Calmer GM: How To Make Better Traps

The Angry GM has a tendency to write 500 words of good GM advice buried under 5000 words of schtick and digressions. Calmer GM (props to Captain Person for the name) is an Angry GM article with the schtick written out. Occasionally this results in interesting but irrelevant anecdotes on like the history of video game emulation or whatever being left out. Usually it just means cutting entire paragraphs of effusive self-praise that’s supposed to come across as comedic hyperbole but which make you start to wonder if maybe this guy is an actual narcissist after the third straight paragraph.

Today’s Calmer GM is Traps Suck (original). I don’t know if there will be more.

The Problem With Traps

The standard way for adding traps to D&D is to have lots of dice rolls, at the end of which someone is either hurt or not. You compare the trap’s detection DC to the party’s passive perception, then you have them roll a DEX save or whatever to avoid the falling blocks, then you roll 3d6 bludgeoning damage against everyone who failed. Player interaction is basically nil, which is why rather a lot of groups have stopped bothering with traps altogether.

The easiest solution is to just not have traps.

Telegraphing and Reaction

If you think traps are super cool and are willing to put the work in to have traps that are actually fun, there’s two important things you can do to make them interesting: First, telegraphing. Make placement of traps predictable by limiting the resources of the trap makers in some believable way. This allows your players to figure out where the traps are located via pattern recognition and work out a countermeasure. Second, reaction. Have traps which require players to make some kind of horrible decision when they’re triggered.

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Dark Lord Kickstarting

Dark Lord, a tabletop RPG where you are the Big Bad Evil Guy, is now on Kickstarter. Given the half-comatose state of this blog and the fact that it’s most popular when talking about books, not games, I doubt I’ll pick up a ton of backers from here, but hey, it’s worth a shot. Plus, it got funded in the first six hours, so it’s not like I have anything to complain about (knock on wood).

We Happy Few Is (Now) Good At Being What It Is

In 2018, We Happy Few officially left early access and became a fully developed game. Allegedly. Footage from reporters at the scene verify that it was a Bethesda-grade cavalcade of bugs that interfered with the gameplay to the point where the game could only be enjoyed as a glitch safari. The heaping of shame the developers received for the state of that release was well-deserved, although I note that Bethesda got away with it for like four games until people finally noticed in Fallout 76.

Still, the whole point of having early access is so you can sell a cheaper version of the game in a playable but incomplete state with the promise that people who buy into the half-finished version will be upgraded feature by feature to the full release version for no additional charge, receiving each build as it’s finalized. It helps the developers bring in funds while they’re making the game, gives them a profit-positive QA process, and the game’s most enthusiastic fans can get their hands on it early, at a lower price in recognition of the risk that the game will never be completed, and have some influence on the game’s direction during production, while people who are more casually interested can just buy the full version when/if it gets released. It’s a good idea in theory, and even sometimes in execution. We Happy Few scammed the people who bought it only after it left early access, though: Those people took the deal that they’d pay full price (and I do mean full price – the initial release price was $60!) for a copy of the game that was finished the moment they installed it, and what they got was a feature-complete but glitched to Hell mid-beta release. Boo.

That said, people who bought in early, or who did what I do and waited two or three years for the dust to settle, got a perfectly good deal, because the game did eventually become good, though even in its 2020 state (when the developers seem to be largely finished with it) it doesn’t quite live up to the promise of its premise.

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A Spectrum of Magical Hardness

It finally seems to have died down a bit, but for a while there, absolutely everyone was obsessed with Brandon Sanderson style magic systems. I don’t just mean that they liked Brandon Sanderson’s work, but also that naturally there were tons of amateur imitators who were all really, really bad. And magic systems got framed in Sanderson-grade hard magic or Tolkien-style where it was basically just a mood, and no one seemed to be able to conceive of anything in between.

As usual, I’m like three years late to this party, but the different levels of hardness you can have in a magic system has been on my mind lately. People have accepted for a long time now that you can have harder or softer magic systems, but the idea that it’s a spectrum rather than a binary switch between Tolkien and Sanderson still doesn’t seem to have especially taken hold.

For the sake of thoroughness, let’s go ahead and define Sanderson hard magic as a system where magic users have specific powers that interact with the laws of physics in some kind of well-defined way, like being able to alter the direction their gravity is pulled or being able to repulse and/or attract themselves from a certain kind of metal or whatever.

