Design Document
Transcription
Design Document
Tales from Marco Polo A Rum Runners MODULE By Casey Ging Tales from W Marco Polo hile the travels of Marco Polo are well documented, he has been quoted as saying on his deathbed “I did not tell half of what I saw, for I knew I would not be believed.” It is the year 1720, and the golden age of Piracy is winding to a close. Rumors are abound about a great treasure hidden somewhere within the Caribbean. While scuttling down a few pints at the local bar, the bartender tells you that word on the street is Marco Polo may have actually sailed to the Americas long before Columbus and crew and hid his greatest wealth here. Aghast by this revelation you ask how is that even possible. The Bartender tells you that while serving them beverages, she overheard a group of (based on the smell) what she assumed to be pirates, talking about setting sail for the treasure at dawn. Always looking for adventure you and your crew decide that the idea of Marco Polo’s treasure is one worth pursuing and your quest begins. A Rum Runners MODULE By Casey Ging Rum Runners Jacques Bouchard Many a young man looks up to Jacques Bouchard. He is the epitome of a swashbuckler. He spent his formative years sailing the open caribbean under the late great Guy LeBeau. While chasing down various treasures and artifacts under the orders of the French government, he became a well-rounded adventurer. Perhaps due to his devilish good looks, and lengthy golden mane of hair, he is consistently able to sweet talk his way out of many threatening situations. Having travelled most of the caribbean before, he is very familiar with many of the islands and the intricacies of sailing the seas. Jacques would use no other weapon than a cutlass. While he carries a flintlock, he often likes to get up close and personal with his foes in order to taunt them and show off his skills in melee combat. Not to mention he has immense pride for his home country of France, and only uses French weapons. Attributes Speed: 20ft HP: 11 AC: 13 Physical: 10 Mental: 8 Social: 16 Physical Melee Combat Unarmed Combat Long-Range Combat Combat Defense Stealth Swimming Climbing Skill Points Actual Skill 4 1 1 0 1 0 0 4 1 1 0 1 0 0 3 5 0 0 1 3 -2 -2 1 0 0 2 0 2 7 6 6 8 6 8 Mental Perception Geography Medicine Crafting Social Skills Leadership Performance Intimidation Sweet Talking Style Bluffing Inventory Two French Cutlasses, 1 Flintlock Pistol, Leather Pouch, Torch, 8 pieces of lead shot. Rum Runners Shark Tooth Vinny Old Vinny has seen a lot. He has been through many wars and even lost an eye. He may be old, but what he lacks in youth he makes up for in age. While he never acknowledges it, legend goes that in a fist to fist battle with a great white, he knocked out all but one of the sharks many teeth. As a result he gained his nickname. You would be hard pressed to find an individual tougher and more athletic than this bulk of a man. Attributes Speed: 15ft HP: 13 AC: 12 Physical: 15 Mental: 7 Social: 10 Physical Melee Combat Unarmed Combat Long-Range Combat Combat Defense Stealth Swimming Climbing Skill Points Actual Skill 3 0 0 2 0 0 2 8 5 5 7 5 5 7 3 0 0 5 0 -3 -3 2 0 0 5 0 0 0 0 0 5 0 0 0 Mental Perception Geography Medicine Crafting Social Skills Leadership Performance Intimidation Sweet Talking Style Bluffing Inventory One Scimitar, 1 wheel lock Pistol, Leather Pouch, Torch, 10 pieces of lead shot, a grapple, tomahawk Rum Runners Anne Cutty Anne has spent her life in the shadows. She is as sly as they come, and stealthy as a ghost. Realizing at a young age that she was smaller than most, she used her lack of size to her advantage. While her family was by no means wealth, she never went hungry, as she was able to steal herself whatever she needed. Cutty is not her last name but a name given to her in the colonies, as she was arrested for cutting anyone who crossed her. She managed to escape prison and fled to the safety of the caribbean and began her life as an adventurer. She refuses to be known as a pirate, as pirates are considered to be sloppy and do their work with no style. Attributes Speed: 30ft HP: 9 AC: 14 Physical: 13 Mental: 14 Social: 11 Physical Melee Combat Unarmed Combat Long-Range Combat Combat Defense Stealth Swimming Climbing Skill Points Actual Skill 0 0 4 0 4 3 0 3 3 7 3 7 6 3 3 0 0 0 7 4 4 4 0 0 0 4 0 2 0 0 5 5 0 3 Mental Perception Geography Medicine Crafting Social Skills Leadership Performance Intimidation Sweet Talking Style Bluffing Inventory 1 Bow, 10 Arrows, 1 flintlock rifle, Leather Pouch, Torch, 5 pieces of lead shot, a grapple, 2 daggers. Rum Runners TORTUGA BEACH On the beach we see a small wooden bar with an attractive bar maid serving the various patrons. A flickering glow of fire illuminates the landscape and the ocean glistens in the moonlight. The shadowy outline of your ship, The Croissant, is visible at the end of the dock. A group of 3 men stand still facing the sea in the dark shadow of a nearby palm tree, but you can make out the mugs of beer in their hands, and the swords at their hips. Guests Talk to Bartender She has no knowledge of where this treasure may be, though she does know that the men in the shadows