Showing posts with label #gamedesign. Show all posts
Showing posts with label #gamedesign. Show all posts

Thursday, July 2, 2020

Star Trek Adventures Probability Analysis


This has to be the prettiest output I've ever seen.

Well. I've done it. It took a solid 12 hours of hard work. I had to learn things about probability and excel I never knew before. I have seriously grown as a human being. I present to you a PDF document that can tell you exactly, given the number of dice being rolled, the target number, and the DC your are rolling against, what your chances of success are. In decimal format. Ignoring crits.

With this document, a savvy GM can plot the challenge of the tasks presented to the players and intentionally drain metacurrency resources, or demand threat feed, as they see fit.

Friday, June 26, 2020

Star Trek Adventures Ship Stat Analysis


Well, I got down to doing some technical investigation of how starships are designed for STA. I broke them down by category, era, and scale, and found the average for each group's systems and departments.

But why? What use is this?


Homebrew. This information is used as a guideline to create new content that is in-line with that provided by the game. Using this as a basis, I could make a Curry-Type, a Saladin Class, a Chimera Class,
or one of those origami nightmares from the FASA game. For example...

Departments always get 3 points, with the following exceptions:
  1. Pre-TNG scale 1 shuttles get 2 points.
  2. Scale 2 Shuttles get 4.
Anyways, yeah, give it a look!

Tuesday, June 23, 2020

Star Trek Operations Notes


Well, the third part of my notes series is done. This one contains significantly more personal commentary than the last two, mainly because I had more room for it. There was a lot of fluff in this book and very little crunch. What game material that was added consisted primarily of content, not rules. Even so, the Red Alert rules for miniature PvP and wargame combat gave me a lot to think about regarding my earlier notes. I may need to do a reread and put out revised versions of those notes documents to reflect my expanded understanding.

Wednesday, June 17, 2020

Kiss and a Slap: Star Trek Adventures Review


For those new to the blog, which is almost certainly almost everyone who comes to my blog, I rarely do reviews. When I do, I do them in a format called "Kiss and a Slap". That's where I list 10 things I hate about the product, and then 10 things I love about it. The idea is to give an honest review that admits the shortcomings of a product in the format of constructive criticism. Normally, I just review adventures, but today I'm tackling a bigger beast. I'm going to review a whole goddamn game system. Because I CANNOT stay silent about this game! Now, before I get to it, I'm going to head off some of the flack I might get for my criticism of someone's favorite game. I believe the following:
  1. Nothing is perfect.
  2. Nothing is sacred.
  3. All things are deserving of criticism.
  4. Anything that can be improved should be improved.
  5. your feelings are meaningless.
OK! Let's dig in!
 