Going one step further down, though, we have Avatar bending, a magic system where there are one or a small handful of magic disciplines each with a flexible but strongly themed powerset. A waterbender can learn to bend ice or plants or blood, but there’s only four kinds of bending and they’re each pretty narrowly focused. It was the lack of any attention paid to this kind of magic system that got me thinking about the spectrum in general. So far as ease of creation versus satisfaction in execution goes, this is the sweet spot for me. It’s not especially hard to come up with a small list of strong themes for your magic system, and then you can extrapolate creative uses from there.

Further down from there is D&D spells, in which magic is an arbitrary list of spells that you can learn how to cast. There is no greater framework the spells have to fit into, and it’s perfectly typical for a wizard to have a totally unrelated Frankenstein of a spellbook. Knowing what one spell does gives you absolutely no information on what any other spell could do, nor on what other spells the wizard who cast it might know or be capable of.

Harry Potter uses this system, too. This system tends towards the dull. Harry Potter made it work by having an incessant stream of new spells and magic items that were all really cool and then asking the audience to quietly ignore the fact that there were a handful of boring-but-practical spells like stupefy and the granddaddy of all boring put practical Harry Potter spells, avada kadavra, which rendered other combat spells obsolete. The audience was generally willing to do this, because watching Dumbledore and Voldemort have a sweet wizard fight with animated statues and stuff was cooler than just watching them shoot the dodge-or-lose spells at each other like they were two dudes with particularly slow handguns. It’s much harder for your characters to use this system creatively, because it has a finite list of specific spells (even if the spell list is theoretically infinite, in practice it is limited to whatever amount of spells you can actually introduce in your setup, otherwise it’s deus ex machina), all of which do exactly one thing. They unlock a door, or let you fly, or blow up a 20′ radius within 120′ of your location. Instead, the creativity has to come purely from the spells that are in the world. This worked out great for Harry Potter, but the star of that series wasn’t the eponymous wizard, but rather the world of magic he inhabited.

Nearing the soft end, we have X-Men powers. Whereas D&D spells represent a library of powers that everyone has more-or-less equal access to, meaning that every spell added to your heroes’ book is potentially available to your villains and vice-versa, X-Men doesn’t even have that limitation. Not only are the powers arbitrary and unbounded by any kind of greater framework, they’re also unique or nearly-unique to their specific users. Not only does Wolverine’s healing factor tell us nothing about what other powers he might have, it also gives us no reason to believe that Mystique or Cyclops might also have a healing factor.

Then at the soft end we have Tolkienian magic, where everything is vague and magic could do almost anything but in practice will do almost nothing. Although Tolkien does have a handful of D&D-style magic items that have specific, arbitrary uses not tied to any greater theme, for the most part magic is a mood, a force of nature. In Tolkienian magic, magic is so poorly understood that knowing about Gandalf’s ability to blow smoke into the shape of a boat not only tells us nothing about what other abilities he might have from that moment, but even by the end of the book we don’t have any reason to believe we’ve seen him exhaust his magical powers. Wolverine’s healing factor, adamantium skeleton, and snikt claws are all totally unrelated powers, but by the end of an X-Men story we know that he has those powers specifically and no more. By the end of Lord of the Rings we still have no idea whether or not Gandalf could’ve hurled a fireball if he really wanted to (he definitely has broadly fire-themed powers in general!), nor whether or not he had steady access to the powers he did demonstrate or if magic had to be in the right mood, or what.

A More Better City of Heroes

I’ve got one day left on vacation, so I’m doing another one of these, mainly because I just realized a considerably easier way to make a hero’s efforts seem meaningful in a neighborhood: After setting it up so that people can decrease their level at-will, also set it up so that enemies spawn based on how many heroes of an appropriate level range are in the neighborhood. Ignore hideouts and all that which, for as neat as they are, are barely visible in actual play and not worth all the effort to set them up. Just have enemies spawn only when an appropriately leveled hero is in the neighborhood, which means when you’ve outleveled a neighborhood (i.e. all mobs in it have grey names for you) and there’s no one else around who needs those mobs, they just won’t spawn, thus giving the appearance of a neighborhood clean of crime.

Although all that hideout stuff from the last two posts has got me thinking a bit about how you could apply that to a mid-size multiplayer game, like a 30-40 player game, roughly equivalent to the heroic cast of an extended crossover story like Infinity War/Endgame. Those thoughts haven’t really gone anywhere, but I’ve had them.

Anyway, Conan the Hunter’s here, so we’re digging into that on Monday.

A Better City of Heroes: Running Out of Crime

Running Out Of Crime

Of course, there is a potential fail state of this whole premise: What if the players just win super hard? What happens when there are just no mobs left anywhere?

