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Tuesday, September 19, 2017

Kickstarter Tea Leaves -- Numenera 2: Discovery and Destiny

(Note: This post assumes that you are familiar with the basic rules terms used in Numenera and other Cypher System products and that you know a little about Numenera's setting. If you don't have this background knowledge, the post may be confusing.)

Today, Monte Cook Games launched a Kickstarter called Numenera 2: Discovery and Destiny. The project is billed as "two new corebooks for Numenera." However, the description says that the mechanics of the game will change only marginally and that virtually all current supplements will be compatible with the new books. However, these new core books -- Numenera Discovery and Numenera Destiny -- will each be roughly the size of the current corebook, simply called Numenera. This means that there will be twice as much material in the new Numenera core rules as in the current ones. What will this new material be? I'm willing to hazard a couple of guesses, based on the description of the new books in the Kickstarter.

The first fodder for speculation comes from the two supplements that are listed as not entirely compatible with the new core: Numenera Character Options and Numenera Character Options 2. Specifically, MCG says they "will retire these titles" because they "will become substantially less relevant following the improvements in Numenera Discovery." Since those two titles contained -- among other things -- descriptors for prototypical citizens of regions of the Ninth World, we can surmise that more mechanics tied into the cultures of the setting will be moved to the core rules. This may herald a movement to tie the rules of Numenera more closely to the setting. Such a change could potentially benefit the game, since the Ninth World is the star of the game but has never been intertwined with the mechanics the way, say, Rokugan is tied into the rules of Legend of the Five Rings. Furthermore, there is little incentive to keep the Numenera rules generic now that a generic version of the underlying system is available in The Cypher System Rulebook. However, too much integration may change the rules too much to maintain the backward compatability MCG is promising, so the finished product probably will not have every mechanical aspect of the character tied to the setting the way L5R does. I do expect to see the descriptors from the Steadfast nations in Numenera Discovery. There may also be foci specifically tied to nations or regions of the Ninth World.

The second thing that struck me was the entire premise of the second new corebook, Numenera Destiny. The description makes it sound like a GM's guide with a detailed emphasis on a specific type of campaign. The stated idea behind this book is to support a kind of campaign in which the PCs use the treasures they find in ruins to make the Ninth World a better place, perhaps more like the wondrous civilizations on whose ruins it rests. Despite MCG's statement in the Kickstarter description that this kind of campaign was one of the original goals of the game, this strikes me as a bit of a retcon. Chapter 23 of the original corebook gives four different "flavors" a GM can put on the Ninth World, but most of the writing in the book seems to support the "post-apocolyptic" spin as the default flavor. In this take on the setting, the PCs use the Numenera they find to help themselves and their communities survive. The description of Numenera Destiny lines up with the "hopeful new world" flavor, which seems much less supported by the text as a whole. Given this shift in focus, I wonder if there will be multiple slants on the setting in the new core books or if everything will be presented through the lens of a hopeful new world.

In short, I expect a consistently brighter setting (for better or worse), with more mechanics that tie into elements of the setting.


Monday, July 24, 2017

The New Alternity

(Note: If you are playing the Alternity playtest materials, this post contains minor spoilers for Escape From the Institute.)

Now that the Alternity 2017 Kickstarter has long funded (though you basically have the opportunity to get in at certain pledge levels through Sasquatch Game Studio's online store), I've decided to review what I can glean of the new version's mechanics through the beta test quickstart PDF (available for free at DriveThruRPG through the link) and the materials included with it, especially the three adventures. Specifically, Escape From the Institute, the tutorial adventure, provided much information for reverse engineering.

What is Alternity?

Alternity was a science fiction roleplaying game released by TSR in the late 1990s, just before it was acquired by Wizards of the Coast. It was a novel product for TSR. It used a unified set of mechanics to resolve all tasks, but without using a color chart. Its extensive skill system allowed character customization while only using four broad classes. Furthermore, it included a lot of advice for how to customize the system for different subgenres of science fiction, or even for superhero games.

