After a bit of a brief break for the Thanksgiving Holiday,
Malifaux Musings is back and ready to tell you about all of the bad things
happening in our favorite gothic steampunk Victorian western city. First, some
news bits, then an announcement regarding the blog itself, and we’ll finish up
with a conversation about ongoing challenges in the Through the Breach
roleplaying game.
Let’s dive in, shall we?
***
News Briefs
-The Divergent Paths story encounters event has wrapped up.
The Arcanists continued their efforts towards coercing the Self Righteous Man,
netting them wins in the last two phases and ultimately the win for the model.
Despite their early success, the Rezzers were nudged out of the way by the
Neverborn for ultimate control of the Trickster. And last but not least, in a
surprise upset, the Outcasts rallied to take the child. The results of this
seem to be that the SRM is going to be a werewolf man and full member of the
Order of the Chimera, the Trickster will gain some ability to summon or
manipulate Nephilim on top of her Nightmare abilities, and the Inquisitive
Child gets shot (Malifaux really does suck sometimes, huh kid?) and in the
process of saving her, Levi implants her with tech similar to what goes into
the Hollow Waifs. Does this mean she’ll be a new waif? Or an anchor point? Time
will tell. Unfortunately, Aaron also revealed that there was some cheating
going on with the reporting of results down the stretch, so this will affect
how they design future events. Bummer.
-The UK Nationals tournament was held on the 12th
to 13th of November at Battlefield Hobbies in Daventry. Organized by
Old Man Mike of Malifools fame, it once again set the attendance record for
Malifaux tournaments with 123 participants. In the end, victory went to the
Neverborn lead by Mark Elwood, now a two-time nationals champion. This victory
puts him on his way to winning the UK Tournament Triple Crown.
-The Black Friday sale is currently underway at Wyrd’s
webstore. In addition to a number of prereleases from book 4, there are two limited
edition crews for sale: a translucent yellow Jack Daw crew and the Wild Ones
limited edition alternate McCabe crew from Gencon in translucent smoke. If you
spend $150 in the store you get an alternate Guard Sergeant and Rafkin, and if
you drop $300 you can get an alternate Nicodem that should look familiar if you
have one of the original fate decks and an alternate sculpt of Bishop, who does
not look to have skipped chest and arms day. Toss in the addition of some
posters for each of the factions (Black Joker novelty mini included for buying
one of these) and Wyrd has some good stuff available. Sale ends December 2nd,
so get your orders in now if you want to take advantage.
***
And next the announcement: we’ve
become an affiliate of Leodis Games! This UK based game retailer contacted us
to help promote their efforts, and we’re happy to pass along the good word about their services. Their
webstore offers Malifaux models as well as Guild Ball, the Batman Miniatures
Game, Infinity, and many more, as well as partnering with Army Painter and
other hobby companies as well. In addition, they offer some custom 3D printed
scheme markers appropriate for each of the Malifaux factions that I definitely
have my eye on. All Malifaux Pre-Release orders are offered at 20% off, and
free postage is offered on any orders over £40. If you’re interested in giving them
a look, please use this offer link or their banner on the side
of the blog and they’ll kick some shekels our way, and the best
part is it doesn’t cost you anything extra! So go get somebody you love the Christmas gift of Malifaux. We and Leodis appreciate your support.
***
For the
main topic of today’s post, I wanted to discuss ongoing challenges in the
Through the Breach roleplaying game. One of the things I liked most about the
fourth edition of Dungeons and Dragons (which was a pretty short list, tbh) was the introduction of Skill
Challenges, a mechanical system for providing out-of-combat encounters
representing following a trail through the wilderness, negotiating a deal with
a merchant baron with a grudge against you, or disarming a death trap before
your group is crushed/stabbed/poisoned to death. I liked it because, prior to
this, most of the RPGs I’d ever played basically boiled down to “Roll the skill
check and, if they pass, give them the clue/result they’re looking to obtain.”
