Showing posts with label Raven c.s. McCracken. Show all posts
Showing posts with label Raven c.s. McCracken. Show all posts

Sunday, February 24, 2013

All the Drama and Power...



Before entering into today's topic, I would like to inform my readers that Raven has recently left a comment on an old post asking if anyone has played the new Synnibarr.  I haven't had an opportunity to look at the new version of the game, but feel free to comment about it.

* * *

There are philistines who wonder if Dallas should be considered a “real” role-playing game.  Certainly, there are no rules for combat and playing a halfling is not an option, but it is a role-playing game nonetheless.  Dallas does not precisely conform to the 'traditional' RPG paradigm, but one must remember that the 'tradition' was still being formalized when Dallas was made.  Dallas was ahead of the curve when it emphasized flexibility of rules and dramatic tension instead of encounter tables and wandering monsters.  Had the setting been more palatable to gamers, Dallas could have contributed significantly to the paradigm.

Some people liken Dallas to How to Host a Murder type games.  Dallas came first, so it may have of influenced the 'mystery genre' of games, but I think Dallas is closer in nature to Braunstein games.  Each player (other than the Director) controls one or more of the nine major characters:  J.R., Jock, Pam, Cliff, Bobby, Miss Ellie, Sue Ellen, Lucy, and Ray Krebbs.  (Sadly, there is no Jenna Wade.)  Fewer characters could be used, but care must be taken to avoid unbalancing the Script.  Each major character has his or her own Victory Conditions for any given Episode.  Of course, major characters tend to have contrary Victory Conditions; after all, this is the basis of conflict in the game.  The absence of certain characters might remove antagonistic motivation for the remaining characters.

The game provides a character sheet for each of the aforementioned major characters.  There isn't much difference among the sheets; every sheet has a table that lists the “Values” (i.e., attributes) for all of the major characters.  (The order in which the characters are listed differs, with a given character's Values at the top on his or her own sheet.)  The back of each sheet is a uniform Player's Rules Outline.  (The actual rules only take up four pages.)  The front also has a standard graphic on “How to Read the Character Cards.”  Otherwise, there is a summary of the character's 'Personal Victory Conditions' for the three Scripts provided with the game, a paragraph of biographical information, and three paragraphs of advice on how to play the character.  Even the advice is partially generalized; every male has the same 'male character' paragraph and every female has the same 'female character' paragraph.

The one thing missing from the character sheet is a listing of the “Bonus Point Awards” that are constant regardless of the Script being used.  As indicated above, each character has Victory Conditions for each Episode, “usually expressed in terms of particular characters and/or plot devices that must be controlled...”  Any character that has met his or her Victory Conditions at the end of the Episode is a winner.  To establish relative rankings among multiple winners, each character's Victory Points must be determined.  Unlike Victory Conditions, Victory Points are awarded the same way in any Episode.  Major characters receive Victory Points based upon the number of characters and plot devices they control and the Power Values of the controlled characters.  Major characters also obtain Victory Points as a result of sending other major characters to jail.  (We'll discuss this in a later post.)  Lastly, there are “Bonus Point Awards” that are unique to each character.  Let's look at some!
Bobby receives one Bonus Point for each additional Power Marker Pam has at the end of the Episode.
Cliff receives three Bonus Points for each Power Marker J.R. has lost by the end of the Episode.
Ray receives two Bonus Points for each woman he has seduced by the end of the Episode (multiple seductions of the same woman do not count).
Lucy seems to be the only major character who is not entitled to Bonus Points.  Oh well, Lucy is the weakest character of the lot and the easiest to write out of a Script (just like what happened to Lucy in the series).  Lucy's role in any of the three Scripts included with the game seems sort of contrived anyway.

While some of the Victory Conditions and Victory Point awards certainly reflect the antagonistic relations among certain characters, some of these conditions and awards have been crafted to promote alliances among certain other characters.  Thus the game manages to translate accurately the dynamics of character interaction from the show and implement those social politics into play.

Tuesday, January 1, 2013

Raven Speaks!



It is with unabashed exuberance that your humble host presents the first guest post on Thoul's Paradise.  What follows comes from the keyboard of Raven c.s. McCracken – complete and unedited – for you to peruse and treasure.

Hello everyone, I’m here to talk about the newest version of the World of Synnibarr.

Developed in the late 70s, Synnibarr was the first science fiction fantasy role playing game and my first product.

In this version, entitled Synnibarr: Invicta, we completely redesigned the game engine.