The Slaps

  1. It's so fluffy I'm gonna DIE! Look, I get it, Star Trek is massively overwhelming to people new to the fandom. It's hard to get people onboard with Trek content. The lore is intimidating. And I can understand dedicating a section of the book to conveying the fundamental basics of the setting to new audiences. That's fine. What is definitely NOT fine, is that it is jumbled up and mixed in with the rules text of the game throughout the goddamned book!!! At first, it starts out reading like an admiral addressing you as a captain who is going to be in charge of a new ship. That's OK, a framing device works. But they don't stick to it. It's like they repeatedly forgot they even had a framing device in the first place. They dedicate multiple pages of setting explanation just to follow it with one paragraph of rules with no visual distinction between the two or even a heading to mark the actual rule. To confuse matters more, they have 2 types of sidebars in the book; purple and pink. Pink ones are USUALLY fluff, and purple ones are USUALLY rules... except some rules are in pink sidebars and some purple sidebars contain no crunch whatsoever. The end result is that you have to read everything- EVERY-FUCKING-THING, just to make sure you didn't miss something, and I guarantee you, you will miss something. Now, don't get me wrong, this isn't the worst I've ever seen. That award goes to Polaris. (Not the french one.) But this is a close second place.
  2. Disorganization in the extreme. Here's how it reads: Here's some fluff! Here's a rule! By the way, before we finish explaining that rule, here's a note about another rule that sometimes applies to this rule. Here's some fluff! Oh by the way, here's the rest of a rule we started explaining a few pages ago. And here's a list of all those side rules that keep interrupting the main rules explanations! More fluff. Here's the end of that other rule we didn't finish explaining earlier. Oh, by the way, in another 100 pages there's a stray sentence that clarifies something on this page. It is a god damn outrageous mess. It makes the game nearly incomprehensible to new players. Watching Modiphius play their own game, it's clear that even they don't fully understand it, since they forget something different in every episode. (Like, for example, resistance being rolled in challenge dice, not a flat penalty) A perfect example of their disorganization is that multiple playable alien species, some of the MOST ICONIC species, including Klingon and Romulan, are in the back of the goddamn book, rather than in line with the playable species section at the start of the book!
  3. Muddled language. Throughout the book, they make it clear that their task resolution system is called a Task. Fine, good, that's easy to understand. (Except that 25% of the time they accidentally call it a check!) Later, in combat, it is revealed that each player can make a minor action and a task on their turn. OK, so that means they can do a thing that requires no roll and a thing that requires a roll, right? NOPE! Not all combat tasks require a roll! That means combat tasks and normal tasks are two separate mechanics that share the same word! So you can take a task that makes you make a task! Fucking brilliant! Genius! And if you only have minor actions and no other type of action, why include the adjective "minor"? That's fucking idiotic! There's a reason I changed the terminology to major and minor actions in my notes. Another example of poor language is regarding terrain effects. Throughout the book, they imply that terrain effects are applicable specifically to zones, and are separate from scene traits. One sentence hidden amongst the copypasta jungle that is the GM section bluntly states that terrain effects are just traits. HOLY FUCKING SHIT WHY DIDN'T YOU JUST SAY SO INSTEAD OF BENDING OVER BACKWARDS TO AVOID YOUR OWN DAMN TERMINOLOGY?! And this slap isn't done yet, either! Yet another example of poor language is the word "Spend". They never define the meaning of this word in mechanical terms or the conditions under which a spend may be invoked, but they use the term throughout the book as if it should be plainly fucking obvious! And you know what? It probably would be for fans of other 2d20 games, who are familiar with the system, but this game is appealing to people who don't game and have never heard of 2d20 in their fucking lives! Acknowledge the reality of your damn audience, you pretentious pricks! Yet more terminology that gets confusing; traits can apply to a character, a situation, the environment, and equipment. That sounds good, right? Here's the wonky thing: Equipment are traits. That means equipment are traits that can have traits. It gets weirder. Groups of NPCs can be traits, who have equipment in the form of traits, which might have traits of it's own. I'm not a fan of babushka doll mechanics.
  4. Never, EVER give one player authority over the other players! This game violates a fundamental game design theory principal: If you give a player authority over the other players, they will invariably abuse it. This game practically demands that a player be given the position of captain of the ship. This is a one-way trip to a fucking disaster show. It gives absolutely no warning or alternative options. Even worse, the designers are clearly aware of this fact, because not once in any of their live plays do they show a player captain, the GM always makes them an NPC! Always! If you know it's a fucking bad idea, why do you promote it to people who have no experience that would tell them so?!
  5. Copypasta! Copypasta everywhere! One obnoxious thing about this book is that, later on, beginning about halfway through, any time it references a previously explained rule, it copies the text from earlier in full, followed by explanations, expansions, or addenda. This makes it really hard to read because I don't want to waste my time rereading shit I already know, but I also don't want to miss out on the book finally explaining a rule in full. I get the impression this happens to a lot of people, and they wind up skipping the copied sections completely, as the most forgotten rules are the ones that are hidden at the end of a copypasta chunk. This is why you don't redundantly copypasta your own rules. If you have to reference back to a rule, give a page number or a heading title and let the reader go find it if they need a refresher. My god what inefficient writing.
  6. The task resolution system fucking sucks. OK, let's get down to brass tacks and talk crunch. The D&D task resolution system is simple: Roll 1d20, add ability modifier, check if proficiency applies, add proficiency mod if necessary, compare result to DC. 5 steps. Quick and easy. Most of those steps are done simultaneously if the player knows what all of their stat mods and proficiencies are off the top of their head. STA's task resolution system is 17 fucking steps long. Don't believe me? Go download my notes, I break it down in there for you. This is obnoxious, and it doesn't actually achieve anything of relevance. The individual dice still have a flat distribution, so play is still arbitrarily swingy, it just doesn't have easily predictable success percentages because it's a dice pool system. It doesn't even do what dice pool systems are supposed to do either, since the cap is 5d20!! The whole idea of a dice pool system is that you roll handfulls of dice to feel obnoxiously powerful! Way to go on completely missing the point of your own resolution system!
  7. Combat is a drag. I hate single turn combat. I think it takes for fucking ever and achieves very little. At the end of the day, all that matters in combat is: Did we win and how much did that win cost us? That's it. And I don't feel like spending an hour or two obsessing over the minutiae of how the players got to that result. Especially in Star Trek. I don't know if you've ever seen the show, but combat was always a last resort. Almost no episodes had the characters pulling phasers, and when they did it was usually just an exchange or two and then the fight was over. The characters were, above all, peace focused, genuinely concerned with achieving positive social relationships! They aren't soldiers, they're paramilitary explorers, scientists and politicians! Sure, they defend the Federation from interstellar threats when necessary, but their main tools in combating said threats are their minds and their words, with weapons only being drawn in response to violence. This isn't fucking D&D, guys, there's no loot to be collected from the corpses, no XP to be earned from slaying foul beasts, and no treasure chest behind the guardian! The game kind of acknowledges this, as a character's reputation can be easily dragged down by resorting to violence needlessly.
  8. Internally inconsistent rules. OK, this is primarily a complaint from my simulationist and minimalist tendencies. Not all people will agree with me on this, but I think it is a huge mistake to have NPCs and PCs follow different rules. Plain and simple, it's a goddamn mistake. First off, it results in rules bloat- a problem this game already suffers from severely- as you need to explain one set of rules for player characters, and then a whole different set of rules for NPCs. Secondly, it means NPCs can do things players cannot, or vice versa, even if that NPC is technically identical to the PC. Eventually, someone at the table will make tactical decisions regarding an NPC based on the assumption that they are just as capable as the PCs, and that strategy will be wrong. Nothing is more blatant than the rules regarding NPC starships. When NPCs target PC ships, they always hit a system on a breach, even if they weren't aiming at a specific system. If the players target a ship without aiming at a system and score a breach, that ship goes through a completely different track of damage effects. Another example is that PC starships get turns equal to the number of PCs on the bridge. NPC starships get a number of turns equal to the scale of their ship. That means a scale 3 ship with 6 PCs aboard will always annihilate an identical twin NPC of their own ship! Or how minor NPCs can't take the Avoid an Injury spend, while major NPCs can do it limitlessly! (Notable NPCs can use the spend once, but there's no clarification if they can use the Recover action to regain that use) Most of this is an easy fix. Either run NPCs equally to PCs, or apply NPC rules to the PCs. (For example, allow NPCs to use the nonspecific targeting breach track for PC ships, and limit PC ship turns to ship scale so the captain has to decide which crew should act and when.) But that shouldn't be necessary!
  9. Warp factor schmorp schmactor. The game does not give a damn about travel times or distances. The game is designed with the assumption that play opens with a ship arriving in a system, doing stuff in that system, and then ends with the ship warping out of that system. Nevermind episodes that happened while on the move at warp, or in multiple systems! Maybe I'm just being a simulationist again, but I kinda want to see more than just the missions! I kinda want to give my players a taste of what starfleet life would feel like, off the clock! What kinds of times we're looking at, how people keep themselves occupied aboard a giant negative pressure submarine! That kind of stuff! This game doesn't care. The closest it gets to caring is that it states a sector is 20 lightyears across, gives a listing of how fast each warp factor is, and gives you a sector map of the alpha and beta quadrants. The only thing that's missing is the MAXIMUM WARP OF EACH SPACEFRAME. Which leaves the GM in the homebrewing lurch. So much for supporting different styles of play. It also states that warping out of a system costs power equal to the warp factor chosen, which puts unusual limits on certain spaceframes that should be faster, and enables certain ships to go faster than they should be able to. Stated along with that rule is that you can pursue a ship at warp by spending 1 more power than they did, but it gives no explanation of what happens when you catch up to them!
  10. False promise regarding alternate playstyles. The book repeatedly makes a point of saying it supports alternate playstyles, such as lower decks, or different eras of play. The problem? There's little to no content support for that! For example, let's say I wanted to play an ENT era game. There's no NX-01 spaceframe! Or spaceframes for any other vessels from that era! Let's say I wanted to play a lower decks game, what would the characters do other than just get bossed around by the bridge crew NPCs? Even with the expansion books, this idea that "any kind of Star Trek game can be played with these rules" is patently false, unless the GM puts up some serious work to make relevant content for such play. Frankly, I think the developers have an absurdly narrow vision of the potential for the setting.
  11. Challenge Dice are retarded. Somehow I ALWAYS wind up with an 11th complaint! The game calls d6s "challenge dice". No, they are never used to determine how challenging something is, or to resolve a challenge. Rather, they are invariably used to determine the effectiveness of a player's actions. Weird ass name aside, (should really be chaos dice or something) the way they roll is also idiotic. See, instead of rolling for their face value, each face has a value stored on a table somewhere in the CRB. 1=1, 2=2, 3=0, 4=0, 5=1+effect, 6=1+effect. The effects are neat, but it is not necessary to completely rewrite the way the dice roll just to justify that. The real reason they reduce the die roll values, is because player character HP er... Stress... can be between 8 and 17 points. With such low survivability values, the damage output had to be reduced, but they seriously could have come up with a better system. (For example, you could just say that the result gets divided in half, rounded down, and 6s generate an effect. Super simple. 1=0, 2=1, 3=1, 4=2, 5=2, 6=3+E.)