Alternity was supported mostly through two settings: the default StarDrive setting and Dark Matter. The latter was probably the more famous of the two, since StarDrive was a fairly generic space opera setting and Dark Matter had a distinct tone. However, the StarDrive setting book introduced a bunch of new mechanics for citizens of its universe, including cultural traits for humans from different sectors of the galaxy.

I have no personal experience of Dark Matter, but the Wikipedia page says that the setting book introduced expanded rules for FX (especially magic). This makes sense because Dark Matter was a transparent attempt to cash in on the popularity of The X-Files by creating a conspiracy-oriented present-day setting. Dark Matter is also notable for its two writers: Wolfgang Bauer and Monte Cook, who both now own prolific RPG companies.

Task resolution in the original Alternity game was handled with a d20 roll-under system, in which you tried to roll equal to or under the character's skill or attribute score. You rolled a d20 and then subtacted or added a "situation die." Situational factors that made a task easier or harder moved the roll down or up a series of "die steps," each of which changed the situation die. An easy skill check could move the second die from "+d0" (meaning no situation die) to –d4, –d6, –d8, –d12, –d20, or minus multiple d20s, depending on how easy circumstances made the check. Difficult checks had the same sequence of situation dice added to the roll, and the sequence was open-ended on both sides. Having a huge negative or positive situation die affected more than your chance of success, since there were multiple degrees of success and failure.

The game had four classes, called professions: combat spec, diplomat, free agent, and tech op. Combat specs were the soldiers, mercenaries, and other people who armed themselves to the teeth. Diplomats were mediators and leaders. Free agents were the equivalent of D&D rogues/thieves, people who specialized in stealth, infiltration, and deceit. Tech ops specialized in advanced applications of science and technology. Each class gave you a special ability and a list of "professional skills" which you could buy cheaper than members of other classes. Diplomats had the unusual special ability to treat another class's skill list as class skills. Thus, a military officer was built as a diplomat with access to combat spec skills.

The original Alternity copied D&D by having a set of a few standard races in the core book, some of them representing common sci-fi alien tropes and others which appeared to be created for the Star Drive setting. The fraal were the Communion aliens, who came to Earth in the 20th Century and abducted and studied many humans. The cybernetic mechalus are obviously inspired by the Star Trek franchise's Borg (though the mechalus didn't have a hive mind). The T'sa are your standard issue lizard people. Finally, the seshayans are a low-tech race of flying squirrels (though possibly reptilian) who appear to have no antecedents in literature.

The most notable feature of Alternity, at least to me as I read it back in the '90s, was that it took great pains to make the system flexible. While its TSR contemporary, Advanced Dungeons & Dragons 2nd Edition, sported published settings as diverse as Greyhawk, Dark Sun, and Spelljammer, the rules for these different spins on fantasy were contained in the setting books, and that kind of flexibility wasn't really hinted at in the core rulebooks.

Alternity, on the other hand, allowed you to play anything from space opera to a gritty near-future setting by playing around with the tech level and the kind of FX allowed in the campaign, as well as the kind of stats you allowed the PCs to have. The GM's book gave the system a quality I call "transparent hackability," and it influenced my ideas about how all rulebooks should be written.

So I was really excited at the news that a new version of Alternity was being Kickstarted. Now on to my evaluation of what I know about the new game.

The New Alternity

Sasquatch Game Studio has aquired the Alternity IP from WotC, and they have successfully funded a new version of the game through Kickstarter. The full rulebook will not be released until later this year, so the only material available is the quickstart PDF of the beta rules and a couple of adventures. This scarcity means that we lack certain things.

First, we have no idea what alien races (if any) will be featured in the new game. Sasquatch has clearly acquired the Alternity trademark, based on the title pages of its materials. However, that doesn't necessarily mean that they own the rights to races like the fraal, mechalus, etc. WotC has used some of the old Alternity setting material in D20 Modern supplements, so they may be holding on to those materials.