We simplified many of the rules and created a new series of mechanics that dispense with the old fashioned static level adjustments and ability scores, for a dynamic system based on merit that allows for continuous expansion, customization and character individuality.

The streamlined mechanics are constructed to form a foundation that models a wide range of situations. The detailed guidelines fluid enough to be accommodating, yet precise enough to define the variables that allow one to play everything from trench warfare with spells and firearms, to starship combat.

In this system, in many aspects, there are no limitations save those of the player’s imaginations.

Some of the changes: virtually every dice roll a player must make may be changed for the better through the use of Constitution.

We have added “Flashback” guidelines that replace roll-playing with role-playing. The storytelling aspect removes the dice-roll and eliminates the random factor with a role-player’s characterization of the situation. When the dice fail, we can flashback.

Fate has been empowered in this version, unlike previous editions, and is no longer subject to being “called.”

The convoluted algorithms, while still very much a part of the game, have been streamlined and simplified wherever possible.

Now, with some of that out of the way, allow me to introduce some of the new game mechanics.

First off, it must be said that this version of the game is based solely on a single formula: Con x merit = cogency. I like that word…cogency, it means…wait for it…power!
This formula can also be used for technology: EGs x merit = cogency. Now if you think about this, what has been done is a unification of the mystic and the physic.

With constitution being the power source for metaphysics and EGs the power source for physics. Now we move on to merit.

Each tech item or spell/ability has a merit value/cost. A 10 merit ability powered by 1 constitution point is treated like this: 1 con x 10 merit = 10 cogency. Tough math: one number multiplied by another. This formula is applied to tech as well: 1 EG x 10 merit = ….wait for it…10. Lol..

Now…the value of cogency: 1 point of cogency inflicts 1 point of damage or blocks one point of damage or telekinetically lifts and or transforms 1 kilogram of mass. That’s it…

Now…think about this in gaming terms… transform/lift covers a wide range of possibilities… from metamorph to teleport, telekinesis to flight at light speed, from time travel to immortality… all at 1kg of mass per cogency point.

The damage or blocking with any ability /spell /energy weapon/ shield, is covered by this as well. The primary limiters are energy (EGs) and the merit of the item. Now we can have lasers, force fields, EMP’s, etc and all balance out against each other and the mystic.

And now to the meat…The constitution a character burns into any ability/spell is regulated by the character’s Con Gate: which starts out at 5. You may burn up to 5 con points in a single second of combat. The EG gate is technology’s control. Through merit one can adjust both the character’s con gate or the devices EG gate.

Merit: every item/spell aspect of the system can be gaged in merit. Merit is what is rewarded for experiences and accomplishing tasks. This rewarded merit may be allocated to an ability/spell. In the case of technology, merit is added to the device through money.

Now with the addition of merit the calculation is drastically altered!!

For example: Tamijin, the mage allocated 40 merit to a 10 merit spell, Now the spell is 50 merit and 1 con xs 50 = 50 points of damage/defense; or better yet, 5 con, the limit of the gate, x 50, for 250 cogency!

There is the foundation of the system. The base that allows us to extrapolate forever; with this matrix, one can eventually play out character’s as fantastic as our green skinned friend with, “breathtaking anger management issues” wearing powerarmor and throwing a few spells for good measure.

With this foundation, we have a handle on some of the more ambiguous factors such as time, light and gravity!

Now to the prime mechanic: keep in mind that all dice rolls may be altered with the use of constitution. 1 con point adds +5 to the roll on the percentile dice. Any dice roll above 100, reduces the opposing dice roll by the above 100. For instance, if you burn 5 con points for a +25 on the shot roll, the max the roll could be is 125 and in this instance you would reduce the opposing Fate roll by 25.

That’s it…roll above 100 and reduce the opposing roll by that amount.

This prime mechanic is applied to skills and combat. In the case of skills we use the terms AIM and DEED in combat we use SHOT and FATE. Aims reduce deeds and Shots reduce Fate…sometimes..lol. keep in mind that Fate rolls may be adjusted by Constitution as well.

Synnibarr employed this mechanic in a few instances in the older versions; however, now the system has been based on this simple mechanic.

Constitution: with a clear understanding that one can burn constitution for adjusting the dice rolls and that it must be used for any abilities/spells, one can see the value of the 5 con points allowed each second.