The Kisses

  1. It FEELS like Trek! Oh my god do they get the feeling right! The whole book is in LCARS style, and the art has a unified aesthetic! The content matches the attitude of Star Trek, and everything about it just feels right! Moreso than any other RPG incarnation of Star Trek, they nail the mood like it's nobody's business! If you love Trek, this book will enchant you so hard the system's failings will seem mild by comparison.
  2. Highest quality production I've ever seen. A woven spine separate from the hardback spine, full bleed white-on-black pages, a unified aesthetic, this book is a god damn masterpiece. It is beautiful, it is durable, it is easily one of the highest quality gaming products I've ever bought! Truly magnificent.
  3. Chargen and ship creation are fun! It's an absolute blast to make up characters in this game system! The lifepath system actually produces characters who are relevant to play, unlike other Sci-Fi games that produce mostly hodgepodge nobodies. (I'm looking at you, Traveller) The addition of mission profiles significantly expands the statistical variety of ships available to the players! (And, I'm not sure, but I think you're supposed to apply them to NPC spaceframes as well maybe?) Despite the complexity of the rest of the game to understand and play, getting started is super easy and enjoyable. Gold star for that.
  4. Modiphius is actually really cool. You know how WotC is only nice when they're engaging in a marketing ploy? Yeah. Modiphius is actually just nice. Bought the Core Rule Book? Contact them with proof of purchase, and they'll send you the PDF for free! Bought the PDF? They'll set you up with a discount on the CRB! They offer an extensive free-to-play and publicly accessible living campaign! Their website offers a variety of free products, including an introduction PDF that can get people playing ASAP with far less fluff! Their staff are personally active, not only on their official communities, but also on the major fan communities as well, and the company divests itself of responsibility for their actions, so they can unofficially say whatever they want and not worry about losing their jobs just because it wasn't vetted first. (Within reason. I'm sure if one of them started posting swastikas all over the place, he'd be short on employment rather swiftly.) The staff who make the game are also the people who play the game, and part of their marketing is to show their in-house games to the public via their youtube channel, which gives a great insight into what they intend this thing to play like! Just, in every way shape and form, Modiphius is simply cool.
  5. Supporting characters are a genius mechanic. In Star Trek, there are often many more characters than there are in the average gaming group. Often, characters must be split up in different simultaneous situations. STA handles this by giving each ship a crew support score, which is a resource players can spend to create slightly less advanced characters to fill in the gaps, or to participate in scenes where they would otherwise be unavailable. For example, let's say an away team gets sent down to investigate some spooky ruins. The Chief of Security's player says that given the risk of a Romulan attack, he should remain aboard, and so he spends 1 crew support to create a supporting character, a security officer under his department, whom he sends down on the away mission. Now, whenever the scene switches back and forth between the ship and the away team, that player still gets to be involved, if even at a slightly reduced competency in one instance. Another example is to use crew support to fill roles the players don't want to do. For example, if nobody is interested in medicine, they could make the Chief Medical Officer a supporting character. Then, whenever someone needs healing they just spend a crew support and transport that character on to the scene! I also have an idea for the command role issue. I've been thinking about making the CO an NPC, and then making the XO a supporting character. Because supporting characters are shared by all players, the XO stands as an option for anyone who wants to take a turn in the big chair for a scene or two, without forcing everyone to serve just one player all the time, and still having a superior officer available that the GM can use to keep things in check.
  6. Metacurrencies are fun. The game features 3 metacurrencies. Determination, Momentum, and Threat. Players gain determination whenever the GM takes a value from their character sheet and makes it into a complication, or when they refuse the complication and question that value, forcing it to be changed at the end of the adventure. They can spend determination to do a small range of very powerful effects only by invoking and roleplaying out how their values motivate them to greatness in the current situation. Determination is an excellent system for encouraging and rewarding real roleplay, and also for developing characters over time. Momentum, (poorly named) is a currency generated whenever the player rolls more successes than the required difficulty on a task. They can spend these points on an insanely long list of fancy effects that can alter the game. Most momentum spends can only be done as part of a task, but some can just be done willy-nilly. The players share a group momentum pool, which means everyone gets a say in who spends it and when, keeping off-turn players engaged, as nobody wants to see their hard-earned momentum wasted frivolously. Finally, pretty much anything the players can spend momentum on can be paid for by giving the GM threat points, in addition to the 2 per PC the GM gets at the start of every adventure. The GM can spend these threat points to dramatically alter the situation. This game strongly opposes the illusionist method of DMing where the GM can call blue bolts of lightning from the sky on a whim. Instead, the GM's ultimate power ends the moment play begins. From that point forward, the only way they can alter the scenario is by spending threat or through the actions of their own NPCs. The goal of the GM is to spend all that threat by the end of the adventure, but ideally in a manner that challenges the players rather than annihilating them.
  7. Traits are brilliant. The game is really easy to prep for, because a scene is just a description of a situation and environment, followed by a list of words or short phrases that describe the traits that affect gameplay in the scene. For example, if the players are surviving on a desert world, the scene might just have the trait, "Overwhelming heat" as a complication. A player could make a task to find shelter and, on a success, spend momentum to remove that complication, indicating that he found suitable cover for the party. But if he rolled a 20 as well in the process, the GM might add a new complication, stating that as it grows dark, the planet begins to become "unbearably cold". Gameplay proceeds like that, with players and GM modifying the traits of the scene and characters in the scene to resolve the central problem that scene represents. My only nitpick here is that the GMing section gives 0 support to a first time GM how to prep a game at all. Sad, but not unexpected.
  8. Zone based combat is brilliant. I switched to zone combat a long time ago when I started abandoning gridded combat. Zones are a super easy way to manage an environment without having to draw anything, which makes it perfect for voice-only theater of the mind roleplay, sucha s the kinds of games I've been playing online during this pandemic. I also love how zones are just subdivisions of the environment, and the terrain effects in those zones are just environment traits attached to those zones! Very easy to remember what is where, and why, and how it all connects and interacts. I would have preferred a little more guidance on the maximum and minimum sizes for zones in personal combat, given that they have an actual mechanical impact on throw range and non-electronic communication range, but I think they wanted to inspire GMs to experiment through play.
  9. It's an excellent product line. The expansion books actually expand the game, both mechanically and thematically, for both players and GMs. That means every book you buy in this line contains something genuinely useful for everyone at your table. (Yes, even content from the adventure books could be cannibalized by a creative homebrewer to make cool new stuff.)
  10. Uh... huh... well this has never happened to me before, but I really cannot think of a 10th item. I know that makes it look like this game sucks, or like I hate it, but... I'm actually a huge fan! The positives I've listed are infinitely more important than the complaints- most of my complaints aren't even about the game anyways, but rather the editing of the book. So uh... yeah. Go buy it.

Monday, June 1, 2020

Star Trek Adventure Zoning



Let's talk about zone based combat for a little bit. Zone combat is a theater-of-the-mind solution to spatial relationships in tabletop combat. The idea's been kicking around for some time, but more recently it has been used in some fairly big-name RPGs. One RPG that uses zone based combat is Star Trek Adventures.

The key thing to remember about zones, is that they have no set standardized dimensions. A zone is shaped more by the environment and its impact on the battlefield than by discrete numerical measures. For example, in an office building, each cubicle, office, and hallway might be distinct zones, even though they all have very different dimensions.

Let's take a look at how STA zoning of a scene affects combat. The image above is a general map of a hallway in a building. We're going to assume the doors to the side rooms are all locked, so we don't have to worry about them.

Example 1

In this example, we make the whole hallway 1 zone. What does this mean?
  • Anyone can move to or from melee with the movement minor action. The movement minor action can also be used to completely exit this battlefield.
  • Someone can whisper to a person on the other end of the hall and it will be heard just fine.
  • All combat is in close range. That means, if someone drops prone to get better cover, attacks against them gain 2 bonus momentum.
  • On a melee attack used to shove, a person can be removed from this battlefield.
  • Area weapons could harm anyone in the zone on effects and complications rolled.
As you can see, this one seems a little... goofy. Especially with how sound works, and how lying down for better cover doesn't really work. Too few zones in a relatively large-ish area results in things just being a little wonky.

Example 2
In this version, we've split the hall into 2 zones, each representing opposite ends of the hallway. How does this affect combat?
  • A person in one zone can use the move minor action to move to or from melee within their zone, or to move to the opposite end of the hall, or to leave the battlefield.
  • People must shout to be heard at the other end of the hall.
  • Ranged attacks from one end of the hall to the other are medium ranged. This means they nolonger gain bonus momentum when firing on a prone target
  • If someone tries to hide behind the corner on the opposite end of the hall, the DC to spot them increases by 1.
  • An area weapon fired to the opposite end of the hall poses no threat to anyone in the same zone as the shooter.
This one, to me, seems about perfect. You should have to raise your voice to be heard around the corner of a long-ish hallway. You can still move quickly in this relatively cramped area. Dropping prone is actually useful. But, just to be sure, let's take this one step farther.

