Wednesday, October 03, 2007

Magicians of England Available as Download

I posted about Magicians of England in a Story Games thread about novels we'd like to see made into RPGs and got a few requests for more information. Rather than hold back, I just went ahead and posted the full rules of Magicians of England as a free download, as well as some play aids, etc.

Magicians of England is a story game of gentleman (and woman) magicians in Victorian England. It's my homage to Sussana Clarke's Jonathan Strange & Mr. Norrell. The game is playable, and fun, but unfinished. It ended up being a sort of workshop for concepts that I incorporated into Princpia.

By the way, my frustrated rant to the contrary, Principia is still very much moving forward towards publication.

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Wednesday, May 03, 2006

Magicians of England Play Aid

I just finished up a play aid that I've been working on for Magicians of England. It's still a bit rough around the edges, and the pdf conversion is not the best, but I think it's near 90% there. It provides a flowchart for creating characters and other plot elements in the game, with a big list of sample characteristics on the back. These are meant as inspiration, not as a confining list. I thought I'd post it up here, as I always seem to do better work when I show it off regularly.

Magicians of England Play Aid 1

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Saturday, April 22, 2006

Magicians of England Actual Play Report

Last week I ran Magicians of England Playtest #2 with Pat and Phil. Magicians of England has been previously discussed here. I was trying out a new, more streamlined plot twist mechanic, which worked out pretty well, and we also solved some of my problems with how to incorporate magic, which was awesome. I’ve included mechanics notes in square brackets.

Pat played retired Colonel Eustace Beerbellows, renowned war hero and eccentric quack whose ambition is to become more rich and famous. Phil played Byron Burns, idealist poet and champion of the common folk. I played Marcus Beauthorpe, wealthy book collector who seeks to cure his obesity through magic.

We also had to formulate some theories about magic, to wit: Magic must be concentrated to work, Magic can be done with a rare flower from the forest, and using Magic may incur the wrath of the faeries.

Pat set the first scene with Col. Beerbellows vigorously directing two lackeys to dig up the soil in the Oxford public park while Byron Burns looks on from the window of the library. A group of constables appears on horseback demanding to know what is going on [plot twist!]. Pat creates a character – the chief of the constables, who also turns out to be a former member of his regiment, and wins the plot twist, narrating how the constables chip in and help Beerbellows deface a public park for Magic and the Empire!

Phil set scene 2, and chose to have his character trekking through the woods in search of the rare flower (Q. Arcanthus) that is known to have magical properties. As a plot twist, I threw in that Wilhemmena (one of Beerbellows’ lackeys) was following him with intent of stealing his notes so Beerbellows could find the flower for himself. At that moment, a well-dressed gentleman appears and begins questioning an astonished Byron as to his activities. As an additional plot twist, Phil throws in that the man is indeed a faerie, and he intends to steal away both the flower and its possessor. After some bidding over the resolution of this plot twist, it is decided that the faerie may only steal a person away if that person has found the magical Q. Arcanthus, so the faerie (now named Lucien), who has that very flower in his lapel, offers it to Byron, who takes the bait. It also emerges that Lucien is quite a powerful magician, but his Magic rarely works as intended. The other plot twist is resolved with Wilhelmmena returning to report these events to Beerbellows. In the “tying up loose ends” phase, Pat narrates that Beerbellows will be spending some time at the police station explaining himself to the constabulary.

Scene 3 is mine, so I narrate that as Marcus is tending his garden, Byron and the Faerie appear from nowhere. There’s quite a bit of dialog and back-and-forth from which it emerges that the faerie believes this house is actually his own, with some humor as Lucien and Marcus both attempt to invite one another into the same home for tea. The dialog winds around as it’s clear that no one is exactly sure what should happen next in the scene, so someone interrupts and makes the situation into a plot twist, stating that Lucien is minded to disappear to the faerie realm and take the house with him. There was a cool moment in here when Pat spent some chips to narrate a few things about Faeries into the world, that they consider all of England their property, and that they prefer to alter the world to match their opinions (by magic) rather than change their opinions (that’s not how he put it, that’s the best way I can find to phrase it).

Now that the plot twist is set up, Phil decided to resolve it, stating that Byron, who has fulfilled the requirements for Magic, is going to use a spell from his notebook to reveal the true owner of the house. After some bidding he succeeds, but Pat latches onto the risk “incur the wrath of the faeries”, to narrate that both Marcus and Byron have won a bitter enemy in Lucien.