Now to Combat: Just as in the old versions of the game, combat is played out in three second turns. Players power-up with constitution up to 5 only, at the start of every second within the turn, draining the 5 from the 100 con point awarded to every character to start in most cases. When the 100 con points are gone the character is out of power for abilities and adjustments until they rest and so forth…

Basic combat: Players roll advantage, (d10) the highest roll starts combat AND the player gets TWO actions on this starting segment of combat 1st. Players then go in order of advantage. Once all players have taken their action(s) we move onto the next second and power up.

Actions: players almost always roll a shot, in an effort to reduce the defender’s Fate roll per the prime mechanic; some attacks, such as swinging a sword are considered normal attacks and some actions -such as using a firearm or spell -are called beam or blind attacks. Of course there are also wide beam attacks and area effects; which in general, are a bit more difficult to evade… (Dark chuckle)

Based on the action, the defender usually has five defense choices: Block, Disarm, Dodge, Grapple, Sacrifice. These are also divided into B.A. (beam or blind attack) Fates.

The defender rolls the fate for the situation and if successful we determine the outcome. For a simple Fate dodge the outcome is obvious… the character dodges.

So there you have it: combat is Advantage, Shot and Fate.

These three fundamental aspects, the prime mechanic, the calculation for cogency and the combat system, form the heart of the game engine. With these elements, we can play out virtually anything and if I have my way we will.

Synnibarr was made to push the limits; we have been working hard to create a solid framework in which the players are not only presented with a Worldship to explore, but a Centiverse of adventure in which godhood and beyond is a possibility. The new guidelines take advantage of these basic factors and through them define a game like no other.

Thank you all for your interest; may you always make your fate!

Raven c.s. McCracken.


Saturday, December 22, 2012

The World Didn't End!


Say good-bye to the Mayan calendar and say hello to the bold new era of Synnibarr: Invicta.  Yes, Raven c.s. McCracken has a new Kickstarter project, somewhat more modest – and more likely to be successful – than the first one.  Your humble host told his readers that McCracken is not a quitter; Synnibarr: Invicta is inevitable.

Quoth the Raven:
          The important point is that NOTHING can stop me from doing this project. This time the resources are vast and the publication virtually effortless compared to hand “blue-lining” every page and cutting and pasting the text by hand page by page.
           I have published this by myself, eight times from 1980; I will do it once more.
The way is open for YOU to “be a part of the Ultimate Action Adventure as the Worldship saga continues...”

In the interests of padding out this post, let's take a brief look at one of the monsters of Synnibarr.
Nerieye cats weigh 10 to 30 pounds and stand 1 foot tall at the shoulder. These animals have wings and can enlarge themselves to the size of a lion once per day for 2 hours.
Their 'maximum flight speed' is 200 mph.  Nerieye cats are creations of the Ravashem.1 They can amplify the powers of their masters based upon their breed / fur color (e.g., 'red' amplifies mutations, 'Siamese' amplifies psionics, et al.). These creatures suffer an allergic reaction to forgotten steel.2


1 “The Ravashem are a mysterious race known as the Blood Mages...They live within the Garden of their capital city, Dorvendor, which lies on the west coast of the Dark Isle.”

2 “Forgotten steel is a very special metal derived from the ore shaniteum, or the forgotten ore. Its color is silver. This ore is found only on the Shandreall Plains of Mists.” It can focus life energy, mutations, and magic. It has a melting point of 2,795 °F.

Tuesday, July 10, 2012

SYNNIBARR!!!


It's a wonderful time to be alive.

As I announced to my readership last year, Raven c. s. McCracken has been working on a new edition of The World of Synnibarr ; however, I had no idea it would be ready so soon.  McCracken has launched a Kickstarter project for the new Synnibarr (which apparently carries the subtitle of “Invicta”).  I am so excited by this development, I have placed a Synnibarr Kickstarter widget in the side column (temporarily) above the “Where's Dave?” appeal.

The project home page says, “The eagerly anticipated -and simplified- redesign, is in the final beta-testing phase a full year ahead of schedule.”  McCracken estimates publication in September 2013.

The goal is $55,000 and just about $3,000 has been pledged so far.  That means McCracken has three weeks to get $52,000.  I love me some midnight sunstone bazooka, but I'm not optimistic about reaching this goal.  Maybe McCracken should have concentrated on one book at a time; start small and let the enthusiasm snowball.

McCracken's no quitter.  So if this project isn't successful, I know it won't be the end of the 'new' Synnibarr.  However, I can't image how severe the setback will be without this funding.  All we can do is hope, “For we have the hearts and imaginations, but not the power or frontiers...”