Example 3

The final example has the hall broken down into 3 zones. One zone for each intersection, and a third one in the middle as a sort of no-man's-land. How have things changed?
  • The movement minor action can only take you into no-man's land. To get to the other end of the hall, you'll need to spend momentum for extra steps, or use the sprint action losing your attack for this turn.
  • People at one end of the hall cannot hear people at the other end, no matter how loud they scream. This means that if the players want to negotiate a peaceful result, they'll have to walk into no-man's-land and risk getting shot.
  • Ranged attacks are now at long range, which surprisingly has no mechanical impact compared to medium range.
  • Someone hiding at one end of the hall has +2 DC versus people trying to spot them from the opposite end.
  • It is impossible to throw a grenade weapon to the opposite end of the hall.
OK, nope, that's not right. Suddenly, the atmosphere is molasses. Sound is muffled, movement is restricted, people are hard to see even though they aren't very far away. Too many zones in a small area warps reality too much.

Theorycrafting...
So, I did some research and discovered the average human voice can carry out to 180m in clear conditions. That's obviously a shout, since I can't even clearly hear my wife talking to me on the other side of the bedroom. 

So, let's say that, based on voice range, "close range" would be anyone within 90m of the speaker. That means each zone should not have any dimension exceeding 90m in any direction.

Additionally, since the longest range for communication is 180m, it would be a wise bet to say that one should not set up zones such that more than 2 occupy a 180m length in any direction.

This is, of course, assuming you're building a battlefield in an empty field with no meaningful terrain variation.

On another point....

The throw range of grenade quality weapons is medium, or a 1 zone difference from point of origin. It isn't hard, with a bit of practice, to be able to throw a ball sized object about 50m, or even 100m if you really go hard at it.

So, in other words, going by the acoustic measurements above, you should probably be able to throw such a weapon somewhere into medium range, but definitely not beyond it.

So, uh... yeah. A zone should be about 90m across. There you have it.

Monday, January 2, 2017

The Never Ending Story Game Returns

Microsoft Office Home & Business: 300$

All-in-one wide-format color ink jet printer/copier/scanner with automatic 2-sided duplex: 300$

Thermal laminator: 30$

Table cropper: 20$

Scoring board: 25$

Heaps of wasted paper trying to make them all work together: pennies.

Holding the final finished product...

...your first working prototype...

...ever...

Fucking priceless.

Friday, November 25, 2016

Combat System Thought Experiment

So, I was playing around with dice, as I often do, and got an odd idea. It came from a fusion of several things:

1. A long time ago, we used to use extra dice as markers for characters on a battlemat, because we didn't own figures to use in play.

2. The basic combat system in OD&D relied on the idea that one man deals one man worth of damage and can take one man worth of damage, and that higher ranked men took and dealt equal numbers of men in damage and health. (Hit Dice) Their innovations which lead to D&D combat was to replace "man" with "1d6", and "rank" with "level". They complicated that system significantly after that.

3. Dungeon Robber. An awesome videogame where your characters are pathetically weak unless they get lucky. The objective isn't to make any single one of them incredibly powerful, but to retire as many as possible to fill important roles in the settlement. As you retire adventurers at various wealth levels, the town grows, and additional gear and services become available, which make survival for future characters easier.

So, what if 1 Man = 1 Die, and 1 Rank = Die Size? In other words, that die I'm using as a token to represent my guy on the mat could also be the die I roll to see his damage.

Well, first, the ranks...

1 = Knave = 1d4
2 = Adventurer = 1d6
3 = Veteran = 1d8
4 = Hero = 1d10
5 = Superhero = 1d12
6 = Immortal = 1d20

OK. So, what's the probability of a character of a given rank besting another character of a given rank? To start, let's say all combat is a contested check of die vs. die, and that the attacker lands a hit if they roll equal or higher than the defender's roll. This means the attacker always has advantage by 1.

Let's hit excel.


OK! Cool! Obviously, as each die faces off against a higher size, their odds drop, with a value somewhat above 50% when they attack another die of the same size. The d4 has the highest advantage against its own rank, with a 62.5% chance of landing a hit. The d20 has the lowest advantage against its own kind, with a 52.5% chance of hitting.

Well, that was fun! I'm going to experiment with the idea of applying size ranks to this now. A small creature is 1 die, a medium creature is 2 dice, and a large creature is 3 dice. That aught to give me all kinds of fun charts to make!

Then I'm going to experiment with using a character's die size as their hit die to determine maximum HP, with an increase in rank resulting in the addition of a roll of the new HD.

Then I'm going to experiment with different ways of determining damage. Should the recipient take whatever value managed to land a blow as damage, or should the attacker be forced to make a second roll to determine damage?

Then I'm going to experiment with weapon and armor modifiers. I think I'll make it so a character can only have a total modifier to a roll equal to their rank. So the biggest bonus a knave could get from a weapon or armor is +1; the value of their rank.

Then there's all kinds of other things to explore, like how rank progression is carried out, the application of race and class, different types of weapons, the implications for tabletop tactics...

I love this hobby.

Friday, October 28, 2016

Chargen By Draft!

OK, so I had this problem/solution for 5th edition D&D:

Everyone always wants to have a mixed party, right? But nobody ever wants to interfere with anyone else's creativity either. So sometimes, you wind up with groups that have characters who share overlapping functions, or don't synergize well. How do you resolve both issues? How do you guarantee a mixed party, without interfering with creativity?

Then it hit me: "5th edition is balanced. You literally can not fuck up chargen in 5th edition D&D. Go ahead, pick any combination of character options. Some may be more effective than others in certain situations, maybe, like a little bit, but ultimately it just boils down to how versatile the character is. You cannot make a truly dysfunctional character in 5th edition. They've top-decked the chargen process so that can't happen, and bounded accuracy means everyone can hit anyone with something sometimes. That means you can actually generate characters at random, and they'd still be playable and fun."

Then I realized something else: "5e character options are elegant in their simplicity. I bet I could fit these things on reference cards, so nobody has to flip through a book any more. Then I could just give newbies a card that has all their basic stuff written down in point form already."

So I started doing that, and then the two ideas collided all at once and I had the solution to the problem: Make up a deck of cards, one for each of the three major character options, and start session 0 by passing each deck around the table, and letting the players choose their option from the deck. When they choose an option, they remove the card and keep it. That way, nobody else can choose that option! Because there's no such thing as a bad build in 5e, you also aren't dooming someone else to failure. (That's what would happen if you did this in any other edition of D&D, BTW) Nobody's truly interfering with each others' creativity, because  creativity starts after they took a card from the deck! The uncertainty of the draft process excludes preplanned character building from the equation!

I've always loved draft games in MTG, there was always that competitive mindgame going on in the background as everyone passed the pack around and picked cards for their makeshift decks. This is kind of the same thing, but way lower stakes, because most D&D groups are, like, 4-5 players, and (if you count each subrace as a racial variant) there are 33 racial options in the official corebooks, from the PHB to the SCAG, and 29 backgrounds to boot. With 5 types of elves to play, I don't foresee anyone being too salty about their friend picking Wood Elf first. In fact, I crunched the numbers, based on just major character options, (ignoring things like gear, feat, and spell selection) there are 48,807 general character builds. That's before multiclassing.

Here's pictures of the prototype character options cards! (The reverse side has just flavor text for newbies who don't know this stuff off by heart. You can't mess it up, so it makes sense to just choose your options based on the flavor you like most. The crunchy side is for play reference.)

