lunes, 23 de marzo de 2020

Storium Theory: Questions And Answers

A while back, I wrote a post on making trouble: The technique by which players could elaborate on the dangers or problems their characters encounter as they wrote the story of a challenge, rather than just leaving the troubles to what the narrator initially established.


When you're writing on a challenge, you're writing not just your own character's story but the story of the challenge itself. I've already written a great deal on the need to write not just your character's actions, but the results of those actions, and how those results impact the challenge going forward.

I've also written on the need to leave things open for other players to use.

Today, I'd like to take another look at that, from a slightly different angle: Questions.

When you are writing any story, the thing that gets readers involved is questions. You establish questions early on, and as the story goes on, you provide answers to those questions. That's the cycle of a story. Create mystery or uncertainty in the early going, and provide truth and certainty later on. I think we tend to understand that in writing pretty naturally - it's easy to get the idea that for the story in general, for instance, I would be starting out a story asking the question of "Who can defeat Doctor Fear?" and end up answering it with "Bravery Man can defeat Doctor Fear!" by the end.

Silly superhero names aside...we get that part, right?

But smaller parts of a story follow the same cycle. Challenges, for instance, are all about questions and answers.

The existence of the challenge itself presents a question. Usually, the answer is in the form of one of the final outcomes of the challenge, as written by whoever plays the final card. But that isn't the only question and answer cycle that can be contained in a challenge.

As I've mentioned in prior articles, telling the story of the challenge is up to the players once it is established...and thus, the players have the opportunity to define further questions asked by the challenge, and to answer those questions.

This goes back, somewhat, to the concept of making your own trouble, but questions aren't always about trouble. They're about mystery, or about the unknowns of a challenge. They might be about what's going to happen next...but they might also be about what just happened. Why did it happen? What was the cause? Or, what is the consequence?

The early moves of a challenge are about questions. The later moves are about answers.

To put it another way, you don't want to get too definitive too early.

If you're playing a Strength card on a challenge, you want to move the challenge in a positive direction related to the Outcomes. That's fine, that's expected, that's what you should do. But you also want to look at where, exactly, you are in the challenge's story.

Is this late in the challenge's story, or early?

Should you be wrapping up challenge elements? Or is this the point where the story of the challenge is still being established?

If this is the second card play of a nine-card challenge, well, you're probably still more at the establishing point of the challenge's tale. Everything still feels uncertain, unclear. Even if you're moving the challenge in a positive direction, it shouldn't feel stable. The gains shouldn't feel firm.

There should be questions.

The gains made by Strength plays feel uncertain, perhaps even risky. There are open questions about how they can be maintained. The positive movement of the challenge feels tentative.

Save solid gains for later in the challenge, or especially for points where based on the Strength/Weakness balance of a challenge, it feels unlikely (or even impossible) for it to turn back to Weak. Late in a challenge, when there's three Strengths on it and only one Weakness with one or two cards left to go, that's the time to do something like managing to fell the enemy commander and drive the army into disarray, or find the one solid lead that gets you to the person who knows what you need to know - and all you have to do is convince him to share.


The same can be said of Weaknesses, too! When a challenge is in the early going, Weakness plays are about establishing the potential for things to become very bad. They're about putting your character into trouble, or having your character cause a problem that might become truly devastating in time. If the second card play of a nine-card challenge leaves the allied lines entirely routed, or leaves one of the player characters down and out...that might be pushing things too far. But towards the end of a challenge, especially when the Weaknesses have the Strengths outnumbered, well, those might just be exactly what is called for.

Depending, of course, on the nature of the challenge and the outcomes!

So...what you want, in the early going, are questions. Uncertain situations, things that are still a little up in the air. Maybe they're trending one way, or maybe the other. Or maybe, especially with neutral cards, they're totally uncertain. But...they're questions. They're situations that still need to be resolved. Mysteries that still need their truth.

When I say "questions," now...I don't mean literal, straight-up questions, worded as such. I don't mean that you write in, "Mighty Arnbjorg struck forth into the enemy lines and drove the defenders back, but has he dared too much? Will the enemy swarm in around him?" That's actually a great question to ask...but that's not how I'm suggesting you write it. If the end of your move leaves you thinking you should really tag on "Find out next episode!" you're probably being a little bit too direct.

Questions are things you draw from a story, not things the story shoves in your face.

So if you're writing that bit, instead, what you do is write about how Arnbjorg's attack drives back the enemy, and they are temporarily stunned and confused by the sudden ferocity of their foe. But the commanders are shouting orders, and the enemy ranks are starting to form up again. The enemy general is shouting to regain order, and pointing his sword at Arnbjorg. The enemy's attention is on him.