This is problematic for a couple of reasons. First of all, if they fail the
check then you have to bend over backwards to accommodate the failure (or just
scrap the adventure.) Second, very rarely in life are any complicated problems
solved with a single action, and third, it doesn’t accommodate dramatically
changing the challenge midstream. Skill challenges offered a solution to all of
these problems, but they had their own issues.
Through the Breach has a similar
mechanism in the form of the Ongoing Challenge. When I relaunched Malifaux Musings, one of
my goals was to try and grant more time to the Malifaux roleplaying game. As
such, I thought I’d discuss some tricks for juicing up what I think has the
potential to be a very valuable part of the Fatemaster’s toolbox.
1)
Transition into them smoothly- One of the
biggest issues with introducing an Ongoing Challenge is introducing them in a
way that sticks out like a sore thumb. Saying “We’re going to begin an
Ongoing Challenge to search the treasure room. These are the skills that are
allowed, and your duration is 1 hour. Who wants to give it a try?” almost
always breaks your players’ immersion. So establish a way of getting into an
Ongoing Challenge that isn’t such a speed bump. Or, if you’re really good at
your job, don’t even tell your players that you’ve started one. Present them
the problem that needs to be solved and just poll the players for what they
want to try to do to solve it. When they throw an idea at you, figure out a
skill flip that would represent what they want to try and have them do it. Mark
the results of the flip accordingly and then have a different player suggest another idea. If your players are savvy they’ll probably figure out
what you’re doing the second or third time you start this way, but it’s better than
just throwing the hard left turn at them. One thing that will make this more free-form version of the Ongoing Challenge easier for
you is to…
2)
Don’t lock down the list of available skills-This
is one of my major divergences from the way OC’s are presented in the Fated
Guide. I don’t like the recommendation to generate a small list of skills available for players to use during challenges, because I feel like it limits player creativity and locks some party members out of contributing. If your Fated are trying to infiltrate a ball in the Governor’s
Mansion, the Drudge in your party is going to have his work cut out for him to
come up with ways to use social skills to contribute meaningfully. This does
not, however, give you permission to turn him loose and let him throw Endurance
checks at the problem unless it comes with a VERY good explanation. I understand the point
of restricting the lists, particularly given that one of the criticisms of TTB
is that its too slanted towards player success, but the bottom line for me is
that you are playing a game, and sitting back and watching your friends flip
Bewitch checks while you stand awkwardly against the wall (suddenly I’m
flashing back to High School dances…) But if I can't find a way to let all my players participate in the challenge in some way, I feel like I've failed.
If you're not as liberal with ongoing challenges as I am, then perhaps a good compromise is to let your
players with skills that are not on the list use other suggestions to help
their friends indirectly. One example I often use is the example of an Academic searching
a library for a specific tome with clues to a mystery the Fated need to solve.
There are a narrow set of skills that can be of use here, and that Drudge from
the previous Ball is again likely to not be very useful. However, if he wants
to use Labor as a reflection of his just grabbing piles of books to haul
them en masse through the library, let him. Don’t give them a success for it,
but maybe give the Academic a + to his flips as a result. The Performer could
also use some skills to brew a hot pot of coffee that could negate some
failures that might come later in the challenge. Let your players be creative!
3)
Change the Rules-As written, most ongoing
challenges are pretty static. You define the problem, list the skills, TN, and
number of successes you need, and go from there. These are fine for smaller
challenges, but can get pretty tedious if you have something major that
requires, say, 12 successes to achieve. This is why you need to throw in
something to shake it up partway through. One of the most common of these is to
have something occur between each duration. Maybe while searching the library,
the academic discovers a magical animated-book trap that the party has to deal
with before continuing with the search. Maybe at the party the group bumps into
one of their political rivals and now needs to deflect them before they can
sabotage their efforts. In the Nythera Penny Dreadful there is an OC where the Fated have to get out of dodge while two Malifaux Masters duke it out around them. In between durations of this, a stray fireball might come flying down out of the sky at them or spirits might appear and attack. That certainly broke up the monotony!
