Nautilus News Network: Working on Relationships

Or, at least, relationship mechanics.

I had a really good discussion with Patrick that helped me refocus on exactly what I wanted to get out of Nautilus.  One of the ideas that came up was the idea of characters finding their place out in the universe.  Which could involve treasure or glory, but that’s not always part of the path to someone finding their own little spot in the world.  Oftentimes, though, the people in your life are.  So I’ve been doing some work this past week on trying to mechanize relationships, in order to reward roleplay and give players an incentive to really connect with the world, instead of simply wandering around killing everyone who doesn’t immediately roll over and give them what they want.

Pathfinder actually just added a system for this in Ultimate Campaign, the details of which are here.  It’s not a bad jumping-off point (especially since there are seemingly very few other (possibly no other) d20 games with relationship mechanics), but it does have issues.  I like that it lets you switch a relationship from being friends to enemies and vice versa, but the methods of advancing a relationship (mostly oriented around leveling  your own character) don’t feel very organic and most of them seem like they would be extremely slow as well, taking months of regular sessions to advance even a single relationship to the top level.  I’d like Nautilus’ relationships to evolve more quickly when using play sessions as a reference, and to not be tied in with leveling, which has been greatly de-emphasized due to the use of GM-adjudicated Advancements taking the place of XP.

As far as my own work, there’s been some good and some bad so far.  The good news is that I figured out how to give relationships unique properties that will feel powerful enough to make them well worthwhile, as well as a method to incentivize having roleplay-heavy sections of play.  The issue I’m currently running into is how to track increases in a relationship, and what exactly the number(s) should represent.

I want increases to occur more organically than the Pathfinder system, but I’m afraid of leaving it all to GM adjudication.  At the same time, I would rather not make it social skill check-dependent, as plenty of people who haven’t studied diplomacy or the arts of intimidation all their lives have fast friends and bitter enemies.  So do I do a bit of both? Do I tie it into minor advancements?  Major advancements?  Simply hope the GM can handle it on their own without a hand to guide them?  I’m just not sure yet.

There’s also the issue of what the numbers represent.  In Pathfinder’s system, the relationship is either a positive or a competitive/negative one, with no real middle.  The use of an absolute relationship value is an interesting choice, though, in that it can be seen to represent the history, both good and bad, a character has built with another character.  I would like more shades of grey in my system, so you can have friendly rivals and comrades who are looking to stab you in the back.  I’ve been looking at a two-axis system of friendly/hostile and comrade/rival, but am stuck on how to determine what kind of interactions go into each column.  (Which has the same issue as above about whether to leave it all up to the GM, find some strict way to mechanically define it, or take another route entirely.)

I’m hoping with a few more days of thinking I can get that shaken out into a workable beta system and move onwards to the other subsystems that need finishing and/or rewriting.  I am going to keep pursuing this though.  It’s (I think) a unique contribution to the way d20 games can be run, and I can’t pass up an opportunity to connect players and their characters more deeply with world while encouraging meaningful roleplay.

I just need to figure out how exactly to make it all work, first. 😛

P.S.  Apologies if this went on a little long. Don’t write when you’re tired, kids!  Feel free to ask any clarifying questions or make suggestions both mechanical and for research (are there other d20 games that do relationship mechanics?  Let me know!) in the comments.

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Proposed Schedule

Sorry for the lack of post last week, it’s taking a little longer to get the wheels rolling than I’d like.  For today, I’d like to drop in and tell you what the proposed schedule is for the blog.

Monday — Running the World Machine. GMing advice for your tabletop games. I’m still improving, but I’ve picked up some tricks along the way and want to share them. You can catch up on the archives here.

Tuesday — Link day! I’ll collect at least five links from around them web and post them here for your perusing pleasure. Miscellaneous announcements and other minor posts will go on this day, too. Tuesday’s going to be lighter, shorter posts, so there will probably be some more variety in addition to the links post. Think of it as the blog’s variety show moment.

Wednesday — An update on Nautilus.  This could be an overview of whatever aspect of the design I’m working on, some thoughts on making the game, playtesting reports, etc.

Thursday — RPG reviews! I’m going to start posting my thoughts on the various RPGs I’ve either read already or am in the process of reading through. These will generally be split into two parts. The first week will have my impressions as I’m reading the system (most of these systems I’ll be actually sitting down and reading for the first time, which for a lot of RPG books takes longer than a week), and the second week will have my more-final review, once I’ve read the entire product.  I will admit for some of the longer products, there may be some skimming, as I am only human and only have so much time, but I’ll do my best to be as thorough as possible. There may also be a third part to a review, possibly added much later, where I give my further impressions of a product after playtesting it, either as a one-shot or a campaign. These reviews will focus on whichever books happen to pique my interest at the time, and as such may trend in slightly more obscure directions or include reviews of things that are old or possibly now out of print (but are hopefully available used online).  For games that have multiple core books, I’ll review them one at time, and possibly not all in sequence, depending on how well they hold my interest. I will also be endeavoring to only review games that I personally own, which could eventually derail the project due to financial difficulties, but my backlog is fairly large and there are many quality free games out there, so  I wouldn’t worry too much about that.