The answer is that this has to be hard enough to do that if players pull it off, we can just pat them on the back and tell them “good job.” Remember that when an enemy group is totally defeated within a neighborhood, they can spawn into a random empty hideout immediately. This means that the more players put the hurt on gangs, the easier they make it for any totally eliminated gang to bounce back. In order to take out all gangs, players will need to coordinate to push each of them into a single hideout, which will constantly disgorge mobs for them to beat up, until they’re ready for the decapitation strike when they take out all hideouts simultaneously (leaving behind some heroes to take out the mobs who spawn while the hideout-clearing team is inside – because hideouts don’t stop spawning just because someone’s inside them!).

Remember also that each neighborhood spawns based on a timer tied to the total number of players in the zone. One pack of about four mobs usually takes something like 30-60 seconds to defeat, let’s call it 45 seconds, counting the couple of seconds it takes to run from a beaten group to a fresh one. Any given zone has about five neighborhoods with about three enemy groups each in that neighborhood, which means about eighteen different hideouts spawn when no gangs have been wiped out (which is the norm whenever players are at all active in a neighborhood and only requires special intervention to prevent when it’s NPCs who’ve wiped them out, since NPCs will occupy the buildings left behind). Thus, each hideout needs to spawn one pack of three to four mooks every (45*18=) 810 seconds (thirteen and a half minutes), divided by however many players there are. At peak times and in popular zones, it’s not unreasonable for a single zone (particularly a newbie zone) to have a thousand or more players in it simultaneously, which would require new mobs to spawn in once per second (at this point, it’s probably wiser to switch over to spawning bigger groups, rather than spawning small ones more often, just in case the gang is pushed into a single hideout and needs to spawn all of these guys from the same door). Each of these guys can turn empty hideouts into new hideouts for their gang, which means players need to coordinate to form a frontline that prevents them from expanding, and the more players they bring in, the tighter that net needs to be in order to prevent enemies from slipping through and making new hideouts. If we just have a very large player population, what’s going to happen is that NPCs will be constantly spawning, wandering past emptied hideouts, and converting them into new hideouts.

I think all of this is sufficiently difficult that the only way to clear a zone completely is to coordinate a large group of players (probably a minimum of three dozen, in order to launch the simultaneous decapitation strikes on every enemy group in every neighborhood), and at that point, far from coding some method of preventing them from doing so, we should hand out badges to everyone who’s in a zone when it’s totally cleared of crime. They’d be some of the most coveted badges in the game, seeing as how that 36-hero team would only have a 22.5 second window in which to finish off all hideouts simultaneously before the spawning algorithm fires again and replaces any defeated enemy groups using any available empty hideouts.

Continue reading “A Better City of Heroes: Running Out of Crime”

A Better City of Heroes

I guess it’s CoX week at the blog, because I’ve got more MMO stuff I want to talk about and I’m gonna use the example of CoX to talk about it. This time I’m going to talk about how to balance the needs between having a massively multiplayer population while making the player feel like they aren’t totally insignificant.

I’m using CoX because the basic tropes of super heroes are really well known, so whether you know this specific MMO or not, it’s quick and easy for me to explain it to you. The Hellions are a street gang of demon worshipers, Aurora Borealis is a super hero of some description, King’s Row is the Gotham City themed neighborhood in Paragon City, the eponymous city of heroes, and not only are you all caught up on what you need to know for me to explain a mechanic revolving around Hellions, Aurora Borealis, and King’s Row, but I probably could’ve just dropped those proper nouns straight into an explanation without any further context and you would probably figure it out. If I were doing Guild Wars, my favorite MMORPG, I would at minimum need to drop in asides that devourers are giant scorpion wildlife, that grawl are low-level enemies with primitive tech and fulfill the role of goblins in some other fantasy settings (but not the ones where goblins are high-tech crazy inventors), and that the norn are eight-foot tall vikings who turn into bears. These explanatory asides are generally good practice but once I get into the flow I often forget them, and in City of Heroes, that barely matters, because you can probably figure it out from context.

As I explained in my introductory post about a better City of Villains, City of Heroes writing actually works pretty great as-is. You are a hero, you show up to a place, there are a bunch of people with exclamation points over their heads who need help, and you punch their problems until they go away. Whether or not any specific mission chain is fun, boring, or frustrating depends entirely on the writing of that specific mission chain. Many of them are good, a bunch of them (especially the minor ones that have been there since launch, which clearly received little attention) are kind of dull, but almost none of them make you feel like you’re getting the opposite of the role you expected to inhabit.