The question is understood. Will Arnbjorg's gains be able to be held? Or will the enemy swarm back in and put him in danger now?

And late in the challenge? That's when the answers start coming in force. The final few moves of the challenge introduce answers to the lingering questions of the challenge - the questions asked along the way by other player moves, and finally the questions that established the challenge in the first place.

When you're making moves in the latter half of a challenge, or further, that's when you need to take a good look at what is still out there to be answered. What doesn't feel like it has been resolved? If you aren't writing the final move, don't resolve everything, but maybe there are still some things that are lingering out there and you can wrap something up. Maybe earlier, Arnbjorg was shown fighting for his life and for the line against the enemy after he managed to break in among their defenses...and that situation still feels like it needs an answer. Now's your chance. Do your character's actions stabilize Arnbjorg's gains at last? Or does something go wrong in the attempt and lead the enemy to swarm in at last?

Transform uncertainty to certainty. This situation has now definitely gone right...or definitely gone wrong. There's no longer a feeling that this element of the story can go a different way. Arnbjorg and Skjoldis hold the line solidly, preventing the enemy from gaining access that way...or, Arnbjorg and Skjoldis are forced to withdraw, and the enemy breaks through and can't be driven back that way. An answer.

Now...there's nothing wrong with answering something earlier in the challenge, or questioning something later. This isn't a hard and fast rule. It's a guide. Early in the challenge, tend towards questions. Late in the challenge, tend towards answers.

The reason is...questions provide opportunities. They leave things open for other players. They give inspiration, so someone can further the story of a challenge. Answers, meanwhile, close doors. When a situation is resolved, the part it played in the story is over and players need to look elsewhere for inspiration. So: By asking questions early in a challenge, you provide lots of inspiration for other players to use. But late in a challenge, you don't want to risk leaving dangling plot threads or forcing the final player to wrap up every little bit of a challenge...so it's time to start closing some of the extra doors so that the final player only has the main challenge questions (or close to that) left to resolve.

This isn't the only way to think of a challenge's story, and I don't think it's something you should hold in your head as some kind of sacred, infallible rule...but it's a helpful way to think about how you can write on a challenge, and I think if you take a look at moves - yours, and others - and ask yourself, "What questions are asked?" and "What answers are given?" you will find your challenge writing feeling more like a full, cohesive story.

viernes, 20 de marzo de 2020

Battle Of Edgehill 1642 - Part 1 Set Up


Another big favourite here at YG is the English Civil War and it's hard to believe that it is over 3 years since this lot last saw the light of day !

Edgehill is of course the first major action in the ECW and many who saw action that day would be getting their first taste of battle. I have decided to break this up into two reports, this the first on will cover the set up and orders of battle whilst the follow up will cover the refight itself.

Information on the Battle is avaliable from a multitude of sources so I don't intend to harp on about the build up but instead give you a wargamers view of setting up the clash.

Parliament Cavalry on the trot
A Word on Rules and the like

Like most periods we are a little off piste when it comes to rules, for the ECW we use a modified version of Forlorn Hope. I "modernised" the basics over 10 years ago and they have worked well ever since.

The figure ratio for the game is approximately 33:1 and that has worked perfectly for this particular battle in terms of figures avaliable and the 12 x 6 table here. One good thing carried over from the original set is that each Infantry unit has a set number of figures and rather than individually counting Pike numbers and Shot numbers the unit is given a ratio of Pike to Musket.

Figures are 28mm from a collection of manufacturers including Perrys, Bicorne, Warlord and Renegade.

Royalist Foot Advancing early in the Battle
Table Set Up and Terrain 

For this I have used the medium of video ! How modern of me. For some reason the sound didn't work on the footage so I have gone for some snazzy subtitles in stead.

I managed to locate a number of maps of the Battle all of which differed in some way. The troop set up seems to be pretty constant but some maps show enclosures, a brook, small woods etc it's difficult to tell what was present on the day and what is a modern interpretation.

However I don't recall reading of the terrain having any massive affect on the Battle so I chose to leave the table relatively sparse and just the the armies get on with it.


Orders of Battle

There is a very good OOB at the link below,

http://bcw-project.org/military/english-civil-war/edgehill-campaign/order-of-battle

So the list below is my interpretation of that for the game with the following notes,

1. Forlorn Hope rules have army lists for each year of the war in each theatre, these generate troop morale classes, pike:shot ratios etc by rolling dice, this is how the factors have been determined. So for this stage of the war there are no Veteran Infantry.