Race Cards (each subrace treated as a full racial option)

Background Cards (variants treated as full background options)
Then I ran out of perforated backings to make the cards from. Once I get a new pile of that stuff I can make up the class cards! They'll only have information necessary for first level, obviously, but the purpose of these cards is for character generation anyways.

So, that's what I've traded in my DT in to the crafting activity to make! Off to spend more gp to complete the crafting process! Have fun out there, people!

Monday, August 29, 2016

The Neverending Story Game

So... I made a storytelling game inspired by the Neverending Story. Here's some pictures. I'm not sharing gameplay, because this could actually be worth money some day.



The book itself was quite a bit of work. I've never stained and finished wood before, let alone done so to intentionally create a unique texture. The book doesn't just look amazing, it feels the way it should. Old. Ancient. Magical.



Three guesses on the task resolution mechanic! XD



Clearly, the game is partially inspired by Rory's Story Cubes, but far, far more abstract.


Until next time!

Tuesday, September 22, 2015

Hand 2 Hand, a Combat Hand Game

This is a hand game designed to represent martial arts combat in an extremely fast-paced, action packed way, without any incidental risk. The intent is to incorporate this into my LARP system so that players have no reason to act out or perform combat in any way whatsoever, but can still get some degree of exhilaration and excitement from the activity. Past methods of defusing risk of clumsiness injuries mostly just defused any excitement from combat, making parlor play LARPS very... Blah. Hopefully, something fast and furious like this can bring some life to it.

Game play is based on Rock Paper Scissors, but the gestures are changed, as are the win/lose conditions. In this variant, you have a set of offensive hand gestures, and a set of defensive hand gestures. Offensive hand gestures deal damage, while defensive gestures have utility functions. Each player has a limited amount of HP, which is a limit for how much damage they can be dealt before they lose and can no longer play. The game takes place over a series of rounds, with participants counting to three, then shouting "GO!" in unison as they make their gestures. The results of the round are then tallied up and the next round begins. Players play rounds until only one player remains.

GESTURES:

Offensive Gestures:
Each offensive gesture deals a set amount of damage and has a couple of mechanical features which determine which defensive strategies it is effective or ineffective against. There are three standard attacks and 4 combined versions of these, for a full arsenal of 7 offensive gestures to choose from. Deciding which gesture to use is all about reading your opponent and making a judgement balancing risk and reward. So long as an offensive move does not fail, it deals its damage to the opponent. So, if two players make offensive moves at each other, both players take full damage.



Pinky Extended: Fast Attack
A fast attack deals 1 damage. Though a fast attack can technically be blocked, its damage is reduced to 1, so this is merely a technicality of ruling; the damage goes through anyways. A fast attack cannot be dodged. The only truly effective method of intercepting a fast attack is to parry it. This makes the fast attack the single safest offensive gesture in the game, despite also dealing the least damage.


Index Extended: Moderate Attack
A moderate attack deals 2 damage. A moderate attack can be effectively countered by a block, dodge, or parry. It's slow enough that an opponent can react, and gentle enough that the opponent can manipulate the attack. Moderate attacks are, then, the most easily countered single attacks in the game, making them a fairly risky action to make.

Thumb Extended: Slow Attack
A slow attack deals 3 damage. Slow attacks can be blocked and dodged, but they cannot be parried; such an attack has too much force, and breaks through such a thin defense. This means an opponent cannot redirect your strongest single attack against you.






Combos:
You can make any of the above gestures simultaneously on a single hand to make a combo attack. A combo attack deals damage equal to all of the combined attacks. If a combo contains a fast attack, the combo is a fast attack. If a combo contains a slow attack, it is a slow attack. If a combo contains both a fast and slow attack, it is a moderate attack. The key advantage to combos is higher damage output, and more efficient damage output against certain defenses. The key downside to a combo is that, in addition to their normal defensive counters, all combos can be completely negated by a grapple, something no other attack has to deal with. (Normally, if you attack someone who grapples you, you still deal your damage, their grapple only affects your next turn. If you use a combo though, their grapple cancels your attack on the spot AND affects your next turn.) All potential combos are as follows:
Pinky Index:
Fast 2-Combo
3 Damage
Countered by Parry and Grapple
Pinky Thumb:
Moderate 2-Combo
4 Damage
Countered by Block, Dodge, Parry, and Grapple
(Note that this is just as easily countered as a 3-combo with less gain)
Thumb Index:
Slow 2-Combo
5 Damage
Countered by Block, Dodge, and Grapple
Thumb Index Pinky
Moderate 3-Combo
6 Damage
Countered by Block, Dodge, Parry, and Grapple
(The most powerful attack is also the most easily countered. very risky)

Defensive Moves:
Defensive moves are much more complicated than offensive moves. Each one has its own unique mechanical function in the game. The defensive moves turn this game into a game, rather than an exercise in futility. Memorizing the defensive moves and their interactions is much more difficult than memorizing the offensive moves. Typically, if two players use defensive moves against each other, the round is a draw, as no damage is dealt. The only possible exception is the use of grapples, which will be explained shortly.


Clenched Fist: Block
When you block, all incoming actions are considered to fail. If an incoming action would deal damage to you, you only take 1 damage from it instead. (This effectively means that although you can effectively block a fast attack, it is not meaningful in any way) A block is a highly effective counter against a grapple. Because blocking reduces damage from all incoming attacks, it can save you if you're about to get dog piled in a multi-player game.


Open Hand, Palm Up: Dodge
When you dodge, you can declare which incoming action you are evading. That action fails and has no effect on you. You cannot dodge fast attacks, they're just too fast. A dodge can prevent damage utterly, and is most useful against a single opponent, but less useful in larger games with multiple opponents.


Open Hand, Palm Down: Parry
A parry causes one incoming action to fail, then copies that action against its source. So, if a person was using a 2 Damage attack on you, and you parry it, their attack fails, dealing 0 damage, and you deal 2 damage to them. Basically, it turns one action back on its source. You cannot parry slow attacks. The parry is a powerful action and, when used creatively, can completely turn a game around. Most importantly, a parry can invert a grapple.


Open Hand Karate Chop: Grapple
If you use a grapple on a player, and that player does not cause the grapple to fail, they are "grappled" for the next round. A grappled player can only target the person/people who grappled them, and can only make a heavy attack, block, or grapple. Once an opponent is grappled, it changes the meaning of your actions against them, because the risks have been altered. The obvious thing to do would be to try and take a free hit on your opponent. This may leave you open to a heavy attack, so always make an attack that deals more than 3 damage or it could be a waste, though it could still be reduced to 1 damage by a block. This also leaves you open to being grappled in response. You could try to block, in case they try to grapple or attack you, but since you know there's only one incoming action, it is safer to dodge. Dodging against a grappled opponent is the ultimate stalling move. It's like shoving someone to the floor and running away. The entire round is nullified, as literally nothing happened. Trying to grapple an already grappled opponent is a complete waste of time, as it gets you nowhere; you are essentially wasting the grapple you already got! The safest action you can make against a grappled opponent is to parry. 2/3 of their options can be redirected back at them. If they make a heavy attack on you, they deal 3 damage to themselves, if they try to grapple you, they extend their own grapple for another round. On the other hand, any smart player will see this and always block on their grappled round, making the grapple/parry only effective against more aggressive opponents. Grapples cause combo attacks to fail completely, making it a defensive gesture which can counter 4/7 potential incoming offensive actions. If two players grapple each other at the same time, both players are grappled in the next round.

Thursday, June 25, 2015

FR Part 1

Furry Roleplay

I am making an RPG for the furfags. No hate, I love you guys, it's just an easy title, and I'm crass enough to use it with love. (Hey, I'm an oldfag, it's like my grandfather complimenting a "nigger", give me a break.)