have a map, and they were discussing the treasure at the bar. She has served them several beers and a shot of Rum that they seemed to thoroughly enjoy. She also noticed that the one in the hat seems to be the leader of the group, a group that consists of potentially more than those three men. This is the man that was holding the map, and he seemed to place it in his left pocket. Guests Talk to the Men They are unreceptive to the idea of telling them where the treasure is but they seem to be approaching a warmly drunk phase. Without more drinks they refuse to give more information. Guests Fight the men 2 Buffoon Pirates - 6 HP 1 Pirate Captain - 10 HP Guests Successfully get the Map Sail to an uncharted island in the caribbean. pirates bar Rum Runners UNCHARTED ISLAND: BEACH Your crew moores the ship off shore and rows to the island. Upon making land, you find there is an open beach littered with bottles, but one seems to stand out, it is gold and gleaming in the sun. You also notice that there is a small wooden crate turned into a bar with a female bartender upon closer examination you see that she has named the bar polO’s as if its a clever play on the name. Two paths seem to be cut into the dense tropical forest. Enemies: none. Traps: none. Rewards: There is a message in a bottle that can be found that has a note reading “The power to harness the seas. - MP” Perception Checks: 1- 5 this beach has sand 5-15 theres a bottle glistening in the sand 15+ footprints lead up to the wooden bar. Speech Check at the Bar 1-5 the chest is locked and looks like it needs a key 10-15 the key hole looks vaguely familiar, you’ve seen this before on this very island 15+ It looks like a key you saw around the neck of the bartender on the beach. Also looks like the key to the outhouse. to gator swamp to treasure cove bar Rum Runners UNCHARTED ISLAND: TREASURE COVE You enter a circular void in the forest where the canopy branches high over your head to form an oculus like opening in the trees. Light pours directly through the hole and onto a wooden chest with gold trim, the lower quarter stuck in a mound of dense sand. In the left corner of this part of the map is a high sheer rock wall, but it looks climbable. Enemies: none. Traps: Quicksand, Trap doors slide open when you lift the ship in a bottle out of the chest. Rewards: Inside the chest is a Ship in a bottle. The bottle is mysteriously labeled “From Jason “ You also find a flask of quality rum. Perception Checks: Sand 1- 5 the sand appears to form a perfect circle around the chest 5-15 the sand looks loose and wet 15+ This is quicksand. Chest 1-5 the chest is locked and looks like it needs a key 10-15 the key hole looks vaguely familiar, you’ve seen this before on this very island 15+ It looks like a key you saw around the neck of the bartender on the beach. Also looks like the key to the outhouse. quicksand from beach Rum Runners UNCHARTED ISLAND: GATOR SWAMP You approach a swamp, the water is dark but judging by the debris does not look very deep. There are sticks jetting from the water each continuously rising higher than the last as if they are platforms. Smaller more pointy spires flank these larger ones, with skeletons that are face down toward the water with sticks impaling them. They look to be fragile held up by vines tied around them as if they were bundled together. Up in the air you notice a wider platform with what appears to be a shiny object. Enemies: 8 Gators Speed: 15ft HP: 3 AC: 7 Traps: Swinging Log Pendulums - When the group jumps on the second spire a log swings down and crosses over the one they just leapt from. Rewards: At the top of the lookout is a skeleton. On him the adventurers will find 50 gold doubloons, a compass (detects evil), and a PIECE OF FLEECE that glitters in the sunlight. Also a flask of quality rum. Perception Checks: Water 1- 5 looks like it is not very deep, perhaps 3-4 feet at its deepest. 5-10 It appears as if there is something moving in there. 10-20 It looks like there are at least 8 hungry gators in this swamp. Sticks 1-10 they seem to have a vine tied to them that rises up into the tree 10-15 you notice a water line about a foot higher than where the water actually rests 15+ It looks like the vine is tied to a system of pulleys that rises into the canopy and triggers some type of trap. ladder dead man to Mermaid Falls treehouse from beach Rum Runners UNCHARTED ISLAND: MERMAID FALLS Around the bend you hear the light roar of a waterfall along with a high pitch singing. As you turn the corner you see a young lady sitting on a rock in the middle of a grotto staring at the waterfall brushing her hair. The water surrounding the rock appears to be deep and an array of rocks of different sizes litter the ground. The mermaid eventually reveals that she is the “guardian of the entrance” and that none shall pass while she is at watch. Adventurers must find a way to defeat her and take her trident. The trident is important to be able to defeat the serpent guarding the Argo. Enemies: 1 Mermaid Speed: 30ft HP: 13 AC: 10 Traps: none. Rewards: After defeating the mermaid, the adventurers are able to pick up her trident, and wield the power of the mermaids. This is particularly powerful against lizards (+1D4). The mermaid also has a flask of quality VODKA. Perception Checks: Water 1- 5 looks very deep, the water is practically black with depth 5-10 there appears to be a heavy current. 