GM style: Narrative games and rolling dice
Game rules
I've created all of the following to help me run a more-narrative style of game. I'm much more used to the tactical-level play of D&D (one dice roll for each action), so Coriolis has become part of my recent education into other styles of play. I found that I did need a lot of help... but I learned a lot during play, so there it is.
The following two examples were my starting point - obvious to many GMs - but helpful to me to set my target.
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So many actual plays of Coriolis have the GM calling for a roll for any chosen action, much like D&D would. I'm told however, that Mutant Year Zero has the GM call for a single roll to cover the whole scene, for example, one scouting roll covers all the instances of trying to find things at any one location - not requiring a series of rolls each time the PC is techincally searching, so... JUMP TO CONTENTSWhen a roll can be skipped
Dice rolls are only needed when the Dark is watching
I'm using this to quickly move the story on - I can do it myself just looking at the character sheets even. If the player wants to spin the Gambler's Coin for a better result then fair enough, it's their risk to take after all, just as long as they know they could get the Dark's attention with a bad roll in a situation that would otherwise have gone perfectly smoothly...
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I completely understand the narrative benefit to adding the complication and so it must seem odd for me to remove it, given what I'm trying to achieve. However, I've had numerous concerns with players not feeling their character is as capable as they'd have expected when they can't complete simple actions without complications. Given then, that I have Darkness Points to create complications - which are no comment on a PC's capability - do I need a second way to create extra plot? Hence, I remove the complication from the dice roll outcome and just use DP - a simplification.
Story flavour is determined by the character's skill level
A master's success will still outshine a novice's. Either I or the player can add this flavour on wherever it seems interesting or valuable, and it's easy enough to see how many dice have been rolled to know what level to use. This can be applied whether dice are rolled or not.
Sometimes it's been fun or tension building to allow people to spend skill successes like they would at a tactical level, as in combat. It's not the full one-roll-per-scene of Mutant Year Zero, as described above, but adds player choice - a valuable tool for enjoyment. Example: a choice that creates tension
You're hacking the Colonial Agency computer but the Rangers are just round the corner. You've rolled 3 successes but you're not a master at hacking: it'll cost you 1 success to steal each of the 3 bits of information you're after but 1 success to shut off the security alarm; which do you want to do? Example: a choice that hits a personal problem or allows the player to cause trouble (for fun of course)
You're a novice entertainer at best, but you rolled 3 successes. You could use that critical to allow the rest of the party to rob the crowd and sneak safely away... or, you could spend them to upgrade your performance to something a master could do and the crowd will really love you; what's more important to you here? JUMP TO CONTENTS
In my analysis of the Coriolis system I've considered player perceptions of failure, in particular the bad feeling that comes with rolling massive numbers of d6 and getting no successes, when you really feel your character is too skilled to have 'completely failed'. Though D&D has made the natural-1 acceptable, the Year Zero Engine doesn't have an accepted equivalent that I've seen around game tables. So: the higher your skill the more a failure must be through interference from the Dark Between the Stars
It's not a matter of you making it worse through incompetence but rather that it was already worse than you originally realised, it’s just that this is you noticing properly now; the GM or player can then invent the extra complication by invite of the dice.
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Damage that isn't critical heals at 1 point per hour, so it can't really be that serious:
I've had a bit of trouble working with contested rolls, specifically with Creatures of the Dark and environmental effects: if such fails the initial roll to activate their power / have an effect then the anticlimatic "and nothing happens" really bothers me. I'm now using a few different types of challenges to tackle this and to speed up play even at a tactical level, embracing the fewer-dice-rolled principle discussed above.
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Narrative style - reflection on hints from the community
Analysis to figure out what I'm aiming atThe following two examples were my starting point - obvious to many GMs - but helpful to me to set my target.
Ask players to interpret their successes and failures | A success I'd like to copy came from WttSS session 45: 'I Swear There Are 9 Black Tablets, Honest'. The defences of the Portal Builder entranceway illicted feelings of unease, encouraging affected individuals to turn around and leave. When Kerman's dice roll showed he was more affected by this than the rest of the party I successfully put it back to the player to build on the scene instead of just having Kerman be under some dice affect for future rolls. Asking, "how does Kerman respond to noticing that other party members don't seem as worried as he feels?" Kerman to chose to march boldly into potential danger - to be the first to face trouble - to protect the rest of the party from the dangers they could't fully appreciate. It was a good - defining - character choice and moment. |
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More narrative combat | These are the headlines from a combat thought experiment I ran between Murad and a Legionary in the Caliban Crow engine room, based on my Whispers to the Star Singer campaign. I did it to improve on the actual combat that seemed dull.