2. We rolled particularly well for Ruperts Cavalry but if you don't I would suggest for realisms sake that if you have a "name" unit in a brigade, roll up the entire brigade and allocate the best rolled factor to the best unit.

3. I was unable to find any break down of the total numbers (on the orbat above) other than Rupert having around 1700 Cavalry vs 1300 to his fore. Therefore I have had to estimate the size of the infantry units dividing the numbers present by 33 and then filling up the numbers required in each area with the units in our collection. Our rules need Infantry units at least 16 figures and Cavalry of at least 6, so the eagle eyed will notice the odd unit missing in name from our game, however the men of that unit have been spread across that particular command.

4. Forlorn Hope has a sub morale class of Elite, this can be tagged to any units basic morale and reflects an over confidence not necessarily linked to ability.

Prince Rupert, Standard Bearer and of course his dog "Boy"
The Royalist Army

C in C King Charles LV1
General of Foot Sir Jacob Astley LV2
General of Horse Prince Rupert LV3 (may not use LV to stop pursuits)

Prince Maurice Brig of Horse LV2
Ruperts Horse - Veteran Elite Gallopers - 12 Figures
Kings Lifeguard - Raw Elite Gallopers - 12 Figures
Maurices Horse - Veteran Elite Gallopers - 9 Figures
Prince of Wales Horse - Raw Gallopers - 9 Figures

Lord Byrons Brig of Horse LV1
Lord Byrons Horse - Trained Elite Gallopers - 9 Figures

Ruperts Cavalry 
Charles Gerrard Brig of Foot LV1
Gerrards Foot - Raw - 1 : 1 - 26 Figures
Dyves Foot - Trained - 1 : 1 - 20 Figures
Duttons Foot - Trained - 1 : 1 - 16 Figures
Medium Gun - Trained Crew

Col Fieldings Brig of Foot LV1
Fieldings Foot - Raw - 1 : 1 - 24 Figures
Lunsfords Foot - Trained - 1 : 1 - 20 Figures
Bolles Foot - Raw - 1 : 1 - 16 Figures
Medium Gun - Trained Crew

Royalist Foot 
Wentworths Brig of Foot LV1 
Gilbert Gerrards Foot - Trained - 1 : 1 - 24 Figures
Salusburys Foot - Raw - 2 : 3 - 20 Figures
Molyneuxs Foot - Trained - 1 : 1 - 16 Figures
Medium Gun  - Raw Crew

Belasyse Brig of Foot LV1 
Belasyse Foot - Raw - 1 : 1 - 26 Figures
Blagges Foot - Trained - 3 : 2 - 20 Figures
Pennymans Foot - Trained - 1 : 1 - 20 Figures
Medium Gun - Raw Crew

Nicholas Byron Brig of Foot LV2
Kings Lifeguard - Trained - 1 : 1 - 30 Figures
Lord Generals Foot - Trained - 1 : 2 - 20 Figures
Beaumonts Foot - Trained - 1 : 1 - 16 Figures

Royalist left wing
Gen Wilmot Brig of Horse LV2 
Wilmots Horse - Raw Gallopers - 9 Figures
Grandisons Horse - Veteran Elite Gallopers - 9 Figures

Lord Digby Brig of Horse LV1 
Lord Digbys Horse - Raw Elite Gallopers - 9 Figures
Ashtons Horse - Raw Elite Gallopers - 6 Figures

Independent 
Gentleman Pensioners - Veteran Elite Trotters (Cuirass) - 9 Figures (must remain within 8" of the King and protect his personage)
Legges Firelocks - Trained Skirmishers - 9 Figures
Blue Dragoons - Trained (left flank)
Red Dragoons - Trained (right flank)


Forces of Parliament
The Parliamentary Army

C in C Earl of Essex LV 2
Earl of Bedford - Gen of Horse LV1
Sir John Merrick  - Gen of Foot LV2

Balfours Brig of Horse LV1
Lord Generals Horse - Raw Trotters - 9 Figures
Balfours Horse - Raw Trotters (F) - 9 Figures
Fieldings Horse - Raw Trotters (F) - 9 Figures
Brownes Dragoons - Raw Trotters (F) - 6 Figures

Parliament right wing
Sir John Meldrum Brig of Foot LV1 
Meldrums Foot - Trained - 2:1 - 20 Figures
Saye and Seles Foot - Raw - 2:1 - 20 Figures
Constables Foot - Raw - 1:1 - 20 Figures
Fairfaxs Foot - Trained - 1:1 - 20 Figures
Robartes Foot - Trained  - 1:1 - 20 Figures
Medium Gun - Raw Crew