10-15 the flow of the waterfall seems to be controlled by a dam located at the top of the cliff . 15-20 that damn is controlled by a wheel up the ramp path that runs around the grotto and under the waterfall Area 1-10 rocks have fallen around the area, but they look like they have been blasted off the cliffs surrounding. 10+ There is a ramp that runs up the right side of the grotto and disappears behind the fall. stone door to Skull Cave dam gear mermaid From Mermaid Falls waterfall is above the stone door Rum Runners UNCHARTED ISLAND: SKULL CAVE You enter through the cave entrance under the waterfall into a large cavernous rock corridor that fades into black. Thank god its the first area without water. You notice the corridor has inscriptions on it and buttons that correspond. (see the Puzzle piece of paper.) Once the code is cracked and the items are placed on the buttons a single light illuminates a fourth button in the middle of the room, and one at a time torches light the way there. The adventurers reach the center platform and a loud snake like whisper says “MARRRCOOOOO”, to which the group must respond “POOOLLLOO!” Once they respond torches begin to light in sequence to reveal a winding serpentine path that culminates in the head of a snake with its mouth open. Along the path inscribed in the ground is the legend of Jason and the Argonauts. The mouth reveals a door and you hear a loud noise as if the door is unlocking. The adventurers move through it. Puzzle CRACK THE CODE AND SEE THE LIGHT P L O Code Wall torch lights from falls to Argo Hold Rum Runners UNCHARTED ISLAND: THE ARGO HOLD After entering the room you see a modest sized ship atop a sea of gold on an island surrounded by black water. At the mast of the ship is a Golden Fleece. Enemies: Giant Serpent Speed: 30ft HP: 30 AC: 13 Traps: none. Rewards: The Argo, the Golden Fleece, and all their loot. from Skull Cave to Caribbean Rum Runners Tales from Marco Polo A Rum Runners Analysis By Casey Ging Initial Brainstorm I had never played a table top RPG before, but I have extensive experience with various action RPG’s on consoles. For this reason, I felt a little bit of liberation in that I didn’t have to stick to normal conventions and could take a few creative risks. My group had no “expert” or even anyone who had ever even played an RPG, so for this reason a few of us got together and played a round of Pathfinder lead by Anthony Scott, who is a seasoned veteran of RPG’s. I noticed a few things while playing that ultimately lead to the world I wanted to create. For me the most fun part was the improvised conversations, explorations, and general out of combat experience. Combat was fun, but it felt like things were left to chance a little. Occasionally I felt like I had little to no bearing on the outcome of the battle. The fun of battle came in organizing a strategy and executing it, however I was removed from the experience at times when we would work together to have a well thought out plan and someone would roll a 1 and everything would come crashing down around us. This would be something I wanted to avoid. Generally It was fun to not take ourselves too seriously, maybe it was because we were all playing for our first time, but joking around and not taking it too seriously was part of the fun. We were constantly laughing at each other and making up stories surrounding the situation, and to me that was what it was all about. Generally It was fun to not take ourselves too seriously, maybe it was because we were all playing for our first time, but joking around and not taking it too seriously was part of the fun. We were constantly laughing at each other and making up stories surrounding the situation, and to me that was what it was all about. As a result of this first playthrough my mission statement became clear to me. Essentially in my mind, it didn’t necessarily matter if they battled anyone, or even rolled a die the entire game, as long as they had moments they will remember. Treasure: To create an RPG that is grounded in primarily puzzles and exploration with combat sprinkled in lightly. My goal is to create a world that inspires imaginative thinking allowing the players to form a story and image in their head that will be flexible enough to allow the players fate to not be tied to dice rolls.” http://visualtrickster.tumblr.com Rum Runners Picking a Theme and Setting In order to be able to create a world I could play in with the guests, I wanted to pick something I was familiar with and catered to my sensibilities. From the get go I was thinking Pirates. I am immensely familiar with this world and its rules, but more specifically I wanted something I could craft a story in and dabble in mythology, treasure, and discovery. This is the perfect style world and the rules worked well. During our first play through of Pathfinder, I found that people were often cracking jokes, dirty and otherwise. I was not completely sure