Hey all: Been awhile!
Going to GenCon in August? Give me a shout, we’ll see about meeting up and playing. I’ll be running Tenra at scheduled and unscheduled events. My buddy Jerry Grayson will be running HELLAS: Worlds of Sun and Stone (think “Tenra Bansho, but with Greeks”) in the same manner.
Got ideas for a good WordPress 3.x Theme? There was a database problem with my provider about a month ago. Since then, some of the older posts’ picture links are broken. Likely won’t have the time to go back and fix them all, but going forward there should be no problems.
Anyway, I had to choose a new WordPress blog style. I went for a combination of *What looks cool* and *What I could find in least amount of search-time*. If anyone out there has a suggestion for another WordPress style compatible with WordPress 3.x, hit me up and I’ll give it a look!
Questions Get Answered!
The other day, MadCat from RPGNet asked me in private:
“The game’s designed for one-shot adventures/speedplay, how do the mechanics encourage that?”
A quick note: Not every goal in every game is backed up by rules (the “dice-hit-the-table” kind of “rules”): A lot of this feel comes across in explanatory text, demonstration paragraphs, etc. Verbal cues and directives for the GM to make the game run fast and solid.
However, having said that, there are a number of things in place in the actual rules that encourage this kind of play:
* Through the mechanics of Kiai (bonus dice and effects gained through roleplay) and Karma (Kiai turns into Karma when spent), your character is expected to change from the first scene to the last, some 4-6 hours later. In fact, it is likely that if you as a player don’t try to change your character’s personality, relationships and goals, your character will either be retired or go crazy. In short, the more Kiai you spend, the more your character will have to pay for it later in terms of personal growth and change.
* * * Having said that, the text does encourage you to engage in “campaigns” if you want, usually centered around a large theme (a long war between nations, like the old Romance of the Three Kingdoms or tales of the Sengoku period), or around an almost TV-like repetitive serial like Zatoichi, Mito Komon, Hissatsu Shigotonin, Lone Wolf and Cub, Baian the Assassin and the like. In the first case, you’re expected to likely change characters a few times throughout the campaign. In the second case, you’re likely to spend less Kiai doing effects and leveling up in order to stay constant (or invest in relationships which often end tragically, like in the case of each and every one of those TV series listed above).
* “Improving your character”: There’s rules for it, and it’s encouraged, but in practice I don’t see it that much (instead, many people prefer the action-packed punch of using Kiai for bonus dice instead of long-term character improvements). The character improvement rules are extremely simple, and things like “attribute increases” and “skill increases” (skills are more important to success overall than attributes, so they cost more) are very easy to come by.
For example, increasing your sword skill from “pretty decent” to “ultimate legendary master”… Well, again, I wouldn’t expect to see this happen often in a game, but if you aim for it it’s not very hard. It takes “60 Kiai points” to jump from “Average” through to “Master” then to “Special”. To make a long story short, given an average Tenra character, you would need to get about 15 Aiki chits throughout the game (through good roleplaying, entertaining the others, etc; about 5 to jump to Master, 10 to jump to Special). That’s not that hard to do in the course of a full game: By the end of the game, if you didn’t spend any kiai points the entire game and did a good job of entertaining the other players, gathering up 40-70 points isn’t that hard.
The hard thing is this: You’ll certainly be increasing your skill level in a normal game towards the end of the game, having built up all those Aiki chits and Kiai points. The end of the game is usually when the big boss fight(s) occur. So, as a player, you need to ask yourself: “Do I use these 20, then 40 more points to jump to the ultimate skill level? If I do so, I won’t have any point left to use as bonus dice in combat rolls. If I do that, I’ll have a greater chance of success, but I will have zero buffer to soak up “boss enemy” level attacks”.
Level up and risk going against a boss without a pool of fortune/luck/bonus points, hoping to overcome them with the new level of skill? Or don’t level up and keep a giant pool of points to use to make critical hits, last minute defenses, and forget long-term growth?
In actual play of one-story (1-3 session) games, most players seem to go for the latter.
So in the end: The ability to level up and improve your character is there. It’s easy to do in one session, so you don’t need to wait several sessions to attain that higher level of power. And yet, the way that battles, conflicts and boss fights work (against powerful characters, sometimes overwhelmingly so) most people end up throwing those “XP” into temporary bonuses to overcome immediate obstacles.
DS out