Environmental complications
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When to roll
My first lesson: learning when to roll dice - and crucially, when not toSo many actual plays of Coriolis have the GM calling for a roll for any chosen action, much like D&D would. I'm told however, that Mutant Year Zero has the GM call for a single roll to cover the whole scene, for example, one scouting roll covers all the instances of trying to find things at any one location - not requiring a series of rolls each time the PC is techincally searching, so... JUMP TO CONTENTS
When a roll can be skipped
Dice rolls are only needed when the Dark is watching
Fair enough to those who say "only roll when it's plot critical", I embrace that for the most part. However, I'll also call for a roll when PCs are tackling something in a situation where the Dark thinks it can challenge the individual's supposed greatness, and also where it can cause interesting mischief. In all other cases PCs succeed with a strength of success based on their skill level (see success when not rolling below).
Encouraging player choice - do they embrace the Gambler's Coin?
Beyond the above, sometimes I'll also give players the choice on rolling: you can have this lesser benefit without rolling but if you want this greater benefit, you'll have to risk the dice; a failure will be worse than the lesser benefit but a success will be better. For example:
- They have the force to get the door open but do they want to gamble on doing it faster or more quietly?
- They have the manipulation to learn the target of a captured spy but do they want to gamble on tricking the spy into revealing who hired them and how much they were paid?
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Success when not rolling
Players still calculate their dice pool, adding or subtracting any modifiers, but their successes are automatic, based on the number of dice they would have rolled if the Dark had been watching:
MODIFIED SKILL TOTAL | RESULT |
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1-4 | Limited success, equivalent to one 6 being rolled |
5-8 | Success, equivalent to two 6s being rolled |
9+ | Critical success, equivalent to three 6s being rolled |
Strength of success
Removing the complication from a single sucessI completely understand the narrative benefit to adding the complication and so it must seem odd for me to remove it, given what I'm trying to achieve. However, I've had numerous concerns with players not feeling their character is as capable as they'd have expected when they can't complete simple actions without complications. Given then, that I have Darkness Points to create complications - which are no comment on a PC's capability - do I need a second way to create extra plot? Hence, I remove the complication from the dice roll outcome and just use DP - a simplification.
SUCCESSES | STRENGTH OF SUCCESS |
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One 6 (limited success) | You succeed - no added complication but no extra benefit, you just succeed |
Two 6s (success) | You succeed and gain a small extra benefit |
Three or more 6s (critical success) | You succeed and more: where possible, the player takes over and describes their character's brilliance |
A master's success will still outshine a novice's. Either I or the player can add this flavour on wherever it seems interesting or valuable, and it's easy enough to see how many dice have been rolled to know what level to use. This can be applied whether dice are rolled or not.
MODIFIED SKILL TOTAL | RESULT |
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1-4 (novice) | Your successes are slower, clumsier or just show a certain lack of technique |
5-8 (competent) | Your competence is obvious here: the untrained find what you do impressive |
9+ (master) | Your successes have the speed, control and / or technique such that people are stunned, having no idea how you did it |
Spending successes
Spend success in tense or fun situationsSometimes it's been fun or tension building to allow people to spend skill successes like they would at a tactical level, as in combat. It's not the full one-roll-per-scene of Mutant Year Zero, as described above, but adds player choice - a valuable tool for enjoyment. Example: a choice that creates tension
You're hacking the Colonial Agency computer but the Rangers are just round the corner. You've rolled 3 successes but you're not a master at hacking: it'll cost you 1 success to steal each of the 3 bits of information you're after but 1 success to shut off the security alarm; which do you want to do? Example: a choice that hits a personal problem or allows the player to cause trouble (for fun of course)
You're a novice entertainer at best, but you rolled 3 successes. You could use that critical to allow the rest of the party to rob the crowd and sneak safely away... or, you could spend them to upgrade your performance to something a master could do and the crowd will really love you; what's more important to you here? JUMP TO CONTENTS
Interpreting failed rolls
Failure with large dice pools is dishearteningbIn my analysis of the Coriolis system I've considered player perceptions of failure, in particular the bad feeling that comes with rolling massive numbers of d6 and getting no successes, when you really feel your character is too skilled to have 'completely failed'. Though D&D has made the natural-1 acceptable, the Year Zero Engine doesn't have an accepted equivalent that I've seen around game tables. So: the higher your skill the more a failure must be through interference from the Dark Between the Stars
It's not a matter of you making it worse through incompetence but rather that it was already worse than you originally realised, it’s just that this is you noticing properly now; the GM or player can then invent the extra complication by invite of the dice.
