Showing posts with label capsule games. Show all posts
Showing posts with label capsule games. Show all posts

Wednesday, January 10, 2024

Resolutions in the FLAME Imperishable

On my RPG writing roadmap, I have a capsule game of my own, tentatively called Tormented Hills and Unharvested Seas. (I first mentioned the germ of this idea, here).

The underlying system of this game has its own cute, bespoke name: the FLAME Imperishable system. 

Mr. W.F. Smith of Prismatic Wasteland has issued a challenge:

My challenge is thus: In January 2024, come up with a new resolution mechanic for a TTRPG and give it a name. It doesn’t need to be good (in fact, most the good ones have probably already been taken). It just needs to be new! You don’t need to plan to use it in your games; it can be absolute detritus for you. But one blogger’s trash is another designer’s treasure. You never know how great an impact one throwaway idea on a blog might have.

Because I am easily peer pressured, I will debut this system for you now. It will both be an example of capsule game mechanics, and also fulfill this challenge. 

The Flame Imperishable

When you have time, gear, and skill, your adventurer can overcome almost any obstacle. If you lack one of those elements, you must test fate. 


When you test fate, roll a pool of six-sided dice. This pool starts at 0, and you add 1 to the pool for each one of the following you have. 


Fellowship - Add a die if someone helps you with the task.

Lore - Add a die if you have a Lore that is relevant to the task.

Attribute - Add a die if one of your Attributes would be helpful.

Magic - Add a die if you use one of your magical abilities to accomplish the task.

Equipment - Add a die if you have the right tool for the job.

 

Look at your dice:

, : Miss

, : Near miss

, : Hit

If you get at least 1 hit, you succeed. 


For every additional hit, you can add one detail to your success (say "yes, and…"). You might accomplish your task quickly, impressively, thoroughly, effortlessly, and so on.

You can stress one of the assets you rolled (Lore, Attribute, Equipment, etc.) to turn a near miss into a hit. Stressed assets are refreshed during downtime. 

And there you have it. A simple dice pool system. The goal of this system is to never do math. No addition, no subtraction, no derived stats, no counting HP. 

Sunday, January 7, 2024

Capsule Games Part II: Meditations on Capsule Design

In part I, I tried to define a sub-genre of RPG that my friends and I are calling a "capsule game." 

To revisit that definition: Capsule games are a genre of RPG where the game is sold as a complete experience. They often have a light-weight rule system, predefined characters, and a bounded adventure for the GM. 

Is it possible to move our discussion of "capsule games" from declarative to imperative? Let's find out. Vive le manifeste!

These principles structure capsule games so they can do what they do best:
  • Provide predefined characters
  • Create rules that are the right size
  • Create immersive rules
  • Create maps with no blanks
  • Provide a sense of finality

Principle: Define Characters


Capsule games don't say "You can be anything!" They say "Come play this sort of thing." 

And the more specific a game is, the more bespoke the experience becomes.

This is good: "Come play Cops and Robbers. You can be a Cop or a Robber."

This can be even better: "Come play Cops and Robbers. You can be Sweet Georgie, the head of the family. You can also play Dick Little, his consigliere. You can also play Fred "Scar Face" Scaramucci, who's Sweet Georgie's cousin but also an FBI informant. That's all the characters."

Give players the chance to play important, specific characters like they would take on specific roles in a play. 

(For a while, "playing a premade character" seemed to be the defining trait of capsule games to me. But enough games lack this specific element and still feel extremely encapsulated (notably the Labyrinth Adventure Game), so this cannot be a hard requirement.)

Example: Lady Blackbird by John Harper




Man, I can't explain Lady Blackbird better than the author himself. The first page reads:

Lady Blackbird is on the run from an arranged marriage to Count Carlowe. She hired a smuggler skyship, the Owl, to take her from her palace on the Imperial world of Ilysium to the far reaches of the Remnants, so she could be with her once secret lover, the pirate king Uriah Flint. 

However—Just before reaching the halfway point of Haven, the Owl was pursued and captured by the Imperial cruiser, Hand of Sorrow, under charges of flying a false flag.

Even now Lady Blackbird, her bodyguard, and the crew of the Owl are detained in the brig, while the commander of the cruiser, Captain Hollas, runs the smuggler ship’s registry over the wireless. It’s only a matter of time before they discover the outstanding warrants and learn that the Owl is owned by none other than the infamous outcast Cyrus Vance.
What an intro! It immediately sets up the scenario and names some of the characters involved—many of whom will be controlled by the players themselves!

In this game, you play as the eponymous Lady Blackbird, the outcast skyship captain Cyrus Vance, the lady's bodyguard Naomi Bishop—maybe even Snargle, the skyship's goblin pilot! 

These characters feel alive, interesting, and ready to go the minute you look at their character sheets. 

Principle: Create Rules that are the Right Size

Capsule games thrive by being an all-in-one package—the setting, the adventure, the characters, and the rules. 