You’re a hero, and at worst, you end up doing routine and kind of boring hero work where you run around bouncing Hellions off the street until your contact calls you up to let you know that, although their spawn rate is totally unaffected, you’ve totally got the Hellions running scared. And most of the time you’ll be doing something like save a kidnapping victim or confiscating a bunch of death rays or something else which feels like you’ve saved the day even though you haven’t made a noticeable dent in regular street crime. Plus, the criminals in CoX often spawn actually doing crimes, not just standing around minding their own business. There’ll be a cowering civilian in front of them while they make threatening gestures, or they’ll be struggling to snatch a purse from someone, or whatever. The basic limitations of an MMORPG do still rear their ugly heads, but CoH is generally quite good at mitigating them.

But we can do better. So the evil witch, apparently satisfied with my work in the beta timeline where I revamped City of Villains, is warping me back even further to, I dunno, 2001-ish, when City of Heroes first entered development, striking Jack Emmert dead and giving me total command of all his resources right after his project got greenlit, and offers me some kind of reward for actually playing along, just to stop me from defecting since at this point it seems like she might spend the rest of my life time tunneling me to different video game projects, possibly all headed by Jack Emmert, in order to get me to redo them with the benefit of hindsight.

Continue reading “A Better City of Heroes”

A New City of Villains

The final post on my series of how I’d do City of Villains if I was time warped back to the beginning of its development and given total control of the studio.

A New City of Villains

-The theme of Mercy Island was being a minion. You took orders from a superior officer and executed those orders, then eventually executed the superior officer (probably). We’ve talked about it at length earlier, but I’m listing it here for completenesses sake.

– The theme of Port Oakes was street level crime. Plotlines that originally revolved around decryption programs from Arachnos bases were downgraded to the RIP, ones that revolved around the Legacy Chain and Wyvern heavily were switched to focus on a single vigilante and her ghost pirate minions. I intentionally made Port Oakes more street level in order to set up…

-Cap au Diable’s theme is all about major heists and espionage/sabotage jobs targeting groups like Wyvern and Longbow. You steal high tech gadgets from Aeon Corp and Crey in the Cape itself, you hop over to Paragon City to break people out of the Zig, you blow up Longbow fortresses on your own initiative as a sort of thematic follow-up to Mercy Island, when you did so under direct orders from Arachnos.

Cap au Diable is also where we encounter our first strike force, content designed for multi-villain team-ups. And I think these are basically fine as-is. Some of them could definitely use some better framing to be less “do what I, the quest giver, tell you to do” and more “I, the quest giver, have a lead for you to follow,” and that includes the one in Cap au Diable. But ultimately, all you need to do is write these as a villain who’s got a maniacal scheme of their own, but it’s a big job and they need lots of other villains to help out, and they’re willing to cut you in if you can gather up some friends (or make it happen alone – it’s totally doable). For example, the strike force here can be framed as Virgil Tarikoss, the existing game’s strike force contact, knows that the Circle of Thorns will soon be attempting to bind the demon Bat’Zul, and knows that the Legacy Chain are trying to keep the demon bound, and is seeking out villainous associates to take control of it. Keep all the same missions, but write out the part where he asks the villains to prove their worth to him by beating up the Legacy Chain and change it to him just needing the Legacy Chain beaten up so that they don’t shut down the Circle of Thorn’s binding ritual, because you won’t be able to hijack it if the Legacy Chain succeed in stopping it altogether.

-In Sharkhead Isle, we start getting up to some serious villainy. Maniacal schemes here are things like creating a clone army, stealing a fragment of a sleeping Lovecraftian god and absorbing its power, stealing a device that allows you to mind control dozens of people at once (with a wind up, but still), and stealing giant robots with the help of the Sky Raiders, a rogue PMC who operate out of a helicarrier. The theme is that you have arrived as a supervillain. You commit supercrimes that let you do awesome things.

This is where we’ll introduce second tier maniacal resources, made from combining two different first tier maniacal resources:

–Weapons + Favor from on high: Elite enforcers
–Drugs + Secret documents: Superadine (a mutation-inducing super-drug already in CoH lore)
–Friends in low places + infiltration gear: Unseen allies
–Favor from on high + unobtainium restraints: VIP hostage
–Secret documents + weapons: Super weapons
–Infiltration gear + drugs: Auto-drug apparatus (it pumps drugs continuously and covertly into the wearer – I’ll admit I’m reaching with this one to make the theme work, but I think one combo that reaches a bit will be overlooked)
–Unobtainium restraints + friends in low places: People who won’t be missed

In the existing game, Sharkhead Isle is the point where you start needing five newspaper missions to progress the plot. In the revamped version, maniacal schemes still require (usually) three maniacal resources, but usually one of those will now be a second tier resource. For example: Want to steal super robots? You need weapons and infiltration gear, but regular mooks won’t do, you need elite enforcers.