The hardest part about making this game, will be making an RPG for the community. Anyone can make an RPG that features anthropomorphic creatures- hell any RPG system can be customized to do it! Even just renaming the generic races to be flavored differently, and imagining them as anthropomorphs is good enough! Because the concepts are inside your head, any RPG system, really, can represent furry fiction. However, few of these, aside from Ironclaw and Albedo, have received much attention. (And even they're kinda' forgotten these days)

The main reason for this is because RPGs do not resonate well with the furry community. RPG play is an isolated activity, focused on a close-knit group of friends with very little external interaction, is mostly done indoors, takes a great deal of preparation, consumes a great deal of time, and is a primarily sedentary activity. All of these things are contrary to what furry culture is- light, outgoing, social, emotional, active, and spontaneous. They overlap in that both are deeply creative, but from there the two cultures diverge. Thus, creating a furry RPG means more than simply making a generic RPG about anthropomorphs- we aren't making this game for a subject, we're making it for an audience. As a result, a completely different approach needs to be taken here- a whole new mode of RP needs to be invented for this audience to finally have its game.

1. First off, we don't need to add any demand of creativity. RPGs are already a fundamentally creative medium, and the target audience is fundamentally drawn to creative endeavors. So we're good on the imagination side of things.

2. Next, we need to make the game light. By light, I mean it needs to be something that someone can say "Hey, let's play this" to a bunch of strangers, play for a half hour, and still leave everyone involved feeling happy and satisfied. It needs to be pick-up-and-go, fast, easy, efficient, and have as few points of contact as possible. Setup for a game should take a matter of moments, including chargen, assuming everyone already has an idea of what they want to create. We may want it to have sort of a beer-and-pretzels-game quality to it, something you can still play while slightly buzzed and distracted.

3. Then it needs to be made versatile. You should be able to run the game just as easily in tabletop tactics or Parlour-Play LARP. (I am personally ethically opposed to full-contact LARP. I do not believe there is any safe way to run such a game) That way, people who prefer the deep combat side of things can do their thing, and people who want to go out and party with strangers can do that too.

4. Rules need to be simple enough that the entire rulebook can be memorized after only a session or two of play. The rulebook itself should be presented in a compact, pocket-size reference book format, preferably in hardcover, with a waterproof coating and a zipper to protect the pages. The pages should be made out of something tough, not cheap magazine paper. The spine needs to be able to fold internally like a moleskein notebook. This will make it portable and durable, and look cool.

Part 1: Rules Light

For one thing, a lot of RPGs attempt to describe everything in exact, objective, mechanical terms, as though they are manually simulating a little pocket-reality. This degree of manual simulation on a technical level leads to a vast overburden on the players and game system due to simple complexity and minutiae. This degree of technical processing, usually in the form of baroque mathematics to find results on charts in a large book, is often called "rules-heavy" by the general public, but is referred to as "points of contact" by RPG theorists.

In theory, we distinguish gameplay into two parts: Playing the game and operating the game's system. Playing the game is the creative part, making decisions, describing activities, experiencing the consequences of actions, roleplaying, imagining stuff, etc. Operating the game system is everything you need to do in order to keep playing, such as referencing a rule, rolling a die, checking a chart, noting changes to a character sheet, etc. Each time play is interrupted by operation is a "point of contact". In general, points of contact are a bad thing. Those who promote high points of contact usually do not actually enjoy the points of contact themselves, but their effect on the game. Theoretically, if you have two games that simulate the same subject with the same degree of complexity and depth, but one of them has fewer points of contact, the one with less contact is the better game, as it does the same things more efficiently and allows play to go on uninterrupted for longer. In order to make the game as light and efficient as possible, we need to make an engine (set of rules) with as few points of contact as possible.

One caveat, you can never truly eliminate every point of contact; something must be done to keep the game running. In this regard, I feel we can learn a thing or two from sports and 5th edition D&D. In sports, the points of contact ARE the game. In baseball, hitting the ball is not only where the fun comes from, which is play, but a point of contact which allows the game to operate. 5th edition D&D has done something remarkable; they took many parts of the game which were once slow, tedious, and disruptive points of contact, and made them into low-contact, light, fun, gameplay elements by changing their mechanism into something that is simple and fun in its own right. (IE: Downtime becomes an instantaneous transaction, with the return being the playing of a minigame.) By approaching the necessary points of contact in the game in this manner, we reduce their impact on play, integrating them into play as much as possible, lightening the game, and making the whole experience more enjoyable.

One thing we can readily eliminate is randomizer engagement, commonly referred to as "the dice" even if the game doesn't use dice. Every time a player engages a randomizer (Dice, spinners, cards, etc.) to determine an outcome, is a point of contact, however small. By removing randomizers completely, we remove the vast majority of points of contact in the engine. Luckily, today, in the year 2015, we have about 30 years of history of people experimenting in "diceless" game design, which we can lean on as a foundation in what does and does not work, from which we may build something new, and advance the medium further.

We know that flat diceless operation, (For example, in Amber Diceless) though functional, is not desirable, as it is considered anticlimactic and promotes excessive consideration over ones every move.

We also know that randomization can be replaced by resource management with an abstract currency, (As in Marvel Universe) though dependence on this system actually results in an amplification of points of contact, as people "manage their money" to get the best "bang for their buck" in everything they do.

We know that replacing contest checks (where one character is acting against another) with a game, (Like in the earlier editions of Mind's Eye Theatre) can actually diminish interest, if the interaction is considered ridiculous, childish, or otherwise undesirable or out of place. (For example, when MET was applied to Vampire the Masquerade, we had ancient vampire lords locked in a bloody power struggle for the fate of humanity... Playing rock-paper-scisors to determine if they killed each other. Most people found this to be, for lack of any better way of saying it, "fucking retarded".)

Finally, we also know that we can make diceless play more exciting and less predictable by introducing the opportunity to interject before results are determined from an action. (This can be seen in many games, including ARGUMENT! RPG and even in a primitive form in Amber Diceless) This allows the results of an action to be changed as characters correct what they are duing as a reaction to percieved results. Going to lose a fight because your "hand-to-hand" skill isn't as good as your opponent's? Pull a knife if your "short blades" skill is higher! If your opponent can't think of a way to react, you'll probably actually win!

For this game, I plan to use a system I developed for the finished, but content-less and mostly unplayed homebrew Mass Effect Diceless RPG I was working on. Basically, gameplay is flat diceless with the opportunity to interject tied to a currency. In other words, you spend currency in order to adjust your actions in the middle of an event before the consequences are determined.

Example from MEDRPG: You decide to run across a field. An opponent spends a point to take a shot at you while you're running through the open. Your perception is higher than his stealth, so you are informed that someone is taking aim. You may then decide to spend points to adjust your movement to evade the shot. The opponent's perception is not as good as your agility, so they do not have an opportunity to react. Unfortunately, their accuracy does exceed your agility, and the shot hits you before you reach your destination. Had their perception been higher, they would have been able to adjust their aim, which would cost more points than your reaction to their action. Every time a character reacts to a reaction, it costs more points than the reaction preceding it.

One thing that is key to diceless games, however, is player ignorance. The player cannot be allowed to know the exact values of their opposition. In the absence of player ignorance, play becomes completely crushed under the weight of the player doing only that which will absolutely work, the consequence being the impossibility of failure. I believe this is mainly due to all other diceless games trying to simulate the subject in objective terms, as though it were still based on probabilities. My solution would be to eliminate precise objective representations, and replace them with relative and subjective representations, which will be easier to keep secret, because indirectly revealing them will not mean much. Absolute secrecy will nolonger be a necessity, allowing for a certain degree of information to slip to the players without destabilizing play. This is where this engine diverges from MEDRPG; we are no longer examining the environment in detailed, technical, objective terms, the granularity is being reduced to the point where it is more like comparing glasses of water based on how full they are.

