Manifest: LP and Manifesting

One of the big questions raised by this restructuring is: how to handle LP?

Hit points drastically effect how a game plays: how abundant they are, how easy they are to lose or regain, and any other uses for them all have a significant impact on an RPG. Are Manifestations fragile or robust? How many turns, on average, will it take for a Manifestation to kill another Manifestation of the same Tier? A higher Tier? Lower?

Can LP be used for other purposes? Are some special abilities fueled by LP? Can any Manifestation spend LP to boost their POWER or CONTROL, or only ones with a specific passive? Can Manifestations heal their own LP? Other’s LP? Is it only the Agent’s job?

I can answer that last one: for Manifest v0.2, I want to keep healing as an exclusive Agent ability. I also want Manifestations to be fragiler than not, thereby giving weight to the decision of healing a Manifestation vs re-summoning it later. I also don’t want the game to drag, and fragile units can help speed things up. None of that gives solid numbers, though — a 100 HP wizard is pretty fragile if a dagger does 500 damage — so how do I decide how much LP to give Manifestations?

The Cat and the Calculator: Part 1

For the first time in perhaps sixty years, the Cat and the Calculator agreed on something.

“It’s here,” the Cat muttered again. “I’m sure of it.”

The Calculator sniffed in mild derision. Who knew, in the whole of the Myriad Worlds why the Cat was sure of anything. It hadn’t even bothered to look properly. It had just sat there, seeming pleased with itself, while the Calculator had done all the work.

It didn’t blame the Cat, of course. It had at first; almost sixty years ago, the Cat had confused the Calculator terribly. It was an ordained priest of the Linear Church, and had certain expectations about the world. It didn’t expect perfection — only high deacons, like the calculator, knew all thirty-six of the divine senses — but the mangy beast didn’t even seem to use the four or five they did know about.

Now, some three-score years later, they had come to an understanding.

An Adjustment to Format

Hey there everyone! Just to keep you all in the loop, I got a new job recently. A lot is going through my head about this job. It’s part time work at a library, very neurodivergent friendly, and my supervisor seems incredibly kind, patient, and supportive. I haven’t been out of the apartment in any regular capacity since before the Pandemic; at least 2017, probably earlier if we’re talking daily work.

RPG Errata: Poe's Law and the Dangers of Role-play

Let me start by saying, I am not a “fan” of Warhammer 40k.

I know nothing about the different editions, which codexes worked and which ones didn’t, I don’t know the meta of the game, nor the many myriad social and political intricacies that go into being a devoted fan. I don’t want to come in here like “I spent a few months reading the comment section in Tabletop Tactics videos, so now let me tell you something about Warhammer.”

But I do want to comment on Warhammer 40k, because I have seen a few interesting aspects in “the discourse.” I can’t comment how important or significant any of this discourse is, but it does relate to RPGs — specifically the hobby aspect of it — so I’d like to discuss.

Specifically, I’d like to discuss the Space Marines.

Manifest: The Die Pool and Investing

Last time I went over some issues regarding the die-pool, namely its size and where it came from. I looked at a few sizes and found myself torn between an average die-pool size of 5 or 10.

Thankfully, an easy solution has presented itself — doubly easy because it will be simple to change if I need to.

Die-Pools are built by totaling an Agent’s emotional stats and dividing by two. Human average is 2 apiece, and I’m currently playing with Agents having a 10 to 14 stat-point limit, so that naturally puts the die-pool in the 5 to 7 range. If I decide to switch to 10, then I drop the dividing-by-two bit. No fuss!

Oh, also I came up with a better name for Sync. Now, ability rolls will be divided into POWER and CONTROL.

RPG Errata: Miniature Wargaming

I’ve been getting into miniature wargaming, recently.

Well, “getting into” might require some qualification. I haven’t been purchasing and painting miniatures or anything, but I am recognizing that my love of RPGs is bleeding into the wargaming sphere in a surprising manner. I decided to explore this phenomenon, and came up with several interesting points. After all, I’ve talked at length about the influence of Miniature Wargaming on the hobby, but there is a case to be made that I’ve ignored Miniature Wargaming as a kind of RPG.

As I’ve discussed before, it’s hard to separate the two completely; combat can be a story and story can inform combat both in some very real ways. Ignoring that fact, even just brushing past it, can leave our understanding of the RPG Medium underdeveloped.

Last Tea Shop: The Game Moves

This story was made using the solo RPG: Last Tea Shop (Classic), by Spring Villager. The one-page RPG gave very little in the way of guidance, and the rolling was quick, so the game ended up quite quick and easy to play. The following is a list of the rolls and actions taken during play that resulted in the transcribed narrative:

Last Tea Shop: The Veiled One

It was raining.

Not a downpour, but a chill drizzle, persistent and steady. The whole world seemed tired somehow; the mountain breeze was slow drifting through the pass and the river beneath the bridge was quiet. A calm had descended over the pass like a blanket, keeping everything still and peaceful.

Ild twisted the sage between her fingers, staring at the fibrous herb with something like trepidation. The soft popping of the boiling water tickled the back of her mind as she stared, aimlessly stroking a cluster of mice where they rested on her lap. She listened to the sound of the rain pattering on the roof, ticking and tapping away like a broken clock. The whole hut shuttered from the wind, and drops of rain were leaking in to drip on the old clothes, tarnished metals, and smooth wooden furniture.

“Pah,” she said at last, nudging the mice on their way. “If it’s time, it’s time.” Standing up from her chair, she walked over to the pot and dropped the sage in the water. She watched as the water slowly faded from clear to a murky gray, then brightened to a light green. Leaving it to seep, she reached out to pluck her old ragged coat from the pile and slip it on. “Keep watch,” she said, unnecessarily, as she unbolted the shaky door.

Manifest: Stat-Investment Rework

Last time, I went through what I learned from the first playtest of Manifest v0.1, and made a quick-and-dirty skeleton for moving forward. This time, I’d like to…well, start moving forward.

First and foremost, I’d like to take a harder look at the basic Stat-Investment Power Roll, and see if I can’t find ways to smooth it out, both ludo-narratively and statistically.

So, let’s go to Anydice!

Last Tea Shop: The Diplomat

Ild stared at the empty shelf. “Well.”

The gentle squeaking of mice filled the cabin as she stared. Tiny bodies, dressed in fur ranging from white to brown to black and back again, darted across the room like flashes of lightning in a thunderstorm.

“Well,” Ild muttered again. “This is a bit of a problem.”

A few of the mice stood on her shoulders and crawled through her hair, seeking warmth and comfort from the whispering mists outside the threadbare shack. Those that stared at the empty shelf did so with quivering whiskers and ears twitching in fear. Periodically, Ild reached up to gently brush their backs and heads with a soothing thumb. She glanced at the pane-less windows, where tendrils of dark mist were slowly seeping in.

“Don’t worry,” she muttered to her furry friends. “We’re safe. They’re not here for us.”