MODIFIED SKILL TOTAL | RESULT |
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1-4 (novice) | Sorry, you messed up As a novice it's quite likely it was your own skill not being good enough - the Darkness didn't see you as much of a challenge |
5-8 (competent) | It was a little bit of both you and the Dark...? I need to refine this a little still; at the moment I might - or I might as the player to - look for the Dark as an explanation or just see what seems best for the situation, story-wise |
9+ (master) | The Dark is laughing You really should have succeeded there, so it must have been the Dark that threw you off, for example:
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Interpreting damage taken
Combat damage that isn't a critical must be a lesser form of damageDamage that isn't critical heals at 1 point per hour, so it can't really be that serious:
- Vulcan-rocket impacts might have their shrapnel absorbed by armour but the blast force knocks someone back and winds them still
- Halberd blades do 3 damage but you could be hit with the pole instead of the blade - damaging but not critical
- Thermal pistols do 3 damage but slugs could burn skin as they pass nearby or hit the wall next to the target, causing a spray of bricks
Challenge types
Going beyond the simple rollI've had a bit of trouble working with contested rolls, specifically with Creatures of the Dark and environmental effects: if such fails the initial roll to activate their power / have an effect then the anticlimatic "and nothing happens" really bothers me. I'm now using a few different types of challenges to tackle this and to speed up play even at a tactical level, embracing the fewer-dice-rolled principle discussed above.
Normal: ACTIVE, SKILLED ATTACK --- For example, a creature is physically attacking the PC's person |
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New: PASSIVE ASSAULT --- An effect whose presence is a danger to PCs - a new way that accounts for the strength of the danger being automatic --- For example:
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New: INTERMEDIATE-LEVEL DICE RESOLUTION Somewhere between task-level and scene-level | Option 1: roll once and spend successes throughout the scene As in spending successes above Option 2: a deal with the Dark The player gets a choice of risks when there are a couple of skills that they might logically have to roll on, allowing them to just roll on the one they're most happy to take the risk on. Example: Kerman wants to swing into the cab from the roof of a crawler and take control of its out-of-control steering You could ask for a Dexterity check and Pilot check or you give a choice:
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New: EXTENDED THREATS FOR NARRATIVE GAMES --- ...as used in Tales from the Loop |
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Examples of play I want to remember
Allow PCs to investigate occurences instead of giving them an event to passively witness after the fact WttSS session 41: 'City of Brass' | I once had the party's marmosets escape the ship and try to make an active run for mountain passages on which humans were turned away by Portal Builder defences that clouded their minds. I simply revealed the marmosets could be used to detect trouble in and navigate a Portal Builder labyrinth, only asking the players to react to the reveal. Instead I could have created a mystery for the players to interact with: "there's a noise inside the Caliban Crow" and then "the marmosets want to run somewhere, really desparately". I would have given the players more to work with. |
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Creating problems with items WttSS session 46: 'Nasralleh Makes His Move' | When Khalil was chasing the Orb of Ghodar, I could have improved the challenge with DP spends. I could have made use of the shaking the ground instead of relying on the actions of the rock monsters he was up against. I could have had the shaking ground roll the orb behind rocks or other monsters, forcing Khalil to get more creative in how he retrieved it, instead of him simply picking up the orb unhindered by his opponents as he won initiative. I could also have used DP to give hidden monsters emerging from the rock a move on Khalil, instead of just adding new opponents to the initiative order, which allowed Khalil to simply run away. Both would've added more tension to a scene where the enemies' awful initiative made them quite useless. |
My GM style has evolved from considerations I've discussed in my analysis of the Coriolis system
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