all the same. But whatever a score of 3 represents, it does not represent a disability – ability score generation is not a roll on a critical hit chart; not even Warhammer Fantasy Roleplay is that cruel and grim.     

Wednesday, 27 June 2012

Bounty Hunter - a Hammerstein! Archetype


Perhaps in order to demonstrate my gamer ADD, I'll keep posting my archetypes for Hammerstein! The purpose of these is to not only add flavour to the character creation process, but also to speed up character creation by assigning all skill points and equipment at the roll of a dice. When we recently played classic D&D - which we'll be playing even as Hammerstein! is rumbling away in the background - reminded me just how important it is that the players are able to roll up characters and have an adventure (and roll up replacement characters) in a single, short session. I'll probably post on player character mortality later this week, but as far as the last session of D&D goes, if 6 starting PCs can kill 11 goblins in a stand up fight without any fatalities, then combat isn't risky enough to be perilous. Never mind grim. And adventure without real risk may as well be a ride on a ghost train.

Anyway - Hammerstein! archetype number two (there's another 28 posts in this, sorry):

1.4.1.2Bounty Hunter
Bounty hunters make their living tracking down criminals, outlaws, and other wanted men. In the world of Hammerstein!, bounty hunters will never be out of work. Some bounty hunters specialise in tracking their targets through the underworld of the wretched cities of Hammerstein!, while others can track an escaped criminal across hundreds of leagues of twisted weirderland.


A self-written legend in his own lifetime, Canis Olahu is the most feared bounty hunter in the world of Hammerstein! Hailing from the Pearl Islands of the Boiling Sea, his leering, sun-browned face is the stuff of outlaws’ nightmares. He wears several necklaces of teeth, reputedly one from each bounty collected. His wealth means that he has no need for the petty rewards of bounty hunting, but his extraordinary vanity keeps him at the heels of wanted men, so long as fame might be the reward.

Bounty Hunter Aptitudes
Combat Skills
Brawl +20
Close Combat +30 
Ranged Combat +10 

Resistances
Dodge +30 
Resilience +20 

Common Skills
Athletics +10
Influence +20 
Insight +20 
Perception +20 
Stealth +10 

Bounty Hunter Languages, Lores, and Crafts
Craft (Track) +10
Lore (Law)
Lore (Streetwise) +10

Bounty Hunter Advanced Techniques
Combat Proficiency – Net 

Bounty Hunter Folk Magic
Bearing Witness 2
Demoralise 2
Endurance 2

Bounty Hunter Equipment
Armour: Hard Leather Jack (2pts)
Weapons: War Sword, Dagger, Crossbow
10 Quarrels
Well Worn Travelling Clothes and Riding Boots
Poor Quality Riding Horse and Tack
Face Black
Rope
3 Pairs of Leg Irons
3 Hoods and Gags
Purse (XZ silver shillings) [Poor Wealth]

[These archetypes obviously need a bit more tweaking.  For one, their starting money - XZ is not some strange numerical system found in the world of Hammerstein! In addition, as I work through the 'Thinkers', I'm thinking of cutting the levels of magic - even folk magic/cantrips - for the archetypes for whom magic is not a central aspect. So rather than every character starting with 6 points of magnitude in folk magic, as now, the base level would be 2 or 3 points of magnitude, with extra points of magnitude eating into the points that are spent on skills and so on. There also needs to be a bit of fiddling with the resistances - as I'm thinking of capping Resilience and Persistence at CONx5 and POWx5, the number of points that can be automatically allocated to these 'skills' could take some starting characters right up to, and beyond these caps.]

Tuesday, 29 May 2012

Random Character Generation = Double Plus Good



This is why I have so much love for random character generation. The players don't need to know the rules, they just pick up the dice, make a handful of narrow choices, and 20 minutes later they have a character ready to play. No skill points to allocate, no building a character with high level play in mind, no min-maxing. WFRP1e is brilliant in this regard. Despite being a skill-based game, these skills are all determined by random rolls and a randomly determined profession. The player doesn't need to know how skills work mechanically, they just roll up a character. And what WFRP1e has over the vast majority of D&D[-alikes] is that these randomly determined professions also determine a character's starting equipment; his trappings. Even classic D&D character generation slows down, with new players, at least, when the starting money is rolled and the equipment lists are brought onto the table.

Random character generation can combine the oracular power of the dice with a rapid entry into adventure.

When I write my fantasy heartbreaker - and I am writing it; a version of OpenQuest/Renaissance with the flavours of WFRP1e and Titan, current working title Hammerstein! - it will have a random character generation system that can get a player into adventure in 20 minutes. Don't hold your breath for Hammerstein! But when I do finish writing it, you might be (just) able to hold your breath while a new player generates a starting character.