Praise Aridius!

Sunday, November 6, 2011

Love Child of Metamorphosis Alpha


Have you ever encountered a moose with quills? Or a teleporting woodpecker with a double brain and a poison beak? How about a nearly invincible jaguar, complete with the ability to change its body density and emit a sonic shriek, but which fears birds?

No, it's not The World of Synnibarr, it's the back cover of Metamorphosis Alpha! Still, in essence, Synnibarr is Metamorphosis Alpha on a planetary scale and steeped in concentrated gonzo. So, thinking about this similarity, I went to Raven c.s. McCracken's official site. It seems that in October, McCracken posted an article about Synnibarr and it's quite interesting.

Yes, this post is about Synnibarr more than Metamorphosis Alpha.

No, Synnibarr technically isn't “old school,” but I feel justified in discussing Synnibarr because of the influence of “old school” upon it. (Also, I notice that the first copyright date for the first edition of Synnibarr is 1980.)

It turns out that McCracken's very first exposure to a role-playing game was Metamorphosis Alpha. Viola! McCracken eventually played D&D and (after a couple of incidents you can read about for yourself) was psychologically scarred. Through this crucible of destiny, Synnibarr was formed.

What sort of game would McCracken have devised if D&D had been his first RPG? Or Tunnels & Trolls? Or Traveller? Would he have created any game at all? Would we have ever heard of him? Some may think we would be better off without Synnibarr; a philistine attitude.

Synnibarr has a dubious reputation; so dubious as to be included among the worst role-playing games ever. This is a harsh assessment. In the twenty years since Synnibarr was first released, RPGs that are truly abominable have crawled out from under the rocks. The trouble is that Synnibarr is three things: it is a rules system, it is a setting, and it is the presentation of the system and setting. The rules leave much to be desired and the presentation is less than ideal. On the other hand, the setting is beautiful, glorious, and majestic...from a gonzo perspective.

McCracken concedes that at least some of the dubious reputation is deserved. Nobody's perfect. The man had some ideas – not all of them bad – and he published his game. This was before print-on-demand; before the Internet. Cut the dude some slack.

Another reason Synnibarr is looked upon with disfavor is because it enables power gaming. (McCracken readily admits to being a power gamer.) Power gamers can be tiresome when they interact with players who want to cast spells and kill dragons on more moderate terms; however, there is nothing wrong with power gaming when all players are on board for that kind of experience. Sometimes it's fun to play a mutant cyborg Panther Man ninja.

Anyway, McCracken says he's been working on updating The World of Synnibarr. I am impressed by his perseverance. A lesser man, bowed by ridicule, would have slouched into obscurity; instead, McCracken refines his original vision. It does not seem as if this new edition will be available anytime soon, but this is definitely a goal McCracken is working toward. From the article:

The first publication will be the new combat and game engine and just the bare bones required to fully make a few characters,  and include races (six at this point), basic equipment, abilities, skills, and of course, details about the setting of the Worldship itself.

I assume that talking raccoons are among the six included races.

McCracken writes that he wants simple rules and has a “goal of unrestricted imagination.” So far, so good. However, he also wants “to maintain as much realism as possible...” Maintain realism? We're talking about ninja tesseracts, midnight sunstone bazookas, and flying elk. You can't maintain realism if you don't have any to start with. People who want to play Synnibarr are looking for an outlandish, over-the-top experience; they're looking for fun, not “a hard mathematical basis.”

McCracken says the whole point of gaming is to have fun. I wholeheartedly agree. Alas, beyond this common ground, McCracken's viewpoints start to diverge from my own. McCracken is excited about something he calls the PHYSICAL PROPERTIES OF MATERIALS TABLE (all caps). To me, this sounds almost as thrilling as the periodic table (no caps). “Without this table,” McCracken comments, “things such as damage are simply fictionalized approximations.” Unlike McCracken, I happen to think that fictionalized approximations are fine for fictional environments.

The attraction of Synnibarr is the setting. It doesn't need a game engine that tries to emulate reality. You can't facilitate unrestricted imagination by employing a formula that equates “things like the calories required to change the temperature of a gram of water plus or minus one degree centigrade and the energy’s relationship to Joules.” Sweet Aridius!

In my unsolicited opinion, Synnibarr needs something like the 4C System; it's available, simple, proven, versatile, and scalable. Regardless, I wish McCracken well on his endeavor.

If there is a just and loving God in the Centiverse, then one day I shall play a talking raccoon who wears a sombrero...with tassels.