This seemed to be a good point to wrap things up. Everyone agreed that the plot twists worked well, but that Magic needed to be more streamlined. We decided to meet up and continue this storyline, and see how it goes with one more person.

NOTE The playtest packet is almost ready. I am doing some final editing tonite, so I should have rules ready for people to play with themselves very soon. Please let me know if you have a group who are willing to try this out, and I will send you a copy of the rules as they currently stand.

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Monday, December 05, 2005

Chapter 4: Fixes that Backfire

Before I start on Fixes that backfire, I want to talk about how I've been using systems thinking to help me clarify my design goals for my current project, Magicians of England.

In Magicians, potential narrative control is represented by poker chips. Players make play choices that either increase their store of chips or reduce it. Adding tension to the story gives you more chips. Resolving tensions takes chips away (but you get to decide how it's resolved). One of the design goals of the game is to create a balancing loop between chips (potential narrative control) and resolution (narrative control exerted). Thus the design is built around a balancing loop. Knowing this gives me a better idea what to look for in the actual play and how to identify the source of the problem when actual play goes awry.

So on to fixes that backfire...

Fixes that backfire are characterized by a problem that goes away when a fix is applied, only to reappear more strongly after a short delay.

Actual Play Example
The only really clear example I can think of to demonstrate fixes that backfire in action is the practice of nerfing in MMORGs. MMORGs often face serious problems of balancing classes and equipment. When one class or item is seen as too powerful, MMORG administrators face a strong temptation to weaken the offending thing. The goal is to re-balance the game so that no one play strategy is optimum. The problem with this is that they almost always weaken it to the point of being unviable, particularly to the most competitive gamers, who are always the ones using it the most. This reduces the number of viable options in the game, further exasperbating the imbalance problem.

Fixes that backfire are all about balancing situations that create pressure for a quick fix. One place I see a potential for fixes that backfire is when a designer slaps a reward mechanic into a game because a certain behavior is perceived as desirable. If the behavior they are trying to reinforce is part of a balancing loop, the fix can easily backfire.

In fact, the archetype diagram for fixes that backfire shows this - a balancing loop that is "short circuited" by the fix:

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Friday, November 11, 2005

Magicians of England Playtesters

I'm looking for playtesters who can commit to running at least one session of Magicians of England.

Magicians is a gamemasterless narrative rpg suitable for hard-core and casual gamers alike. This is meant to be a game you can run as a regular periodic rpg or pull out at a party and play with people who may only game once in a while.

About the Game:

In Victorian England, magic is all the rage. The poor in their slums flock to fortune tellers. The wealthy entertain mediums in their parlors. Scientists speak seriously about telluric currents and parallel worlds. In the moors, rumors begin to fly about a faerie army on the move.

The English have always known about magic, of course. Their nannies whisper tales of magic in their ears from birth, and their libraries are full of magical legends and histories. But now Magic is returning to England with a vengeance. Scholars, adventurers, scientists, and skeptics rush to learn about and perhaps manipulate this growing force.

I'll have playtest packets ready somewhere in the next 2-4 weeks. Please respond in the comments, or E-mail me at tony -dot- dowler -at- gmail -dot- com.

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Wednesday, August 10, 2005

Taking the Reins

The title of this post comes from something John said, I think during discussion of a Stranger Things playtest.

A while back, while playtesting Magicians of England, I had a strange experience. I got so tied up in the goals and desires of my character, that I forgot I was playing a game.

At the time I chided myself for getting to caught up in the playtest, but now I'm starting to think that I was supposed to feel that energy.

That's not a feeling that I've encountered many times in my role-playing experience. The closest that I commonly get is probably when I'm GM-ing a well set scene that is rolling powerfully towards its finale (my players can probably tell when this happens because I usually stand up and start waving my hands around in the air).

It's been a long, long time since this happened while playing a game however, and the feeling is much stronger. As GM, I have to maintain a certain distance from the fiction. I have many factors to balance, and I can't become attached to one character. When you're a player, however, you don't have these commitments between you and the game.

When I was in the moment, the game mechanics disappeared. They were still there, but I wasn't thinking about them. I was working through them intuitively. I took the reins.

That's what I want from my game: a thoroughbred machine that can take me where I want to go.

That didn't happen for me during the ST playtest (though I had a blast), but I can see that the potential is there. I just need to become more comfortable with the process that ST uses to generate its results. That's probably why I keep mumbling about finding ST "challenging", without being able to say much more. It was challenging because there was something to achieve and some effort required to achieve it.

