PG-13 hack for any TTRPG

Here’s a hack you can add to almost any Table-top Role-Playing Game to make it more like a PG-13 movie.

At the beginning of each session, place two tokens in the middle of the table where all players can reach them. One token is labelled “F” and the other is labelled “B”

  • F token: Take this token when your character says the F-word. If the token has already been taken, your character cannot perform this action..
  • B token: Take this token to briefly expose your character’s breasts or bottom. If the token has already been taken, your character cannot perform this action
  • Describe combat briefly, bloodlessly, and mostly painlessly.

Narrative Scars

Like actual physical scars, traumatic events can permanently change people.  People marked by such events are always reminded of them.  Here’s a way to represent emotional or mental scars with physical scars in a magical role-playing game.  I use Powered By The Apocalypse jargon, since that’s the kind of RPG I usually run.

When you rest and heal after battle, consider how you earned your wounds. If a wound or the circumstances surrounding it are important to you, it does not heal like normal and you gain a Scar.

When you display a Scar to remind yourself or others of the lesson you earned with blood, everyone who sees it takes +1 forward when acting on your lesson.

When you decide that a Scar no longer holds power or significance, mark XP. The next time you receive magical healing, the Scar will fade.

Examples:

  • A bodyguard re-affirms her conviction by showing the wounds she took in her charge’s place.
  • Friends gleefully show the burns from that experimental hoverbike that almost worked.
  • The hero tears off his neckerchief.  “You should have finished the job, Warwick! I won’t make the same mistake!”
  • “We got in too deep on bad intel. I lost a finger and two comrades in that jungle.  Never again!”

Constant boom-town setting.

Many RPG settings have some calamity in the past that destroys old civilizations and leave lots of ruins for adventurers to explore.  What’s another way to have ruins without blowing up the world?

The world is really big compared to the population, so crowding is not a thing.  Civilization is kinda bad at infrastructure and conservation, so often towns will spring up, drain the nearby land of resources, then be abandoned as the inhabitants move on.

So there’s a linear progression of environments.

  • untouched nature
  • frontier towns
  • civilization
  • ghost towns and wasteland
  • reclaimed by nature

Some interesting side-effects:

  • Civilization is mobile. Everyone is always ready to move on.
  • Cities that are better at conserving resources stay in place longer and have sturdier buildings
  • Trade routes are always changing
  • Ruins are unstable because buildings aren’t built to last.
  • Traditions and history have to be able to move along with the town. No ancient libraries or graveyards.
  • The environment behind towns has a bit of a Nausicaa feel.
  • CIvilization has not filled the world. The world is much bigger than people.

 

Silly putty dopplegangers

Hitpoints are a popular abstraction to represent injury to creatures. Their simplicity makes them easy to use, but the abstraction differs from reality in some obvious ways.  Characters usually perform at full capacity as long as they have any hitpoints left, so a character can be stabbed several times without being impaired, but the last stab knocks that character unconscious.

So let’s give that strange behavior a diagetic explanation.  How can a creature keep going at full power with an arrow through its body? Surely vital organs were punctured, or important muscles were torn.  Not if the creature does not have organs or muscles!  I propose creatures made of homogeneous, shapable goo.  If their bodies are bashed, pierced, or otherwise disrupted, they can reshape themselves around the damage.  Since they can reshape themselves, let’s allow them to shape themselves to imitate other forms. Thus, silly putty dopplegangers.

So at full hitpoints, a doppleganger looks like a normal humanoid.  As it takes damage, it is visibly damaged, but is mechanically unaffected, like a clay sculpture dropped and quickly reformed.  When it runs out of hitpoints, it’s mashed into a formless lump. When a doppleganger regains hitpoints, its form regains detail.

Some fun optional things:

When a doppleganger rests & heals to full, it chooses a new form to imitate.  It can imitate a generic humanoid, or a specific person that it has studied.

One doppleganger can transfer hitpoints to another by removing a chunk from itself and adding it to the other. Will this lead to doppleganger parties forming Voltron? That might be cool.

Dopplegangers can intentionally flatten themselves to squeeze through small places.

A doppleganger can conceal small items or weapons by jamming them inside its body. Retrieving an item from inside its body is slower than retrieving an item stored in a bag or on a belt.

A doppleganger can intentionally splatter when falling or being crushed. It takes half damage, but must spend its next turn reforming.

Different “perception” for different roles

Soldier: “I look around the room.”

GM: “The double doors in front are your best bet for creating a chokepoint.  Most of the furniture here is no good as cover, but the balcony looks defensible.”