So, instead of comparing numbers, we will be comparing a general description of quality or effectiveness, separated into a standardized tier of degrees. For example, characters may exhibit varying degrees of skill with small firearms, and that skill may be described in the same terms as their skill in swimming, but the two skills are not necessarily being graded in the same standard. Just because your swimming skill exceeds a man's small firearms skill does not mean you can outswim his bullets! In this way, play becomes more subjective, with things being described in relative, rather than objective, terms, with interpretation playing a role in gameplay. This would allow the game to represent everything from "hard science fiction" to "Loony Toons" accurately and faithfully, because the interpretation of the information, not the engine itself, changes with the subject matter.

Tuesday, June 16, 2015

POLYBIUS

In 1991, a post was made on coinop.com describing a videogame cabinet released to a few arcades and bars in Portland, Oregon, in 1981. The game was called Polybius. The game itself is poorly described, with people arguing over whether it was a puzzle, maze, or space-shooter game, as well as what it actually looked like. The game became wildly popular within a few days, with lineups forming around the game, and fights breaking out over who got to play next. People who had played the game frequently exhibited the symptoms of PTSD, such as night terrors, seizures, halucinations, nausea, headaches, and swearing off videogames forever. It was also stated that some players committed suicide. Every couple of days, a couple of well-dressed "Men in Black" would drop by and copy information from the game. (Though whether this information was copied in hard or soft copy format is not stated) After a month, all of the game cabinets disappeared. The original poster of the game claimed to be in possession of a ROM image of the game.

The implication is that the videogame was a covert public experiment in the same vein as, or part of, project MKUltra. (Keeping in mind that MKUltra had actually officially ceased operations before 1981.)

There is no evidence of the game's actual existence. There are no newspaper articles, nor magazine articles. There are no genuine photos of the cabinets. All "eyewitness" reports are conflicting, and frankly suspect. The reported ROM image of the game has never been seen or played. There is a supposedly genuine image of the game's title screen, where it is copyrighted in 1981 to a company named sinnesloschen. Sinnesloschen is improper German, and is not something an actual German person would say, because it actually doesn't make sense unless you translate it into English literally. It translates to "thought erasing", but to a German-speaking person, would be more like "thinking deleted". Additionally, "Polybius" is the name of an ancient Greek/Roman historian who is important as one of the first people to try and describe history as a series of causes and effects, rather than an abstract series of events. He criticized other historians for writing from tradition alone, and famously believed that one should only report what can be learned from interviews with first-hand witnesses. Polybius' name, in ancient Greek, translates literally to "many life" but its actual meaning is difficult to discern, as "many" is the only correct translation of poly, so the name may have actually had meaning more related to reincarnation than life itself.

All of the above combined makes it seem quite strongly that this is a very well played hoax. And it very likely is. (Though the actual MKUltra experiments would have never been known, had it not been for an error- the CIA is very good at what they do.) Using a videogame for any type of research on a random unaware public sampling is fundamentally unreliable. It would not provide substantially meaningful information, especially if used on such a small sample group, unless the information they were seeking was very general.

But it got me thinking. What would it take to make a game that can actually do the above, and what function could it serve?

The first, and most important factor, is the purpose of the experiment. This will define all other aspects of the game's design. If it was a CIA experiment, we can basically be certain that it was weapon research. That was the basis of every single public experiment they did at the time. They were at war, and they wanted to win. These were experiments on how to covertly use chemical and biological weapons to achieve military objectives.

If that was the case, the question would likely have been, "Can we use a videogame as a lure to distribute [weapon]?" followed likely with "How effective can such a lure possibly be, and how effective is the [weapon] dispersal after delivery?" This essentially makes the videogame an experiment in vector-based chemical weapon use, treating the videogame somewhat like a flower attracting players like insects, applying a weaponized payload as though it were pollen, and then observing ultimate delivery and dispersal of the payload from the affected vectors.

If this was its actual intended function, then based on the reports, the experiment was essentially a failure, because either the game or the payload was too addictive. Instead of leaving the game to distribute the payload, vectors crowded around the lure, spreading the payload only to each other and returning it to the lure, resulting in a rapidly increasing concentration of the payload at the site of delivery and in the subjects. This would make the experimental weapon an immediate failure, as well as a liability, as excessive popularity would have resulted in a great deal of focused interest and attention; the opposite of what you want in a covert operation. Hence the sudden end to the project.

Alternatively, it may be an experiment in the impact of a weaponized payload on a single target, and the videogame as simply a lure to attract subjects into the experiment. In this case, the question would be in regards to the effectiveness of the delivery mechanism to apply the weaponized payload, and then measuring dosages based on time spent playing, number of times played, and frequency of play, for each subject, followed by monitoring the consequences indirectly, such as recording the arrival of patients with common symptoms at medical facilities and observing local news articles. In this case, data recorded from the game would likely simply be video footage or photographs of the faces of the subjects.

In this regard, the experiment would likely have been a resounding success. Within a month, the game or the payload was capable of creating localized hysteria, with massive attractiveness to subjects. If the game simply took the player's photo each time they played and each time they reached a timed point in the game, (each time a dose is delivered) a researcher could simply collect and count the photos of each face to determine dosage levels and frequency. Players played with increasing frequency and for increasing periods, resulting in rapidly increasing concentration in test subjects, while having next to no impact on surrounding unintended targets. In essence, if you want to deliver a weaponized payload to a given demographic, simply regularly deliver it in negligible dosages through an increasingly attractive lure to the target. The intended targets will rapidly build themselves up to an effective dose, while unintended targets will likely not reach that level, as they will not be attracted to the lure frequently enough. However, such a weapon has limited and unreliable use, as it is dependent on the personal tastes of the subject and coincidental exposure to the lure. If a person in the demographic just doesn't like the lure as much as the rest, or coincidentally never gets exposed to the lure, they will be unaffected by it. As with the other version of this theory, because the weapon developed such massive attractiveness, it still would have been at least a partial failure, as such attention is detrimental to its covert nature. A famous secret weapon is a disaster waiting to happen.

Finally, a lot of people seem to think that the videogame would have been an experiment in hypnosis and subliminal suggestion. Nevermind the fact that by 1981, the CIA would have been very aware of the actual limitations of practical hypnosis. Still, it could be an experiment in hypnosis; hypnosis is real and functional, it is just very limited. Specifically, you cannot hypnotize someone who does not want, or is unable, to listen, and you cannot hypnotically suggest anyone to engage in a behavior or thought process that they do not specifically desire. So, if you genuinely want to quit smoking, hypnosis will effectively erase your psychological dependency, making it far easier to overcome the chemical dependency. Hypnosis is NOT reinforced by chemical influence or intoxication. The subject must have normal awareness; they cannot be distracted by excessive sensory stimuli, as this will impede message delivery and trance-like state, nor can they be numbed to normal stimuli, as this will equally impede message delivery, and likely turn a trance-like state into sleep. In order for the game to experiment with hypnosis, it must actually put players into a hypnotic state.

This is difficult, because videogames are actually hostile to a trance-like state. Videogames demand intense concentration and awareness in order to mitigate the penalties and failure from unpredictable elements. In order for the game to be challenging, and therefore "fun" or attractive, (the driving force behind psychological addictiveness) there must be elements of play which present a genuine risk of failure- meaning they must be capable of actually causing failure against a player who is giving a genuine effort. This means they must have some unpredictable element.