Second, as with most quickstart rule packages, there are no explicit character creation rules. However, one of the released adventures, Escape From the Institute, allows players to create their characters during the adventure using a simplified system. We can extrapolate some idea of how character creation is going to work from that information.

Without further ado, here is my evaluation of the new rules, to the extent that we can know them at this point.

Task Resolution

Fortunately, the quickstart PDF details the new task resolution system in detail, since these rules are necessary to play the game at all. The new game still uses the same d20 ± situation die mechanic as the old one. Even the die steps are the same. The major difference is that, in an adaptation to the post-d20-System era, you now try to roll equal to or over, instead of under, your skill score. This means there is more math involved, since you have to subtract your skill score from 20 to find the target number to roll against for each skill. However, much of this work can be done during character creation and advancement, leaving the final result on the character sheet to look up during play. It also seems, based on the tables in the quickstart pdf, that the situation die can never be greater than plus or minus 1d20.

Of course, the new system inherits the most problematic trait of the old one: that darn d6. It's a bizarre hiccup in the math. To explain why, here's a list of the average rolls of each die used as a situation die:
  • d4 = 2.5 average
  • d6 = 3.5      "
  • d8 = 4.5      "
  • d12 = 6.5    "
  • d20 = 10.5  "
The jump from a situation die of +d0 to +d4 adds an average of 2.5 to the d20 roll. Then each subsequent roll adds an average of one to the bonus of the previous die until the leap from +d8 to +d12, which adds two to the average. Obviously the last two steps steeply increase the average bonus, but that isn't as big a problem as the decrease in utility built into the beginning of the scale. It looks like the dice in the scale were chosen just because they are all Platonic solids (no d10 for you!) and not out of any solid mathematical foundation.

The obvious fixes for this problem are to either add a d2 at the beginning of the scale or eliminate the d6. You could also have fun eliminating the d6 and adding Zocchi dice to smooth out the curve. However, d2's and Zocchi dice* are unfamiliar to most gamers, and the designers must have felt that the d6 was a familiar element that must be part of any game sold to the general public.

However, I still like the idea of the die step system. While D20 System games often rely on the player to keep track of an extensive list of modifiers of different types which may or may not apply to the current situation, figuring out which situation die to roll involves a back-and-forth with the GM. Thus the GM will end up helping the player figure out the appropriate situation die. More eyes on the calculation increases the probability of an accurate outcome and decreases the likelihood of situations like this.

Combat

Combat may have changed more than any other aspect of the system. Alternity 2017 makes innovations both to both initiative and damage.

First, the initiative system is cyclical. Every round is divided into eight phases (called impulses). Combatants first act in either the first or second impulse of the first round, depending on whether they succeed or fail on their initiative check. From that point on, when a character acts again depends on the action they took on their turn. Every action has a speed, and a character who takes a given action must wait a number of impulses equal to the action's speed before acting again. Thus, a character who acts in Impulse 1 of Round 1 and chooses to attack (a 3-impulse action) acts again in Impulse 4. Another innovation is that initiative is not reset at the beginning of each round. A combatant who takes a 3-impulse action in Impulse 8 acts in Impulse 3 of the next round even if they took their first action in the combat during Impulse 1 of Round 1.

This system is more complicated than initiative is in an average RPG. However, it may be part of a well-considered tradeoff. Alternity 2017 has much less stringent spatial positioning rules than D20 System RPGs, and the designers may have decided to move the tactical complexity from space (in the form of miniatures combat) to time (in the form of calculations of the effectiveness of an action vs. time taken). In fact, instead of a battlemat, the major visual aid for the Alternity 2017 rules is an initiative tracker to remind people when characters are due to act next.