Artist: “I look around the room.”

GM: “It’s a good example of late Demarckian style. The tile on the floor is a bit worn, but still pretty.  The spiral carving on the chairs contribute to the overall sense of timeless continuity you get from the tapestries of natural landscapes.  The second table from the right does not match the rest.”

Community Organizer: “I look around the room”

GM: “If you turn the chairs to face east instead of south, and take down the center tapestry, the afternoon sun from the windows will dramatically light a lectern placed just there. You could fit 120 people in here if they’re all seated, but if you want people to mingle comfortably afterward, better limit it to 80.”

Psychic: “I look around the room.”

GM: “The soldier is still followed by the two souls he took as y’all made your way in here.  Nargonthall, ancient fish-prince of Vollshwire, struggles before you, grasped by myriad hands of greed and doubt that stretch invisibly from the cursed chairs scattered around the large room.  He extends a warning, cartilaginous finger towards something with a hostile glow under the second table from the right.”

Different people look for different things, even when they all look at the same things. Reflect that in your RPGs by giving specialists specialized insight into common things.

We looted the bodies, now what?

In another group’s game (It’s Critical Role. You should totally watch it.), the party was assigned to kill a monster in the sewers. It was a giant spider, and its lair contained many cocooned victims.  The party saved the living victim, searched the dead victims for valuable items, then left with the spider’s carcass.  Their contract was to kill the creature, so their job was done.

But another group in another game could do something else with the same situation.  Each of those cocooned victims was a person with a story and a family, and the party could provide endings for those stories and closure for those families.

Immediately a host of challenges emerge. Will the party carry the bodies away, or invite people into the sewers to collect them?  Who is going to let a group of mercenaries store a dozen bodies for an indeterminate period? Is it somehow illegal to possess dead bodies?  How can a body be identified without state-issued ID or a mobile phone?  Why were these people in the sewer instead on the street above like sensible folk?  Will Speak With Dead trivialize this whole affair?  How will someone react when a group of heavily-armed strangers shows up with the corpse of a loved one?  Will the party attend the funeral?

Some of the victims may be connected to the underworld, using the sewers to move without attracting the law’s attention.  The party may find itself with unexpected entanglements, valuable connections, or new targets, depending on their opinion of organized crime.

Maybe the spider was able to snatch some people because they were forced to live in the sewers by circumstances. The party could find the surviving members of that subterranean community and either improve their makeshift homes, or fight to bring them back above ground. Living in the sewer seems pretty bad, but maybe they like it down here.

An identifying possession (an engraved pocket watch, or a military jacket with unit insignia) was stolen, pawned, or gambled away, and the corpse found with it is not the original owner. How will the friends and family of the living owner react to convincing evidence of his death?

If a victim is a wanderer (like most player characters are) the next-of-kin may live far away. Will the party send a message by courier and hope for a response, or make the journey with their grim cargo?

Laying victims to rest encourages a thoughtful, respectful examination of NPCs who are usually easy to disregard.  As part of the investigation, the party will learn a lot about the setting and meet many characters, and probably generate more goals and quests.

Do I think the players of Critical Role should have taken this approach instead of what they did?  No, their actions made sense for their characters and the campaign they are in.  This idea doesn’t fit Critical Role.  It doesn’t even fit Dungeons and Dragons, since relationships and investigation are so important, and D&D doesn’t have much to say about those things.  But I’m sure there exist a GM, a party, and a game system for which this would be amazing!

Thoughts about experience.

Most people know what “experience” means in the context of games, but defining a commonly-used term forces me to think about it concretely and precisely when I usually take it for granted, so I’m going to do it!

What is experience?

Lots of games have characters that grow over the course of the game, becoming more powerful and learning new abilities.  This ability to grow is usually represented by a currency called “experience.”  I’m going to abbreviate “experience” as EXP,  to indicate that it is a term with special meaning distinct from the usual meaning of the word.  EXP is gained by performing certain activities.  In some games, EXP is spent to purchase upgrades.  In others, reaching certain milestones of total EXP unlocks upgrades.

Why is EXP important?

Gaining EXP is a strong incentive. Players tend to perform activities that reward EXP over activities that don’t.  By changing which activities award EXP, and how much, game designers can influence their players’ behavior to suit the designers’ goals.

Common ways to gain EXP

Most of these examples are from video game shooters with “RPG elements”, RPG video games, and table top video games.

Individual EXP for killing enemies: In games where most situations are combat challenges, this method is obvious. The goal is to kill enemies, so reward the player who kills an enemy. This works well for single player games, but in multiplayer games, giving all the EXP to the player who lands the killing blow does not account for teamwork. If player A deals 90 damage to an enemy and Player B deals only the last 10 damage that kills it, player B will get the EXP and player A will feel cheated.