There is a certain degree of trance-like state in digital interfaces, colloquially referred to as "the zone" for television and "immersion" in videogames. When immersed in a virtual environment, the brain actively dismisses external stimuli as irrelevant; similar to how one slowly loses focus of driving a car while talking on a cell phone. The implication is that the brain somehow perceives the interface with the virtual environment to be similar to some form of socialization; gaming, even against a digital opponent, is social-like behavior. The more interesting and engaging social-like environment encourages us to dismiss the mundane genuine setting, regardless of whether reality is more dangerous to us or not. This is further reinforced by experience, where people less and less associate virtual environments with negative emotions, as they are less likely to have negative consequences with any lasting or meaningful impact. Those who grow up interacting with virtual environments feel safer and more comfortable there, because it is genuinely safer than reality, at least in a short-term, shallow, purely physical sort of way.

Unfortunately, in order to engage a virtual environment, and thus obtain immersion in it, the user must interact through some form of hardware interface. Kinesthetic interactions with such an interface disengage the user from the virtual environment, becoming aware of the physical reality of the controls, effectively causing them to "lose immersion", and therefore interrupting any sort of trance-like state which may have formed. Superior game design allows the controls to work as players expect, allowing them to grow accustomed to the interface rapidly. The more quickly players become accustomed to the interface, the more time can be spent developing muscle memory for the interface, transforming the hardware interface into a subconscious activity, like walking, using cutlery, or riding a bike. Once this occurs, the probability of the interface distracting the user decreases considerably, and continues to decrease exponentially with the amount of time the player has spent playing the game.

The crux of creating an immersive interface depends on the principle of KISS. Keep It Simple Stupid. Good programming allows a user to do more with fewer points of contact (controls) without losing accuracy or reliability. Thus, if a player fails, it is because of their own failure, not due to a failure of the game designer's interface, allowing the players to continue "forgetting" they are interacting with an object, maintaining immersion. Likewise, the gameplay itself must be exceedingly reliable, (glitch-free) consistent, (bereft of sudden jarring changes in aesthetic features) and engaging. If gameplay is unreliable, each time gameplay fails or malfunctions, the player will lose immersion as they become aware of the game itself. If the game is inconsistent, each time a sudden change occurs, players are given a brief moment to lose immersion and think in metagame terms, such as "Ok, next level!" or "Uh oh, now what is it doing?" which equally results in a loss of immersion. And finally, if a game is not engaging, it is simply unattractive, and nobody will play it, preventing immersion from ever happening in the first place. As with the controls, gameplay should follow the principle of KISS; the fewer components a machine has, the fewer points of failure it has. Gameplay can be engaging and immersive, provided it elegantly provides deep, complex play derived from as few simple rules and functions as possible.

True to these principles, it is believed that Polybius was a fast-paced space-shooter (often described as similar to Tempest) with maze-like elements and some sort of focus on puzzles or problem solving, and its panel is often depicted as having only one joystick and only one button. Simple game means fewer glitches, simple controls means shallow learning curb.

Now, because maintaining immersion is a fundamental element of good game design, this is really essential to the creation of any type of game in general. However, immersion is the fundamental basis in which a trance-like state may be generated in a videogame, so it is absolutely essential to any experiment in videogame-delivered hypnotic suggestion.

Now, on to the subject of hypnotic suggestion. Here are modes of hypnotic suggestion that everyone thinks work, but don't:

1. Backwards delivery. The brain does not work like a digital camera. Information is not stored as a matrix of data representing images. Our brain simplifies images into abstract ideas, and only expands them into images by reference when required to. It cannot remember a sound forward and backwards, because it only remembers the meaning of the sound. It does not know the meaning of a backwards word unless the person can read backwards.

2. Rapid delivery. Again, our brains are not like computers. When watching a video, our brains do not store a million individual copies of each frame displayed. When listening to a sound, our brains do not record every vibration that impacts our ears. Speeding up a sound does not deliver it to our brains faster, it renders the sound incomprehensible. Flashing a command, no matter how simple, does not deliver it without us noticing, it simply causes us to miss the message in the first place.

3. Peripheral delivery. Delivering a message in a form that is seen but not noticed is also ineffective, as we do not record things that we don't notice or care about.

In order for hypnotic suggestion to work, it must be clear, simple, and obvious. It must be clear and simple, so that the subject understands the suggestion without need for clarification, Not understanding a suggestion will often result in instant loss of trance-like state. The suggestion must be obvious to ensure that the subject receives it despite their trance-like state, which opposes normal information delivery, focusing attention through limited channels, allowing information to arrive only through those channels. It's a delicate sort of personal sensory deprivation. The above ineffective message delivery mechanisms actually disturb a trance-like state.

So, how do you deliver clear, simple, obvious hypnotic suggestions to a single subject in a public area without alerting anyone? The most effective method I can think of is as follows:

1. The game must be hypnotic. It must rely on players focusing on something small and simple without distractions for an extended period of time. Easiest way I can think of to do this, would be to have the "player" set in the center of the screen with the game revolving around that point. Gameplay should reward players for focusing on that point with their eyes, and using only their peripheral vision to view the rest of the game, but not penalize players for blinking. The game must be relaxing, and ergonomically comfortable, allowing players to get comfy and feel safe while playing. Play-wise, this means players should be able to get into what is called a "groove", a mode of play where they can play almost entirely by muscle memory, with very little input. Gamers often describe being in a groove as being highly meditative and calming. Gameplay should encourage and reward this kind of behavior. The game must also eliminate external distractions such that the subject does not need to exert effort in order to do so. Arcade cabinets already did this to an extent, with their overhead speakers and side blinders; they were supposed to create their own little acoustic environment, where you wouldn't hear the rest of the arcade much, but can hear the game clearly, as long as you were standing at the controls.

2. The messages must be delivered to only one subject at a time, and be imperceptible to unintended targets. This can be done by shaping the cabinet to make a second acoustic environment inside the general one made for the game. This second environment would need to be small, focused around the subject's head, and directed such that sound from it rapidly dissipates outside of that area. Messages would then be delivered at a volume just loud enough to be heard inside that second environment, but just quiet enough to be covered up by the noise of the first, surrounding environment. You would also need to take measures to exclude unintended subjects from entering the area unpredictably. This can be done by making the actual accessible play area very small, and difficult to extract someone who does not wish to be removed.

3. The game must be capable of rapidly assessing the player's skill level, then presenting a challenge which appears to be a match for them but is actually easy, engaging the player long enough to enter a trance-like state, and keeping the player engaged long enough to deliver the message before ramping up difficulty to end play.

The third item is the truly difficult part. In order for it to be done, the game would need to be EXTREMELY simple, simple enough that a computer can actually interpret this kind of information. It would also need to have a deceptively complex appearance, making it harder for players to notice how simple the game actually is. Keeping the players eyes focused in only one point makes this easier, but it would still be very difficult. Assessing when a player has entered a trance-like state without human input would be nearly impossible. You would basically need to have someone remotely viewing the subject and their gameplay in order to assess their state of mind. This is particularly the case with computer technology as it was in 1981.

Now, let's pretend we actually went and built this thing- a true hypnotic videogame. Now what? We can only suggest people do or think things they would want to do anyways! Well, let's go back to our original theory of chemical and biological weapons.

If you can hypnotize a subject with such a device, then deliver a weaponized payload to them- let's say, a chemical weapon applied to their hands via the joystick when it senses their palm is sweating- you could then give suggestions for them to do innocuous actions they would have no objection to, which would ultimately distribute the weaponized substance as you desire. You could also deliver suggestions which would optimize future applications of the lure to the subject, encourage the subject to attract additional subjects to the lure, and decrease potential future interference with the lure from the subject.

And that is how you build a real-life nightmare.