Friday — Friday will be flash fiction. New stories once a week, either written fresh or from my own archives. A word of warning that this particular blog post’s timing will probably be more erratic than most once the schedule gets settled in, since I will probably be writing the week’s post based on Chuck Wendig’s Friday Flash Fiction challenges, which are posted on, well, Friday, so I can’t write the flash fiction until I get the challenge in the morning.  I’ll try to have it up before noon (PST), but there’s no promises there. We’ll see how it goes!

I may write up other posts as time permits. Having just moved to Seattle, I’m still in the exploratory phase of being in a new city, so I might make posts about game stores in the area, events I go to, etc. I might also do additional writing, game design, write about current gaming or writing news, etc. It’s going to be experimental for a while, but I hope it will be quite fun.

There should be two more posts this week (doing an extra to make up for missing last week) as part of the ramp up, so I’ll see you there!

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Status Report

Hey all.

It’s been a while since the last update.  I was caught up with finishing college, graduating, and moving over 1000 miles north of where I’ve been living the last five years.  It’s been about a month since I arrived, and I’m finally settling into living in Seattle!

I’m currently looking around for employment, so if you happen to like what I’ve posted and are reading this and think you can use me, let me know! I’d love to work on a RPG, either tabletop or computer. I also make a mean assistant producer for video/computer games, if that strikes your fancy. Hell, I’d even enjoy just working at a (tabletop) game store. And even if you need someone to collaborate on a project with you for little or no money, hit me up anyway. I’d love to work with some more people and meet other designers/artists/writers/creators/batpeeps.

I’ve also got some plans in the works for this here blog.  I actually figured out a solid schedule of updates last month, and now that the dust has finally settled I’m going to give it a shot. The overall plan is to end up hitting 5-6 updates a week. A major one on Monday, and Wednesday through Friday, with one or two smaller updates on Tuesdays. Running the World-machine will make a triumphant return, and I’m also going to be giving more frequent updates on Nautilus, more flash fiction and other stories, and reviews of tabletop games (mostly RPGs) new and old.  It should be a grand old time.

However, I know the schedule here has been a little shaky, and I don’t want to go off half-cocked.  So there’s going to be a slow roll-out of this schedule.  It all starts next week, but I’m only going to guarantee one post next week.  The week after that two posts, then three, and so on until after a little over a month we’ve ramped up to an update every day.  This will give me a chance to get used to the rhythm of posting every day, and possibly to build up a bit of a backlog for some of the more complicated features (like game reviews).

I’ll post up a schedule with more specifics in the next few weeks.  But keep an eye on this space!  There will be new and exciting things soon, and I’m sure you’ll enjoy them.

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Running the World-Machine: Little Touches: Making Memorable NPCs

On this week’s Running the World-Machine, we talk about how to take your non-player characters and turn them from forgettable nobodies into characters your PCs will remember long after the game is done. Continue reading

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Running the World-Machine: Preparing for a Session

This week on Running the World-Machine, we talk about preparing for a gaming session. How much time you should prepare for, what kind of encounters to use, and more!

(Also, sorry this one was a little late and that last week got skipped. I must admit I’m still getting used to the whole “weekly column” thing.) Continue reading

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Running the World-Machine: Maps

Sorry for being a day late in returning, hopefully it was worth the wait.  In this week’s edition of Running the World-Machine, we talk about using combat maps in your tabletop RPGs: Continue reading

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No RtWM this week!

Hey all, just letting you know there won’t be a new Running the World-Machine this week.  School and some other projects are swamping me right now, and I also need some time to brainstorm a list of topics.  Running the World-Machine shall return next monday, and I shall see you then!

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Running the World-Machine: Dangerous Terrain

Why does the enemy always have to be some creature with pointy bits coming at your throat?  In this installment of Running the World-Machine, I discuss environmental challenges in RPGs.

(Ed note — Sorry this one is late!  Other projects got a little away from this week.)

Continue reading

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Short Delay for Running the World-Machine!

Hey everyone, so due to a combination of busyness and plain old forgetfulness, the new Running the World-Machine entry will be up tomorrow! Sorry about that. The day got away from me and I didn’t read my to-do list as carefully as I should have.

See you tomorrow!

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Running the World-Machine: Flexibility as a GM

This week on Running the World-Machine, I talk about how being flexible as a GM prevents player frustration, makes your life easier, and makes your tabletop RPG better for everyone involved. Continue reading

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