Showing posts with label Role Playing Game. Show all posts
Showing posts with label Role Playing Game. Show all posts

Thursday, March 13, 2014

FATE Points vs Bennies

On the surface of things, Fate's "Fate Point" and Savage World's "Benny" systems look similar, but if you take a moment to learn about them you will see that they serve different purposes.

What is a Benny?


In Savage Worlds you can be awarded a Benny by the GM(or by other players in some alternate rules).  This makes Benny rules kind of liquid, as you simply get them when someone judges what you do merits it.  This makes them flexible.  If the GM wants more action, he'll reward the players for being more proactive in things.  If the GM wants clever resolutions to problems, he'll start rewarding that.  It is kind of like Dog Treats.  

Some people do not like this non-codified giving of bennies because someone can become a "favorite", or you can encourage bad behavior.  Someone making an offhand joke about a situation makes everyone laugh wildly for 5 minutes, so they get a benny.  Now for the next 30 minutes, everyone's cracking jokes trying to get the next "you're the funniest person" benny.  This does not even take into account straight up favortism from a bad GM.

In the end, Bennies are not nearly as strong as Fate Points.  Bennies are "do overs".  They let you re-roll an action that you are not happy with.  If you're trying to diffuse a bomb, its a second chance at a better shot.  If you get hit by a bullet, that benny can be a split second dodge out of the way.  If you're injured and bleeding, that benny can be a shot of adrenaline that pushes you off the floor and into heroism.  Bennies are more plentiful and fly around in use much more than Fate Points.  They create tension and extreme acts of heroics that cause Savage Worlds games to be more "seat of the pants" style than other games.

What is a Fate Point?

Fate Points are earned by a player putting their character through hardship.  To get a Fate Point you have to invoke a negative aspect of your character, and fail at some task or ability. The favored way of getting Fate Points is to spring the failure only after you build up your idea as awesome and great to the group.

Fate Point acquisition is a sort of anti-min/max thing built into the game.  It forces you to think of real disadvantages of your character that you can call on in situations so you can get these Fate Points.  If you choose a disadvantage that rarely comes up(pineapple allergy), then you're going to find it hard to come by Fate Points.  Fate Points are not in the hands of a GM, and so there is not the potential for abuse as there is with Bennies.

Fate Points are sort of your "dream powers" if you go by the idea that Fate is sort of a group of lucid dreamers trying to make a story together.  You can use them for mundane things like adding +'s to your roles or -'s to other's rolls, but the real power is when you take narrative control of a situation.  You can find clues, you can know contacts, you can create "bridges" between the players and the goals that make it more interesting or move the story along.  You find out the bad guy's fortress is  hidden, you can use a Fate point to know a former guard is in prison and the group can go interrogate him for the location.  You get into a car that won't start, spend a Fate Point to do the "start up" routine your shitty car in college did and it causes the car to work!  Stuff like that.

On the flip side you can also change it to the detriment of other characters.  The bandits are on top of the train, so you spend a Fate Point to say "a storm rolls up out of the plains, causing heavy wind and rain" now the bandits have trouble moving while up there.  The Non-player character in the corner of a gas station is actually an undercover cop, and joins the group in subduing the criminals.  It can be simple too, spend a Fate Point to make a gun jam.  

End.

So that's the differences.  There are some more, but this is enough of an explanation to get you started.  Bennies are more free for the awarding, but are more rule tied to their usage.  Fate Points are very codified in how you attain them, but the use of them is very free form.  Both are really cool additions to the old gaming formula, and even though I'm pretty much the GM of games I play, I love anything that takes control away from me, and gives the players the ability to affect the world.

Wednesday, July 24, 2013

Mulligans, Bennies, and Do-Overs.


I'm about to get hardcore golfer lingo all up in here, so try and follow if you can.  Mulligan... means "do-over".

Re-rolling was the most audacious of moves when I was a teenager.  You don't even ask for that, you might get laughed out of the room or hit with a mountain dew can(actually we had high powered Ginseng pills from GMC).  Even back then though, I was a "relax, go with the flow and trust your GM" kind of GM.  Random failures were not going to be a death sentence(unless it was dramatic, but I tried to convey those situations to build drama), and most of the time failures ended in awesomely funny stories.  Many failures are still part of our "remember the good old days" conversations among my long time friends.