Furthermore, don’t be afraid to change which skills the party needs as
the challenge progresses. Maybe something one of your players tries now opens a
new method of success and allows a whole different set of skills to be used!
One example might be that the Fated are at the bottom of a mine which suddenly
starts to collapse. At first they might need to use Labor and other physical
type skills to get out of the way of falling debris and get to the lift to the surface. Then,
once there, they discover that the lift is broken, so the party can either try
to repair it quickly with Artefacting to carry them out or start climbing.
Then, perhaps the mine shafts start to physically shift, so there may be some
engineering or intellect related skills to find the right path in the midst
of the confusion!
Taken to an extreme, you can even have an Ongoing challenge be the entire
game session. I recently started running a group through the original Penny
Dreadful “In Defense of Innocence” and had the party try to swing a town’s mayoral
election in a particular direction. As presented, it was simply a group of
encounters which, if completed successfully by the party, would move a certain
number of votes from one pile to another. I decided to restructure it into a
Large Ongoing Challenge (Win the Election) which would be broken down into
smaller challenges by the players (Get the dry cleaner on your side, Free the
playhouse from debt, etc.) For each of the smaller challenges there would be a
small list of skills and a certain number of successes needed. Depending on the
outcome, I transferred a number of successes or failures onto the larger overarching
challenge. Throw in a few unexpected complications (holy crap, the incumbent
mayor just came by while we were trying to sabotage the play, what do we do?)
and you’ve got a whole game session full of adventure ready to go.
4)
Let them fail, and make it hurt-Now we all know
that the dirty secret of game mastering is that, sometimes, we will cut a
player a break to keep the game moving. If the players don’t flip well enough
on perception to spot the murderer sneaking off into the alley, your group
doesn’t give chase and all the effort you put into creating a dynamic ongoing
challenge for the Dirty Harry style backstreet pursuit goes to waste. That
sucks for you, and it sucks for the players because they don’t get to have the
fun they would have experienced by doing the challenge. So, from time to time,
we’ll nudge things to give the group a better chance to succeed for the sake of the story.
I used to do this a lot more than I am now. I wanted my story to
go a certain way and I would nudge things in the direction however I had to in
order to get that outcome. Then, about 8 years ago, I joined an online game in
a Gothic Horror D&D setting called Ravenloft with a DM who is, charitably,
kind of a bastard. In his game the dice land where they land, and the consequences of that happen
regardless of whatever “story” he had in mind, especially if a player put themselves in the wrong position by making bad choices for their character. Characters have
been driven irrevocably mad. They’ve been cursed and become evil. Once I had
the villain throw my character’s son off of a cliff in front of me! To quote
probably the craziest example, one of our players chased some bandits who had
robbed us into the mists, resulting in his magically being transported
somewhere random in the world. This random place turned out to be the middle of
the ocean, whereupon he was viciously eaten by sharks and died! No good deed goes unpunished, I guess.
At
first you might think that these outcomes were cruel. However, what I came to
realize is that, because I knew the threats to our characters and their world
were real, it made it so much more memorable than most other games of which I’ve
been a part. The gamemaster wasn't being unfair, he was simply letting us experience real consequences for our characters' actions. I’ve since adapted this for my own games, and found the same
results. The same is true for how you design ongoing challenges. Failure needs
to be an option for the game, and the consequences for failing should be real.
Don’t kill the whole game session if the party doesn’t find the clue you’ve
hidden, but don’t let them off the hook for missing it either. Maybe by the
time they get on the killer’s trail, their friend they had hoped to save has
already been murdered or even reanimated as an undead creature. If this is a favorite Fatemaster Character they've known and learned to love, that's going to be remembered. This lets the
party see that the game has real stakes, and makes it more memorable when they “beat
you” and save their friends the next time.
I hope
these tips have helped you with some ideas regarding upgrading your ongoing
challenge. If you have any good stories from your games or tips for other
Fatemasters, feel free to share them in the comments. Thanks for reading!