Individual EXP for assists: This is the obvious fix to the previous method.  Everyone who participates in killing an enemy gets some EXP. There are various ways to do this.

  • Full EXP for the killing blow and half EXP for anyone else who damaged the enemy.
  • Award EXP proportional to damage done.
  • Using a helpful ability on a player engaged with an enemy awards assist EXP when that enemy is killed.
  • Award assist EXP for using non-damaging abilities on an enemy, like knocking it down, pushing it out of position, and so on.

Making an attempt at fairness reveals how difficult it is to precisely define fairness.

EXP for completing objectives: This is mainly used in video game that have other things to do besides killing enemies.  Usually, most of the systems are about killing enemies, with some longer-term objectives on top, like “Control an area”, “Escort an object”, or “Capture a flag”. Accomplishing these objectives is another source of EXP, alongside killing enemies.  Some objectives (e.g. hold an area) award EXP equally to everyone involved. Others (e.g. capture the flag) award EXP to the player who accomplishes it, and maybe also to players who assisted that player.

Group EXP for overcoming obstacles:  This is common is video games and tabletop games where players form teams or parties.  Any accomplishment by the party awards equal EXP to all party members. Framing the achievement that grants EXP as “overcoming an obstacle” instead of “defeating an enemy” expands the types of situations that grant EXP: solving a mystery, navigating a hazardous area, convincing an NPC. It also handles solving a problem in multiple ways.  Players can get past a checkpoint by sneaking, fast-talking, or fighting, and get the same reward.  If combat is dangerous or expensive, players are encouraged to try non-violent solutions.

Group milestone leveling: This is used in tabletop games that emphasize story, Instead gaining EXP for every obstacle along the way, every player gaining a large amount of EXP for reaching a significant narrative milestone, like defeating a boss, or wrapping up a story arc.  This lets the GM choose how powerful the party will be at any point in the story, and less accounting is required of both players and GM.

EXP per skill: This is a paradigm shift that rewards players for their actions instead of for the effects those actions have.  Instead of one pool of EXP, characters have multiple pools, linked to skills or groups of skills.  For example, a character may have a “shooting” skill, and could gain “shooting EXP” for attempting to shoot, or for shooting and succeeding, or for succeeding on difficult shots.  “Shooting EXP” can only be used to improve shooting-related parts of the character.  This method keeps track of a lot more than other methods, so it’s usually limited to video games, where the computer can do all the math.

Ideas for gaining EXP

In team games, it’s good for players to work together and help each other.  How do we know when a player has been helpful to another?  Humans intuitively use a lot of context to decide what certain actions mean, and that’s hard for computers to emulate.  A computer would like to say “Healing a teammate is good”, but healing a tank that’s at 3/4 health while a squishy teammate dies is a mistake.  Most simple rules for what is helpful and what is not can be gamed: players who are motivated to gain the most EXP can find actions that make no sense diagetically, like standing in a fire to let a teammate get unlimited EXP for healing.

One way to answer “does this action help?” is to ask “If this action did not happen, would things be worse?”  That’s easier for turn-based games or games with fewer verbs. Predicting the future gets more expensive the more complicated each situation gets, and how far ahead one has to look.  Here’s a simple example.  In Pathfinder, a Bard gives the Fighter +3 to attack, and the Fighter’s next attack beats the enemies AC by 1.  Without the Bard’s Inspiration, the Fighter would have missed, so the Bard definitely helps!  Grant EXP!  But what if the Monk trips that same enemy, knocking it prone and reducing its AC by 4. Does the Fighter hit because of the Bard or because of the Monk?  Even in this turn-based example with chunky numbers, it’s hard to assign causes to results.

Another concern in team games is fairness. EXP is a positive feedback loop. Characters that perform better get more EXP and more power, and then perform even better.  Small differences in effectiveness are magnified over time, and it’s hard to have a team of characters with vastly different amounts of power.  Limiting that difference in power can keep players from feeling frustrated. One solution is to award EXP to the group, not to individuals, but that may lead to the “free rider problem.”  Another solution is a limit to the difference in EXP between party members. A very effective character would stop earning EXP until other characters caught up.  The powers granted by EXP could also reduce this problem by weakening the positive feedback loop. If characters grow mostly horizontally (more utility options, diversification) instead of vertically (bugger numbers), that characters that are far behind can still contribute (in a few areas) just as well as a character that is far ahead.