Then I found Savage Worlds.  I first read about Bennies and though "nevermind, screw this", but then I kept reading.  Savage Worlds flies off the handle very easy.  Their dice "explode" or "Ace", which means if you roll the highest number on a dice, you can re-roll that dice and add the result.  Randomly you could get 3 aces in a row and do insane amounts of damage.  Bennies figure into that, if things just swing wildly out of proportion, you have some "do overs" you can play.

The do over was built INTO the system, not tacked on.  That is an IMPORTANT aspect.

Tagging on do-overs in a game makes the game heavily favored on the players.  I would never do that to Dungeons and Dragons or Pathfinder because it would stack things in favor of the players an obscenely strong amount... and besides, D&D with do-overs just "feels" all icky.

I know D&D Next is still in testing, but the head guy there has revealed they are completely aping every popular thing in modern gaming to try and save their sinking ship.  This includes "Inspiration" which is really just another name for Bennies.  I'm hoping they do not make this into the game itself, because frankly with "Wild Dice" already figured in from the start, adding Bennies just makes it feel like a Savage Worlds home brew.


Bennies are not the sole providence of Savage Worlds though.  I do not believe the D&D Next designers said "Savage World's bennies are huge, let's do that".  The "new new Hotness" is FATE.  It is blowing up the kickstarters.  FATE's mulligans are slightly different and must be tied to role play aspects of your character.  While FATE and Savage Worlds was first published the same year, the precursor to Savage Worlds, the game known as Deadlands, had Bennies way back in 1996.

A lot of the games based on FATE have them and have gotten tons of awards.  The Dresden Files game is based on FATE directly.  BULLDOGs is another.  FATE kickstarters are blowing up all over the place with FATECORE being the sort of "everything" FATE book getting lots of funding.

The big winner of the awards this year was Marvel Super Heroic Role Playing Game.  It had bennies built into it too, and were much more like FATE than anything else, but it had its own quirks and intricacies.

All this, and so why am I feeling kind of icky about D&D Next getting it?  Well... its the old man trying to be young when we love the old man thing all over again.  Examples.  Hulk Hogan decided to become an anti-hero because Stone Cold Steve Austin was tearing it up in ratings.  Final Fantasy goes for action combo combat, open world free form questing, and MMORPG like crafting... when the best Final Fantasy games sell and are praised for being innovative, not being a follower, being... Final Fantasy.  Lost Odyssey was made to be a Final Fantasy and stuck with traditional gameplay, and its widely regarded as the best JRPG of its generation, while FF13 is lambasted(despite the fact I loved it).

D&D needs to be D&D again.  A game that feels like an evolution of 1st-3rd.  Maybe take a couple of good parts of 4, and bring some new stuff for 5, but make it feel like D&D again.  1st-3rd got a lot of things right, you do not need to reinvent the wheel.


Wednesday, July 17, 2013

The true response to "The Dungeon Masters"

In 2008 there was a documentary filmed called 'The Dungeon Masters" which was marketed and sold under the disguise of being something positive for the hobby of Role Playing Games.  It was shoveled out at Dragon-con, Comi-con and any other number of places.  It was even promoted(before they saw it) at reputable hobby websites.

This movie was utter garbage.

This documentary does just as much harm to the hobby as Jack Chick comics.  It "portrayed" 3 socially damaged people in a way that made the hobby look poor.  I say "portray" because I do not know these people, and like any reality TV(because this so called documentary was one step away from Honey Boo Boo), much of it is made in the cutting room.  I suspect this because I can easily see the director saying "hey, let us dress you like an elf for a regular day and just see how people react" and then portray that as what the girl does every day.  The guy that is so obsessed with getting his home brew published that he neglects his family and actually knows nothing about publishing or how much these poor "authors" of dungeon adventures actually make... maybe that guy really does not spend all his time doing that.  Maybe this guy's children are well taken care of, and the stress between them is because there's a fucking film crew in the room.

Anyway.

Lots of people of our hobby saw this trash and said "I can do better."  And that is what this post really is about.  People doing better than "The Dungeon Masters"

Today I have 2 examples.

First up is a small one with a good message.  Role Players are your mailman, your waitress, your boss at work, your lawyer.  They come from many different backgrounds and that it is about getting together with your friends and playing a free form, thought provoking story together.  It is called:  Heroes of the Tabletop.


Another one is this wonderful documentary for PBS, yes, it was actually shown on TV.  Its about what RPG games are, what they entail, and their influence on modern life.


These are the real responses to "The Dungeon Masters".  Far more constructive and better for our hobby than any rant I could do about how shitty "The Dungeon Masters" is.