Essex Brig of Foot LV1 
Essex Foot - Trained  - 3:2 - 26 Figures
Chomleys Foot - Raw - 2:1 - 24 Figures
Mandevilles Foot - Raw - 2:1 - 24 Figures
Whartons Foot - Raw  - 2:1 - 24 Figures
2 × Medium Gun - Raw Crews

Parliament Foot and Stapletons Cuirass 
Ballards Brig of Foot LV1 
Lord Generals Foot - Raw - 3:2 - 32 Figures
Brookes Foot - Raw - 2:1 - 24 Figures
Ballards Foot - Trained - 2:1 - Trained
Holles Foot - Raw - 1:1 - 20 Figures
Medium Gun  - Raw Crew

Stapletons Brig of Horse LV1 
Lord Generals Lifeguard (Cuirass) - Trained - Trotters (F) - 6 Figures
Stapleton Cuirass - Trained - Trotters (F) - 6 Figures

Ramseys Cavalry 
Sir James Ramseys Brig of Horse LV1 
Drapers Horse - Raw - Trotters (F) - 6 Figures
Balfours Horse - Trained - Trotters (F) - 6 Figures
Bedfords Horse - Raw - Trotters - 6 Figures
Mordaunts Horse - Trained - Trotters - 6 Figures
Peterborough Horse - Trained  - Trotters  - 6 Figures

Independent 
Yellow Dragoons - Raw - 9 Figures (right wing)
Red Dragoons - Raw - 9 Figures (left wing)

The Yellow Dragoons 
So that's our set up, I'll post up a battle report next week.

jueves, 19 de marzo de 2020

[KKB]laundry Room Set-2


The Ultimate Megadungeon


I feel like I fought long and hard for this review...

Battled my inner demons, smoked a peace-pipe with that old serpent until we were both baked into a fever-dream cake with black rainbow frosting, risked my stack by going all-in against a lavender mo-hawked skeever who I knew was bluffing, and so forth!

Endzeitgeist's Cha'alt review!

I knew it wouldn't be easy, that he'd make me pay dearly for every bit of laziness or self-indulgence, every decision carefully considered and weighed as if standing before an exotic gold idol with a pouch full of sand, every creative choice mercilessly judged.

And yet, I came out unscathed... relatively speaking.  I just re-read the damn thing and I'm exhausted.  I don't have the time, energy, or even the inclination to refute his claims, except to say that I really wanted an all-caps GONZO fun-house megadungeon.  If blasters and sleep spells were commonplace, then really weird stuff would have to be way over-the-top.

Also, for a 90 minute online game or 3-hour face-to-face one-shot of D&D, Crimson Dragon Slayer D20 is just about perfect.  It also plays better than it reads.  ;)

Those brave enough to see for themselves are welcome to play in one of my Roll20 games or on January 11th in Madison, WI.

VS

p.s. Yep, still pimping the Cha'alt: Fuchsia Malaise kickstarter - only 5 days left to go!

Super Adventures With The Xbox Game Pass, Part 2

This week on Super Adventures, I feel like I should make it really clear right away that this article isn't an advert for Xbox Game Pass. It'd be nice to have the money, but it's not. Plus all the games here are available to buy elsewhere, many of them on systems other than Xbox One and PC. But last November I signed up for their three months for £1 Ultimate Game Pass deal and I played a lot of games, so I figured I might as well write a little about them.

Actually I signed up just a little too early to get the three month subscription, so I only had 30 days to play games. But they did give me a free subscription to Discord Nitro as a gift and that gave me three months of Game Pass! Or at least it should've done, but I tried to claim it just a day or so too late so I missed out on that as well. I'm so bad at video games that I only managed to get the one month when they were basically giving away six.

Oh, if you're wondering what happened to part 1, I published that last December. It was supposed to be the only part, but I had a few games left over so I figured I'd make a part 2 for you. Then I realised I still had too many games, and... to cut to the chase this is now a four part article, and you'll get the next two parts over the next two days.

Like I mentioned back in part 1, I only barely played some of these games and have no business reviewing them, but that's not going to stop me from showing off some screenshots and writing a few words underneath, same as ever. Except different.

Read on »

domingo, 15 de marzo de 2020

TiRoBEx Terrain

Here's what I manage to finish up for TiRoBEx before CaptainCon. The ruins were fun, when I finally get around to the loads that I have for Epic I think I'll have a good process.

Ruined Building Ruined Building Ruined Building Ruined Building Ruined Building Tiny Robots Tiny Robots