Playing ST was the polar opposite of most of my "traditional" gaming experiences. They've been an experience of looking longingly over my character sheet fully aware that I've got a chest chock full of tools, none of which will help me get what I want out of the game.

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Saturday, August 06, 2005

Magicians of England First Playtest (long)

It's 2 am and I can't sleep, so this is the perfect time to write up the first playtest of Magicians (albeit without notes, which are in my office).

The mechanic I want to highlight for this write up is the plot obstacle mechanic. My experience with un-refereed games (i.e. Universalis) is that plot quickly runs away into random land with little chance of any really satisfying completion.

To fight this tendency, during a scene in Magicians, players can narrate an obstacle (originally called an adversity). Once there are one or more obstacles, players can attempt to remove an obstacle. Once there are no obstacles left, the scene ends. See below for how this worked in practice.

Again, this is without notes, so bear with me.

SCENE I - Rainy Street Oxford.

John suggested that we make a rule limiting obstacles per scene to three. All agreed.

My character (Winthrop "Soddy" Todd, a weedy though cunning fellow) was chosen as protagonist. This means that I narrate the scene set up and that the scene is about my character's goals.

Soddy approached a door in the darkened street. He tries the door finding it locked. The person narrating the door being locked added that this would be an obstacle. I jumped in and narrated that Soddy finds a key under the mat, attempting to remove the obstacle.

When an obstacle is confronted in this way, it is always removed from the game. The goal of the ensuing resolution round is to determine the results of the attempt. There was a bidding round which John won. John narrated that in fact, the door swung open at a touch BUT that a huge mastiff guarded the way. He also added that the house belonged to his character Mortimer (a rather dull member of the nobility, obsessed with newspapers). The mastiff was added as an obstacle.

This illustrates a useful part of the game - the player who wins the narration of an obstacle resolution can add another obstacle. It's a way of saying "I don't want the scene to end yet."

It was also added (I believe by John as well), that the Mastiff was not a real dog, but rather a faeries agent in disguise - something that's sure to come up in later sessions.

I immediately jumped in to resolve this second obstacle. Having player characters does seem to draw you into the action - another thing that I like. My character, being rather intelligent, had the foresight to bring a packet of fish and chips. At this point, Gabe narrated the entrance of his character, the somewhat comical Dr. Nott, and expert on bookshelves and the history of spoons. The two of us rather inadequately tried to bribe the dog with food.

In the ensuing bidding war, several outcomes were suggested, including serious injury to Soddy. Nobody seemed to think that Soddy should be allowed to get by unscathed. I have considered requiring players to narrate getting past an obstacle unscathed when they are controlling a player character, as it encourages the others to bid for narrative control of the results and make things more interesting.

In the end, however, the mastiff was called off by the cook, Orkgrrrl's character. Her character, whose improbably Welsh name I cannot remember without my notes, is a cunning chef with a book of magical recipes and a plan to influence parliament using magical scones.

Scene I was a fairly dull scene, but served to help everyone get their feet wet and establish some hooks for the next scene.

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Friday, August 05, 2005

Current Project: Magicians of England

OVERVIEW

Nobody knows when the magic went out of England. Nobody knows when the faeries went under the hills and down the faerie roads and left English soil behind. Scholars still read and write and dispute on the histories and legends of English magic. Nannies whisper stories and tales of faeries to their young charges and teach them to ward the evil eye. But magic, real magic, has not been seen in England for centuries.

But it is returning.

Magicians of England is an unrefereed storytelling RPG of magic in the Victorian age.

SOME DETAILS

Magicians is a storytelling game where every player has a high level of narrative control (as opposed to "traditional" rpgs, where the GM is the primary arbiter of what happens in the game.

Magicians has two types of character, player characters and supporting characters. A player character belongs to a player. A supporting character can be controlled and narrated by anyone and may change hands multiple times during play. You don't even have to control a player character to play.

The rules of Magicians are intended to determine who has narrative control at any given time, to arbitrate disputes about narration, to allow characters to expand and customize the rules and the world, and to provide conflict resolution in overcoming plot twists and obstacles.

No player character may begin the game knowing how to work magic, though all begin the game knowing something about magic.

The game is currently in its second beta. I'm expecting to have playtest packets soon (probably after I finish out helping to playtest Stranger Things). If you're interested in playtesting, send me an E-mail.

I'm going to post some more on this soon, including a brief of the first playtest.

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