Continue reading “A New City of Villains”

A New Port Oakes

We’re not going to give a full outline for all seven zones of City of Villains, but we will give a full outline for Port Oakes, which is the first one to use the maniacal scheme system fully. After this, we’ll have one final post where we (relatively) briefly look at each of the remaining five zones, making a couple of broad notes of what kind of maniacal schemes will be present without giving multiple paragraphs of detail for what exactly each one will be about.

A New Port Oakes

Our player villain has just arrived in Port Oakes, probably having just killed or intimidated their superior in Arachnos, possibly still doing as told. Either way, this is when they start maniacally scheming. Maybe they did one scheme in the Dr. Graves tutorials, whatever. Let’s take a thorough look at how their stay in Port Oakes will go, and then give a much more brief overview of how the remaining five zones in City of Villains could be similarly converted.

Port Oakes has a lot of mafia-style mission chains in it, and frequently involves the demon-worshiping street gang called the Hellions. It also has some missions about stealing drugs to sell them (which seems like it’s kinda trying to be a “sell drugs on the street” thing but doesn’t quite know how to make that work in CoV’s mechanics), about beating up the shady anti-villain organization Wyvern and the less-shady mystic guardians in the Legacy Chain, a few where you thwart fascist terrorists in the Council from infiltrating the evil rulers of the Rogue Isles, and one where you kidnap a villain’s abused girlfriend who’s seeking shelter in the Circle of Thorns, an evil cult whom she hopes will protect her from retaliation, but who instead attempt to use her as a human sacrifice. Did you know there was a mandate against villain players hurting innocent people for CoV? Apparently kidnapping someone to bring them back to their abusive boyfriend doesn’t count as hurting them.

We have four mission chains, so in order to try and keep a better budget for both time and money, I’m going with four maniacal schemes. I am going to toss some Skulls into Port Oakes, just so I can have more criminal factions to work with. We already have the assets for the Skulls, because we’re taking those from CoH and they already show up elsewhere in CoV, so while this would be a harder alteration to make if we were modding CoV now, it’s no harder in the evil time traveling witch scenario.

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A New Mercy Island

We’re continuing a redesign of City of Villains that I would do if I were sent back in time by an evil witch who’s laid a very specific curse on Jack Emmert, the guy who made the alpha timeline’s City of Villains. This time, we look at how I’d rewrite the game’s intro.

A New Mercy Island

We’ll follow a fledgling villain through my new version of the game up until right before their first maniacal scheme in Port Oakes. You start out in the Ziggurat, the maximum security super prison for super criminals. Arachnos is breaking someone out. It isn’t you. This is a departure from the original City of Villains tutorial, in which Arachnos was breaking you out, specifically, because their future-destiny scriers have found out that you are one of the chosen ones. This tied into a couple of other plotlines, but in a mostly stupid way. We’re dropping that plotline. We don’t need to pretend you’re more specialer than other villains. You’re already a super villain, and that makes you pretty special on its own. So you’re in the Zig, maybe because of a crime you didn’t commit, whatever, and Arachnos shows up to break someone else out, and you happen to be in the same cell block. They release all the other villains on the way to the guy they’re after because it’s an easy way to make a bigger mess for Paragon City, and that makes it easier for them to get away. You hitch a ride on their chopper home because they have room and it can’t hurt to have another villain on the Rogue Isles.

So you get taken to Mercy Island, the newbie island of CoV. In the original City of Villains, this leads to the Arachnos officer in charge of the operation telling you to run and be a free spirit, warning you that other free spirits may beat you up and take their lunch money, but if you beat them up and take their lunch money, then you may come to the attention of powerful Arachnos agents and make something of yourself. Here’s the thing: This ain’t no survival game. We don’t need an excuse why the players are running off to do whatever. They aren’t going to do whatever. We’re going to give them a checklist of cool stuff to do, and the only thing they’re going to decide is priorities and the exact timetable, so this Arachnos officer is going to tell you that the ride came with a price, and he needs you to go fuck up the good guys and thwart their invasion of the island, which will lead to basically the same anti-Longbow missions (to keep a long story short for people who don’t play CoX, Longbow are the super police) as we get in the original. I’m going to assume that making the issue 21 version of Mercy Island would be no additional resources over the actual CoV launch version, using that as my model for the following outline, but it wouldn’t be that different if resources demanded we use the launch version instead.

Continue reading “A New Mercy Island”