- GM’s note: The following is an exploration of Forged In the Dark (Vergence RPG) mechanics and applying them to Lords of Gossamer.
Lords of Gossamer is a Diceless game. Diceless is great. I believe in Diceless.
But there are certain mechanics that are less effective in Diceless. It’s for this reason that we’ve been using Cards and even some Dice from time to time.
Reflecting on why Diceless is sometimes weak, here is what I came up with:
Diceless provides a fixed outcome. There is no variability of outcome or degree of success. Yes, I know that the GM can weigh up the factors and ‘decide’ that degree of success, or how long a task takes, but it’s always what the GM decides. The best examples that I have of this are:
How long does it take a PC to learn something? Or to work towards a goal? (In Diceless it’s an arbitrary decision)
Does the PC notice something or not? (in Diceless, it is either Warfare or Psyche - but it becomes boring if the PC always notices, or it becomes very arbitrary for the GM to just decide every time if they notice or not)
Diceless doesn’t really cover Social skills, or Engineering/Building skills, or whether someone Notices something or not, or even Studying/Researching.
An example of this is that the PC meets someone? Do they get along? (again, if playing with Diceless rules, one would either rule that is based on Psyche, or potentially look at Good stuff - but again, this becomes boring if the PC always gets along with people, even if they aren’t trying.)
Good Stuff / Bad Stuff tends to be always positive, or always negative. It can become boring if the PC always gets the edge, or always just misses. It lacks variability. It can also be abused - the PC is always liked when meeting people ‘because of Good Stuff’. This is okay in gameplay for a while, but after a while it becomes stale.
There is no Fortune mechanic that enables the GM to determine whether something happens or not - eg: NPC meets NPC - do they get along? Or, what’s the likelihood that Vala meets a new Lord of Gossamer? Where the Attributes don’t apply (again for example Social, Engineering/Building, Noticing, Studying/Researching), there is no easy mechanism for determining whether a NPC succeeds in something and how well they succeed. Again, it’s just ‘the GM decides’.
Over time we’ve used FATE cards to add that ‘spice’ into the game to determine whether the PC found something more challenging than expected or not. For example, Grant is going to win a combat with Dominant rank - but how well did his opponent do before Grant beat him? Draw a card and this one says “-3 Betrayed/Major Snafu” - in other words, something happened that Grant did not expect, or if he did anticipate (because he has Dominant rank), it still made him work harder than he would have liked to achieve that victory.
Then I started using Forged in the Dark mechanics to determine how likely certain things were to happen, and also whether things went well for the PCs (rolling a ‘6’) or whether they succeeded but something else went awry (rolling a ‘4’ or ‘5’) or whether things just went poorly and they had a tough time dealing with it (‘1’, ‘2’ or ‘3’).
I want to go further with this and see how well Forged in the Dark mechanics could be used for Lords of Gossamer. Basically, to run the game as ‘Mostly Diceless’.
Forged in the Dark (Blades in the Dark) uses Tier mechanics so it is still possible to go ‘Mostly Diceless’, and use dice only when there is a chance of failure.
Also, I really like the idea of ‘yes you succeed, but there’s a complication’ - ie: the PC wins, but it takes longer than expected (increment a clock); or the PC wins but something unexpected happens. This is particularly relevant in mass combat battles - yes, a high ranking Warfare character is going to win the battle - but there may still be unforeseen complications and casualties.
So this is what I wrote up to help David to understand how using FitD mechanics might work in combat:
Individuals and Factions are ranked by Tier (or Quality) - which is a measure of the capability that the individual or faction can bring to bear - it represents power, scale, resources etc. Tier is rated between -1 and 4.
A group of individuals typically rates one Tier higher - for example, a group of Human Ranked Individuals would be Tier 0.
Most starting PCs (normal Lords of Gossamer) would be Tier 2. However, Ethan and Grant are very powerful and are Tier 3.
Let’s begin with an example of play:
Grant is Tier 3 and has an Engage (equivalent to BitD’s Skirmish skill) of 3D.
Example 1 - Grant v hostile group of Dwimmerlaik
Grant encounters a hostile group of Dwimmerlaik. Dwimmerlaik are individually at Tier 1 level, but since this is a group, they rate as Tier 2.
Grant would start the battle in Controlled position, Greater effect (given that Grant is in a superior Tier).
If this battle were fought, he would have a 7% chance of a Critical success, 35% chance of success, 45% chance of a partial success, and 13% chance of failure. (ie: 87% chance of overall success on the first roll)
Failure in this situation typically means a lost opportunity and a decision either needs to be made to ‘fight on’ in a Risky position, or try a different approach.
A partial success is also not bad because this is Controlled position. There would be a minor consequence, which could be the tick of a clock, or a small plot twist. It is still a success.
If the Dwimmerlaik were to ambush Grant, he would start the battle in a Risky position, but still Greater effect.
The same probabilities as above would apply.
However, failure from a Risky position could result in Harm, or it could result in a moderate consequence (eg: 2 ticks of a clock, plot twist etc), or it could result in Grant being placed in a Desperate position.
Now let’s explore what else Grant could do:
Grant draws Gorgorin the Shatterer, a Primal Damage weapon. This increases his effect from Greater to Extreme.
Similarly, if Grant were to use Umbra in combat, this would increase his effect from Greater to Extreme.
Grant can also trade Position for Effect. For example, if ambushed, he would be in a Risky position with Greater effect. He could instead choose to improve his position to Controlled, reducing his effect to Standard.
Grant could also Push himself (to get an extra +1D) at the cost of 2 stress.
Grant could accept a Devil’s Bargain (to get an extra +1D or improve Position/Effect). It’s not possible to improve dice using both Push and Devil’s Bargain.
Hence if Grant were to either Push himself or accept a Devil’s Bargain to improve his dice pool, he would have 4D to roll. If this battle were fought, he would have a 13% chance of a Critical success, 39% chance of success, 42% chance of a partial success, and 6% chance of failure. (ie: 94% chance of success)
Example 2 - Grant v small group of Dwimmerlaik
Grant encounters a small hostile group of Dwimmerlaik (1-2 of them). Dwimmerlaik are individually at Tier 1 level and this group is not large enough to make them Tier 2.
Hence there are two Tiers difference between Grant and the Dwimmerlaik. No roll is required - Grant wins - this is no challenge for him. The Dwimmerlaik cannot beat him, even if they ambush him.
Example 3 - Grant v Ethan
Now this is an interesting one because technically they are both Tier 3. However, Grant has Dominant Rank, which in FitD would translate to giving him a +1 Tier Bonus. Hence if Grant were to fight Ethan, he would start in a Controlled position because he is a higher Tier than Ethan is (in this area). Depending on the situation, he may have Standard effect or Greater effect.
Example 4 - Grant v Drake
Drake should be better than Grant, so let’s say that Drake is Tier 4. Grant would begin in Risky position and Reduced effect because of the Tier difference. He can improve Position and Effect by using the assets available to him - using Gorgorin, Umbra, Pushing himself, using a Devil’s Bargain.
Example 5 - Grant v Krovalis
Krovalis is clearly Tier 4 and meant to be much better than Grant. As such, Krovalis attacks Grant first and he needs to make a Resistance roll to avoid taking harm. Depending upon the situation, Grant is either in a Risky position / Zero effect, or possibly in a Desperate position, Reduced effect. Again, he can improve Position and Effect by using the assets available to him - using Gorgorin, Umbra, Pushing himself, using a Devil’s Bargain.
- GM’s note: That’s all I have time for in this session. I’m going to be exploring this further over the next few posts.