if this was due to being uncomfortable playing something they weren’t familiar with, or just because it was funny, but either way I wanted to craft a world where guests felt comfortable making jokes and being generally funny and the pirate world fits that scenario well. Crafting a Story I made a lot of changes to the story before ever committing it to paper. After considering the characters for a lengthy amount of time, I decided that it may not be best narratively to have them be pirates. Pirates imply a level of backstabbing and mutiny that I didn’t want my guests thinking about during their playthrough. I wanted them more focused on puzzles and adventure. Had I picked pirates I think I would have had more combat than I wanted, so I figured they could be present in the world maybe as enemies or something but the players would actually play people who didn’t like pirates. I wanted this to be similar to the way Indiana Jones hates Nazis. I looked at the arc of Indiana Jones films as a precedent for the style of story that I wanted to create. I wanted to make isolated pieces of gameplay whose outcome would form a larger narrative arc. So I started looking into greek mythology. This area is good for telling this type of story. I chose to tell the story of Jason and the Argonauts, due to its nautical theme and its various pieces that are required for the whole story. My main concern was that no one would know this story, as it is not as popular as the Holy Grail or Ark of the Covenant. The idea was that Marco Polo found the ship “The Argo” and sailed it across the Atlantic centuries before Columbus, and he was using the Caribbean as a place to store his treasure. The story seemed to work so I was eager to test it out. What my game should feel like. 1st Map Iteration “Improved Map” Rum Runners The Puzzle Originally I had one puzzle in the game, and the goal of it was to ensure that the story came through, and unlock the final boss. It occurred in the “Skull Cave” environment and required guests to place three objects they obtained over the course of the adventure onto buttons on the ground in a particular order. It was a combination of hangman and Wheel of Fortune type word puzzles. The three objects were a Ship, Vodka, and a piece of Fleece. I thought that this puzzle might run a little difficult so I had a series of hints in mind that would make it easier. The adventurers seemed to figure out the nature of the puzzle fairly quickly but were missing that they had the objects in their possession. I believe this to be due to the fact that some of the objects could have had different names, for example the Ship could be a Boat, and that would have made the puzzle unsolvable. Fortunately, I was able to get away with not saying much because one of the adventurers figured out that part of the puzzle fairly quickly. However it took them a little longer to figure out they had to put the pieces on the buttons, they originally thought they had to stand on it. Once they figured that out the final piece of the puzzle was revealed only this time it was verbal. The had to proceed to a final larger button where they infact had to stand on it. Then a voice rang out from the silence saying “MARCCCCOOO” they were taken aback for a minute, before one of them excitedly yelled “POOOLLLLOOO”. It was an interesting interaction because they had spent the game solving puzzles and traps, so when someone instinctively yelled out, the other adventurers rushed to silence him in fear of a trap, then none came. It was a good moment of inverting expectations. The puzzle was successful overall and despite my fear, it was solvable. Maybe even too solvable. Puzzle CRACK THE CODE AND SEE THE LIGHT S H I P V OD K A F L E E C E Rum Runners The Playthrough Throughout the playtest I learned quite a bit. I think one of the most important things I learned was how intelligent the collective group was. Someone always seemed to have an answer to one of the problems. It was interesting to see who had what solution. I initially underestimated just how much the group could accomplish without assistance. One player figured out pretty early that the story may have to do with Jason and the Argonauts, though he was not quite sure so he didn’t press it too much. Another player seemed to be very good at solving puzzles, so he was leading the charge on that front. I think to a certain degree some of the players roles were directly translated from their characters description and abilities. While it seemed weird at first to think that something I wrote as a background was going to affect how the person playing that character actually thought, I think the players really took their roles seriously on a more subconscious level. The Interactive Experience I noticed through the process that the players were making jokes and enjoying the dialogue in the way I intended. It was fun to see certain scenes break down into pure improv conversations. It set the tone for the world and lead to a different mode of thinking for the puzzles. I think that the way you tell the story changes the way that the user thinks when interacting. By telling goofy jokes or setting up silly plot points, the