It's not just "completeness" that defines this experience, though. These games are only effective when they are the right size. 
"Bespoke Specific RPGs trump unmodified general RPGs" - Phlox, Whose Measure God Cannot Take 
If you added a bespoke, discrete campaign on top of the 5E player's guide, dungeon master's guide, and monster manual, you wouldn't have a capsule game. Capsule games have just as many rules as they need. No more, no less. 

Create rules that you can hold in your head all at once. 

Example: Wolves Upon the Coast by Luke Gearing




Wolves Upon the Coast is a 'dark ages' hexcrawl campaign. In this game, players are landless, state-less raiders loosed upon a fantastic Scandinavian-esque setting. 

Everything in this game has Luke Gearing's signature terseness, from the hex descriptions to the monsters to the rules. 

The rules span 15 pages, and at first glance look like another OSR blogger's retroclone: standard but serviceable. 

With so few pages devoted to rules, though, what is included and what is excluded is extremely important. It tells you what sort of game this is. Here, look at the table of contents:


Rules for travel. Rules for wind. Rules for timekeeping. Rules for naval battles. These are the things the game is about. 

Principle: Create Immersive Rules


RPGs excel as genre emulation devices. Capsule games, doubly so. (This is related to games being the "right size," but is distinct.) 

The rules don't need to be gimmicky, but capsule games provide a space to embrace genre in a way that might feel repetitive in a game intended for longer play. For example, tearing off pieces of your character sheet or snuffing out candles isn't a mechanic you'd want to replicate over an entire campaign, but could be fun in a smaller game. What feels fresh after 20 hours of gaming might feel tedious after 50 hours. 

Write rules that evoke something from the genre you're trying to emulate. If they aren't intuitive, easy to remember, easy to reference, and immersive, cut them from your capsule game.

Example: Yazeba's Bed and Breakfast




Yazeba's Bed and Breakfast by Possum Creek Games is about the titular B&B owned by the witch Yazeba and staffed by a colorful cast of characters: a robot maid, a frog knight chef, a rock & roll porter, and a runaway who sleeps in the laundry room. 

There are very few rules to speak of in a trad game sense. But there are rules in this game. 

For example: Don't open the sealed envelope until you're told to do so by the game. Doing so will evoke a curse on your family.

There are stickers. As you progress through the game, you'll unlock stickers which you will place into the game book—reminiscent of a legacy board game. 

And there are tons of little mini-games that you play as you progress through the chapters. (Indeed, the chapters of the book are out of order, making you feel like you're catching reruns of a Japanese cartoon show on network TV at 2:30 PM as a kid.)

All of these "rules" provide a distinct feeling when you're experiencing Yazeba's. The book is half a Lisa Frank activity book and half Studio Ghibli series bible. It's very evocative.

(Note of interest: I have it on good authority that Yazeba's was originally a hack of Lady Blackbird until it became it's own thing.)

Principle: Create Maps with No Blanks


Capsule games aren't just RPGs with strong settings, like Shadowrun or World of Darkness. Capsule games aren't just a collection of random tables for the GM's inspiration, like Ironsworn or Stars Without Number. Capsule games are adventures that are ready to run.

Create structures to facilitate play out of the box for GMs. 

Out of the box play might still have some elements that encourage replayability, like random tables. But having just random tables isn't enough for a GM to run the game. Give your GM something substantive to work with. 

Provide lists of scene prompts and evocative questions. Provide dungeons with maps. Provide depthcrawls with interesting scenes. Provide whodunits with well-realized NPCs and clues. Provide fully keyed hexmaps. 

Example: Silent Titans




Silent Titans by Patrick Stuart and Dirk Detweiler Leichty is an Into the Odd-like game set in a strange world of masked talking animals, Faerie Queene references, and slumbering giants whose nightmares have distorted reality. The setting of Silent Titans is persistently dreamlike and unreal: the physics of time, space, seasons, color, causality all seem broken. 

But it is a very "runnable" book. It has a two page spread on how to create an encounter for the GM, combining elements of the scenes provided by the game book, random table entries, and the players' actions. 

It has a starting scene. Each game begins with Dr. Hog screaming "You fools! My dementia bomb has wrecked your very minds!" and proceeds to have the PCs climb up the spine of a clocktower titan to defeat him. 

From there, the players wash up in the watery city of Elles Mere. The city has noted points of interest and NPCs to speak to. 

From there, there's a clear campaign structure wherein the players journey to five slumbering titans, explore their dungeon bodies, and repair their ego machines to fix reality.

Everything you need to run this game and this setting is given to the GM in a single book.

Principle: Create a Sense of Finality


RPGs don't succeed when you think of them like novels. The linearity of a "story" creates friction with an RPG's infinite input. However, a clear structure in a scenario with a beginning, a journey, and an ending will give your game a sense of finality that is appealing.

Create a goal for the players. Tell the players and the GM what the goal of this game is: take the ring to Mordor, blow up the Death Star, reunite Lady Blackbird with her former lover the pirate king. The game is about trying to fulfill this quest. 

