Showing posts with label Beyond the Wall. Show all posts
Showing posts with label Beyond the Wall. Show all posts

Wednesday, September 30, 2020

Beyond the Wall: Growing Up Hack

 


So after a few years I finally started playing Beyond the Wall again. Those character creation tables are amazing, I'd forgotten just how brilliant they are! But the gameplay just... it still doesn't really work for me. It's fine as a simulation, I suppose, but everyone just plays out an adventure and either win or lose or whatever. For a coming of age story, where you finally decide who you are, it really doesn't do much. Part of being an adult is being secure in who you are, at least enough to go out and change the world as you can. The rules do not guide toward this type of story. Here's some initial thoughts on how to hack it to where it does. These rules are untested. Obviously I intend to test them.

The central question of being an adult, near as I can tell, is about how interiorly secure you are in your relation to your location. Players have two additional attributes: Self and Community. To simulate this players will roll one additional d6: if you rolled higher than the table number you are at (early childhood is table 1, etc) the event is seen by your character as a positive experience with his community: increase the Community score by 1d2. If you roll equal to or lower than the table number increase the Self score by 1d3.

When you are done rolling up your events and adding NPCs and locations to the map each person write two statements, one for the Community and the other for the Self scores. For the score that's higher write why you are more comfortable with it. For the lower one write a wish about being more connected to that aspect. It is essential that these statements are tied into the town. Don't just write "I want to be more connected to people", write something more like "Yngvar rejected me as town guardian. I will make myself useful". These are not wishy washy statements: they need to be statements of action, something that will inherently make trouble. If you can implicate a fellow player character in the mess so much the better.

Get rid of Fortune Points. Community and Self values are pools of dice. Community points can be spent to heal 1d6 per point spent as well as grant d20 re-rolls as someone from the community intervenes in the situation. Self pools let you add 1d6 to a d20 roll, as well as automatically succeeding at a check by spending a Self Point. Keep track of the points spent.

At the end of the session note how many points were spent. If your Self spent value is equal to or greater than your Community spent value you leave the town; if your Community spent value was greater than your Self spent value you stay with the town. The higher spent value is your Path. The lower spent value is your Corruption. Regardless, roll a number of d6s equal to each spent pool and compare their total values. If your Path rolled higher your ending is one of integration and peace, even if it's not a cheerful one. If your Corruption rolled higher then your ending is one of violence, betrayal, and despair. 

Regardless of which rolled higher narrate a short vignette for your players about what your character did and why, whether or not they stayed in touch with the people who were there when you started your path, and ask anyone if they want to have a particular role in your ending. This is where you get to name your epic deeds and everyone else gets to tell you how they feel about them, in character. The player who rolled the highest Self Path gets to narrate first. Narrate clockwise from them.

If you try these rules let me know! I'll be reporting back, assuming my players even want to use these rules in the first place. We'll see.

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Thursday, February 20, 2020

It's Still On My Shelf: Beyond the Wall and Other Adventures


What It Is: Beyond the Wall is a one-shot system designed to emulate coming of age tales in fantasy novels. There is no prep work required or desired. Everyone just sits down, grabs a booklet and starts rolling dice. The story should be over, in one session. I mean, it doesn't have to be, but the scope of the game is definitely not supposed to go beyond a single session.

What Makes It Awesome: It does exactly what it says it does, on the tin. So many games make vain promises about what they are and what they accomplish, all for nothing. Not this game. It is fast to set up, fast to play, and has some really freaking amazing tables. I normally don't jazz about tables and all that, but these tables are, to almost the last one, ridiculously awesome.  By the time you're done everyone will have characters, a town will be constructed, and the GM will have a dastardly plot linked into the PCs.

Problems: I do not mind games where there isn't a universal resolution mechanic. I don't play them, but that has more to do with the fact that the games I do play normally just happen to. But here? I take issue with it. BtW's lack of a universal resolution mechanic is the one huge sticking point I keep running into whenever I play this game with folks, particularly newbies. It's not huge, it's not a deal-breaker, but it is a pain. And it does get in the way while playing. It's a minute little piece of dirt in the ointment, but it is there.

Why I Haven't Been Playing It: Honestly? I don't know. Maybe I'm still chasing that huge epic campaign that will define everything, for all time. Mechanically the actual play isn't my cup of tea, despite how fun it is, but given how good the stories are that come out I can forgive that pretty quickly. I guess I'm just not at a point where I want a constantly revolving series of towns and characters and situations?

Yes, I know there's a campaign supplement, Further Afield.

Yup, I own it.

Too large of a scope for the base game, to be blunt.

I see absolutely no point in running this game as a campaign, not when things like Burning Wheel exist. So no, that part just loses out.