Second, damage is calculated in a unique way. Characters have a "durability track," which has a number of check boxes for multiple wound severity bands labeled from "Minor Wound" to "Mortal Wound." When damage dice are rolled, the result determines which severity band gets a box checked off. If all the boxes in a severity band are checked off, further "hits" in that band result in checking a box in the next highest band. A character suffers penalties to his or her actions depending on the highest band that has a box checked. The quickstart rules give the following "Typical Hero Durability Track" (format simplified for this post with penalties but without labels:

Band          Wds.           Effects
1-3         [2 boxes]        No ill effects
4-6         [2 boxes]        No ill effects
7-9         [2 boxes]        1-step penalty to all checks
10-12     [2 boxes]        2-step penalty to all checks
13-15     [2 boxes]        3-step penalty to all checks
16          [1 box]            Incapacitated

However, the pregens in the adventures have different durability tracks, and EFtI gives three durability tracks for Vitality scores from 3 to 5. The "typical durability track" is the one for a Vitality score of 4, a key bit of information for the next section.

As for monsters and NPCs, they appear to get custom damage tracks based on their roles in the story or encounter.

Character Creation

Honestly, I don't remember much about character creation in the old Alternity, since I never got to create a character for it. However, I do remember that it was point-based. The new version appears to also use point-based character creation, and I'll try to infer some of the mechanics from information in the quickstart and adventures.

First, "Escape From the Institute" has the players distribute 2 5's, 2 4's, and 2 3's among their six attributes. I think it's safe to assume that this is the standard default array for quickly creating Alternity characters.

Some of the pregenerated characters in the adventures have that array of attributes, but others don't. The most common variation is a set of 6, 5, 4, 3, 3, 2. Since the "typical" durability track given in the quickstart rules is for Vitality 4, we can infer that an Alternity PC is supposed to have an average attribute score of 4. An average score of 4 in 6 attributes would add up to 24 points, assuming increasing an attribute score by one costs 1 point. The "standard" array given in EFtI adds up to 24. However, the arrays with a 6 and a 2 add up to 23. From that I infer that a 6 costs more.

These deductions lead me to conclude that characters get 24 points to buy attribute scores. Scores from 0 to 5 cost a number of points equal to the score, while a 6 costs 7 points. While the quickstart rules say that attribute scores range from 0 to 10, there's nothing to indicate whether human PCs can have scores above 6. It's possible that such scores are reserved for extremely high-powered campaigns or nonhuman PCs (who are not covered in the quickstart).

It's hard to determine the procedure for buying skills. EFtI has the players assign scores to three combat skills and five non-combat skills (not including Athletics, in which everyone is given a 4 in one of the scenes). However, the pregens in the other two adventures don't seem to have a set number of trained combat and noncombat skills.

Likewise, we can't determine the rules for buying equipment, since EFtI allows the characters to basically 3-D print any equipment they want (within reason) for free.

The last major mechanical feature is archetypes. The major mechanical function of archetypes is to give a character talents, special abilities analogous to modern D&D feats. The pregens in "The Wreck of the Magellan" and "Thunder Run" have preselected talents, and EFtI doesn't give the characters any talents, so we have no clue how talents are chosen, though a 1st-level character seems to start with four.

The four archetypes in Alternity 2017 don't have any relation to the character's job, unlike the professions of classic Alternity. Instead, the archetypes appear to be more like the roles of Dungeons & Dragons 4th Edition: an indicator of what you do in battle. The four roles are Battler, Survivor, Striker, and Leader. The Battler, Striker, and Leader seem analogous to the Defender, Striker, and Leader from D&D 4e, while the Survivor is like a Defender who defends himself (or herself) instead of allies.

My Impression

I look forward to seeing how this system fleshes out. It would probably be a better fit than the Cypher System for a campaign set in the Babylon 5 universe, the sci-fi setting I've most wanted to explore in a game, now that the proprietary B5 games are out of print.

I also really want to see how the initiative and damage systems play out in actual combat, especially the pace of combat with cyclical initiative. I look forward to the release of the full rules to find out how to create aliens and how the rules handle FTL travel.

I'm also still tempted to smooth out the die-step progression with those Zocchi dice.

*Except for the d10, the original Zocchi die