Give the GM a scenario for if and when the players finally get to the end of their journey. Give the GM tools to run this final scene. Give the players a sense of accomplishment when it is completed, even if there are twists and unexpected turns.

Example: The Dark Crystal Adventure Game




The Dark Crystal Adventure Game by Janet Forbes and Jack Caesar takes place in the setting of the movie, but in the distant past when there were many gelflings and the skeksis were in the first ascendency of their evil power. 

The set up is this (text directly from the book):
• The party must travel Thra, collecting seven seeds from the seven great trees.
• They must do so within ninety and nine days, otherwise a great calamity will strike Thra.

The book provides a keyed map. The players can go to any of the seven trees in any order, and the GM knows what sort of lands they cross through to get there and what sort of adventures must be overcome to get the seed at that great tree. 

As you journey, you tick off days. Each purple day is a "Darkening" event that causes shadow and ruin to fall over an area of the map. Maybe this is an area of the map the PCs have visited, or maybe not.



[SPOILER] Once the party enters the seventh great tree to get the seventh seed, they trigger the final scene of the game: the skeksis have stolen the final seed and taken it to their evil castle. The players then have to infiltrate the castle to get the final seed to complete their quest. If successful, the Darkening has been held off, and the PCs are given opportunities to say how they will help rebuild the world after the events of the story.

—

As I mentioned in part I, definitions are squiggly things. A game might not adhere to one or another of these principles and still be solidly a capsule game. Still, these structures (I think) allow capsule games to clearly define themselves as a category apart.

Tuesday, January 2, 2024

Capsule Games Part I - What are capsule games?

I am obsessed with capsule games. 


What are capsule games? In short: Capsule games are a genre of RPG where the game is sold as an "encapsulated" experience.

  • The GM is equipped with a bounded scenario
  • There's probably a small rule set
  • The rules are made to fit the theme of the game
  • Players probably play from a stock roster of characters
  • The characters are probably named

Taxonomies are difficult things. Signs wiggle out from under signifiers. That's okay. Working definitions are important to move the conversation forward. I hope this blog post helps explain what I mean when I say the word "capsule game."


This blog post was written in consultation with my colleagues, Dwiz of Knight at the Opera and Ava of Permanent Cranial Damage. We all sort of spontaneously became interested in this thing, like Spider-man pointing at Spider-man. It was Ava who coined the term "Capsule Game."* 


Capsule Games vs RPGs vs Board Games vs CYOA Books

> Me: Does this have any legs? Capsule games are like a choose-your-own-adventure book with a GM attached.

> Ava: I say invert it. It's a choose-your-own-adventure book given as a resource to a GM.

Capsule games are a type of RPG game because they are conversation games with free input from players. In RPGs, a player is not bound to a discrete set of options: "If you climb the tree, turn to page 120. If you go under the bridge, turn to page 85." Instead, a GM interprets what the player says they're doing and uses the game's mechanics to resolve situations. 


That said, capsule games probably share some overlap with other types of games. 


VS Trad RPGs

Capsule games are kind of like "Intro to RPGs!" supplements. You know the ones: the introductory RPG boxed sets that have stripped the "confusing" options away and provided pre-made characters and a pre-made scenario. These have a lot of capsule energy.


GURPs is the opposite of a capsule game. Capsule games are not universal. They're very specific experiences. 


Capsule games don't say, "You can be anything." They say "You can be a kinda guy."


Capsule games don't say, "You can make your own adventures!" They say, "Here, run this adventure."


Capsule games are RPGs because they share an RPG's defining trait: In RPGs, players have the ability of infinite input. A player can try to do anything, with a GM judging how to interpret that action using the game's mechanics.


VS Board Games

Capsule games are kind of like Barbarian Prince or Hero's Quest. 


Like board games, capsule games might have a map with pre-defined monsters on it. 


Like board games, capsule games might give you a specific character to play. 


Capsule games aren't like board games because players can come up with their own ideas that are interpreted and adjudicated by a GM. It's not just "Move, Attack." In fact, that's the point: RPGs are special because they employ a referee's brain as the tech. 


VS CYOA Books

Capsule games are kind of like those choose-your-own-adventure books with embedded RPG mechanics like Lone Wolf or Fighting Fantasy. 


Like CYOA books, they have a defined play area. They're bounded experiences.


Like CYOA books, they have a sense of finality. You can win.


Unlike CYOA books, capsule games aren't solo games. They're group experiences. And, as noted with board games, capsule games have a referee. They allow for infinite input.


Example capsule games


What games meet these sketchy criteria? Like pornography, I know a capsule game when I see one.


Here are some games that I think are capsule games:

  • The Lord of the Rings Adventure Game
  • Lady Blackbird
  • Silent Titans
  • Labyrinth Adventure Game
  • Wolves on the Coast
  • Yazeba's Bed and Breakfast
  • Eat the Reich!

More to come in part 2 of my capsule game series.



* I was originally pushing for the term "Adventure Game," based on The Labyrinth Adventure Game. I think "Capsule" has more staying power, and yield to Mrs. Islam.