players expanded their minds in that way and tried things that may not have been tried if I had been conveying the story in a more serious tone. It occurred to me that is how you know if you are setting up a believable and inhabitable world. If the guests are starting to try things that would only work in the rules of your world then you can gauge if the rules of your world are in fact working. On the flip side of this assignment, I noticed that as a player I want to be engaged with difficulty. I was worried when designing my game that things would be too easy. But as a player, I wanted things to be new and difficult. I found that playing battle after battle after battle gets to be boring. the characters probably were not well balanced for the experience, but it was my first RPG so I will let it slide. The players should be thinking like Indiana Jones. There is a golden ratio of dialogue, battles, and puzzles that makes a game fun, and the mechanics of that particular game decide what that ratio is. In my world, the interest curves indicated that puzzles and speech were the most intriguing parts. Admittedly, I also found throughout the process, that the games that gave their characters backstories and read them in character were the ones that became most fun. Even if the game itself is not that fun, the experience can be fun. This means going for immersion, speak like the characters speak, give the players artwork that sets the tone of the world they are about to inhabit. These are in a lot of ways more important than the gameplay itself. The nice thing about RPG’s are that if the players are not finding it fun, they will make it fun. Even if they are, they will try and test the limits of the systems you have set in place. Rum Runners Argo Hold Skull Cave Mermaid Falls Gator Swamp Treasure Chest Beach First Bar Argo Hold Skull Cave Mermaid Falls Gator Swamp Beach Treasure Chest Beach First Bar My Curves BEFORE AFTER Rum Runners Argo Hold My initial interest curve was a little more traditional with a few good peaks and some valleys. I thought that the final boss would be an exclamation point on the experience, but I think it was just too easy, and the battle did not have quite enough variation so it kind of fell flat for all of us. The most interesting part ended up being the “Gator Swamp” area. This was an area that I had honestly not fully fleshed out going into the game. It was a lot of improvising and as a result I was able to free myself from any preconceived story elements and just let them have fun with the puzzle. At this point I realized they would take every word I said and everything I drew very seriously, so I ran with a few things a little and it created an interesting experience. One member of the adventure found this area a little less exciting, and that was likely due to his characters lack of athletic ability made it not an easy experience for him. Based on the interest curves it seems that every character found the areas where their expertise was needed most, to be the most fun. I think this is a fairly natural occurrence and just means there needs enough content for each player to feel important. It is also important to my initial goal to note that the interest curves show there doesn’t need to be battle or rolling for the experience to be enjoyable. The most successful areas of my map were those that challenged the group mentally and forced them to work together. These areas were also the most fun for me as the Game Master, as I was needing to think and work to keep them on their toes. These areas are where the most challenge and the most rewards happen. Boss Path Serpent Battle Fleece and Argo Skull Cave Story Road Waterfall Mermaid Puzzle Mermaid Falls Gator Swamp Swamp Treehouse Mermaid Falls Light Puzzle Compass Sail Ship 2nd Barmaid Treasure Chest Barmaid getting drunk Gator Swamp Treehouse Pirates 3 Shady Guys Chest First Bar Second Bar Get Key Thoughts Intro Get Map Treasure Chest Their Curves Rum Runners Lessons Learned In this assignment, I set out to test the idea that giving players a sandbox to play in and improv together in, would be more effective that a series of combat sequences. In my mind, this theory was more or less true in that the areas that proved to be most fun, were the ones that came about organically between me, the game master, and the players. Having the flexibility to let guests test the rules of the world, rather than a rigid set of parameters is the most fun for the players and it allows for them to feel like their outcome is tied to their creativity, not necessarily the roll of a die. This means that the guests must be introduced into the world in a way that gives them a sense of place and who they are. The mission statements, area descriptions, and character sheets are essential to created a feeling of where they are. They act as the opening scene and inciting incident in a film. If you set the world up well, guests will feel comfortable in what they can do, and will have a much more enjoyable experience. Art Credits Character Art from: http://jamesmcvann.blogspot.com/2010/06/pirat e-concept-art.html Cover Art from: Monkey Island I take no credit for the work. Rum Runners