Kenneth Hite ([info]princeofcairo) wrote,
@ 2006-10-02 15:35:00
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Entry tags:gaming

Straight Outta Finland: Bad Omens
It occurs to me that unless I want to take the trouble to write this up for a Pyramid article, I won't ever find a market for the "Bad Omens" mechanics I dreamed up for the Game Design Contest at Ropecon.

So, instead, I'll share them with you lovely people, albeit ominously shadowed....

The important thing about an omen is that it comes true. Otherwise, it's just a creepy piece of atmosphere. This means that bad omens are primarily useful only in games in which the social contract admits that the player-characters are screwed. (A bad omen in D&D, by contrast, is just a killer GM trap -- "Save versus divine fate, DC a million.") So going from "most screwed" to "least screwed," here is a flight of bad omen mechanics.

For Call of Cthulhu, the Keeper establishes certain zones -- the Martense mansion, the Dunwich forest, the Plateau of Leng -- as "Mythos Tainted." The higher the Mythos Rating, the more tainted -- Cthulhu's prison on R'lyeh, for example, would have a Mythos Rating of 100. As the Investigators move into a tainted zone -- an ominous zone -- the Investigator with the highest POW rolls a contest between his POW (or, in heroic-style games, his POWx5) and the zone's Mythos Rating. If he passes, the Investigator with the next-highest POW rolls, and so on. If nobody fails, the Keeper waits until the Investigators have passed into a still more tainted area (the cellar, the round hills at the center of the woods, the necropolis) and they contest against the higher Mythos Rating. The first Investigator to fail his contest gets a Bad Omen, which the Keeper should tailor to the area and to the Investigator's phobias and foibles. (Whippoorwills calling the unfortunate victim's name is a good default.) Here, the Keeper rolls secretly to generate an Omen Increment -- let's say 1d10, or 1d8+2. An Omen Increment of crises later, the victim will get automatic 00s on the dice for the next Omen Increment number of rolls. So if the OI was 7, upon reaching the seventh crisis (as determined by the Keeper -- most likely the seventh combat or ritual) the victim will get seven automatic 00s, and most likely suffer the horrendous fate predicted by the whippoorwills.

For Unknown Armies, the player may buy off any BOHICA (critical fumble) by accepting a Bad Omen instead. Again, the GM should tailor the specific Omen seen (mocking voices from the traffic lights, a hearse with the PC's birthday as its license plate) to the circumstances and to the player character's foibles (and to his Avatar or Adept school, for choice). The GM then rolls an Omen Increment as above, except that the player only and always receives three BOHICAs at the derived crisis. (This is the Wiccan Rede in game form, it belatedly occurs to me.)

For Vampire, the goal of the players is to get control of a situation, not survive a given crisis. The road to control lies through privileged Storyteller information, usually guarded by annoying NPCs. Hence, in this game, an omen is a trade for information -- an Oracle -- not something that fate just hands you. Before the game, the Storyteller and players work out how one goes about getting an Oracle -- crossing the fortuneteller's palm with silver, or going to the haunted tide pool under the boardwalk, or reading the entrails of a murdered priest, or whatever. Then, at any time they feel like it, the players may go seek an Oracle. For each question they ask (and the Storyteller is within her rights to restrict Oracles to one question per session), they will receive a true answer -- and one of the player characters will receive an equally true Bad Oracle, an ominous and inescapable prediction of doom. The players vote amongst themselves, before the consultation, which of them is "open to the ominous energies of this place" to get the Doom -- if one player is a real drama queen, he may even volunteer! Although this (like all Vampire mechanics) requires a good deal of Storyteller tailoring, in general, the number of dots it would normally take (in Contacts or Cult Status or whatever) to answer the Oracle question is also the scope of the evil fate.



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[info]johnprester
2006-10-02 09:00 pm UTC (link)
I'm trying to pull together an Unknown Armies game for my group.

I kinda like what you're doing there; but maybe I'll just have it be the BOHICA result on a Magick roll, like the ultimate Sour Cherry. Adepts strike me as more doomed than other types of Dukes anyway.

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(Anonymous)
2006-10-03 03:44 am UTC (link)
This may sound a little cross-grained, but anyway.

Why?

Seriously -- why have a _mechanic_ for something as entirely embodied in story as an omen? It seems as if the very existence of an "omen mechanic" undercuts the creepy foreboding which an omen should create.

And if all this is supposed to be invisible to players anyhow, then what's it for?

Note that I'm no wild-eyed diceless fanatic here. I've written HERO system books, for God's sake. (Omen: Summon (numinous apparition), interdimensional, Uncontrollable, 0 END, duration (instant), Side Effect (Mind Control: fear)...)

Cambias

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[info]princeofcairo
2006-10-03 07:48 am UTC (link)
This may sound a little cross-grained, but anyway.

Why?


Well, first and foremost, because the nice Finns asked me to take part in their Game Design Contest, and the theme was "Bad Omens."

Seriously -- why have a _mechanic_ for something as entirely embodied in story as an omen? It seems as if the very existence of an "omen mechanic" undercuts the creepy foreboding which an omen should create.

For that matter, why have a mechanic for something as entirely embodied in story as death? You have a mechanic for something in a game if you want to make it accessible, either to the players or the GM. Without a mechanic, you're left with flavor text. Which is not necessarily a bad thing, especially if in your judgement a given topic should *not* be accessible, or should be subject entirely to the GM's whim. (Or rather, to the whim of whoever has scene authority.) But if some other gamer would rather have a knob for "Bad Omen," here's three.

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Story?
[info]mythusmage
2006-10-03 09:20 am UTC (link)
Are you telling a story? Or is the group playing imaginary people living imaginary lives in an imaginary world where imaginary fatalities take place?

Death is a chancy thing, it can come at any moment. The more dangerous the life led, the better the chance of dying. But, as capricious as death is in real life, completely haphazard deaths are no fun in an RPG, and so are best ignored.

Omens on the other hand are another matter. I much prefer omens as visions of things that might be, and matters that impact a people or nation rather than individuals. Fortunes are for the common Joe.

Death mechanics, yes. Omen mechanics, no.

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[info]pete_darby
2006-10-03 08:47 am UTC (link)
Because otherwise it is, as usual, entirely up to the game runner to judge when the omen is going to come in, how bad it's going to hit... and once again, the players are pawns in the GM's story.

And undermining creepy foreboding? Until I see some actual play with the mechanic, I'd remain skeptical about it's efects, positive or negative.

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Arbitrary?
[info]mythusmage
2006-10-03 09:25 am UTC (link)
Only if the omen is something that's going to happen. I don't agree that an omen must happen as foretold. Rather, an omen is best used to give warning of what might come. Note that in all the stories in Greek myth of omens coming true, those who heard the omen did everything in their power (albeit unknowingly) to insure that the omen came true.

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Re: Arbitrary?
[info]pete_darby
2006-10-03 10:23 am UTC (link)
Hmm, sounds more like prophecy (which, especially in biblical contexts, tends to be "If ye carry on this way, woe be upon ye"*). Or precognition. "I see your body riddled with bullets" is way too specific for an omen.

Omens are the voice of doom, whether whispered or shouted, and I think players are more likely to take them seriously if they know it's not just the GM, but the game system itself that is chanting their doom. And it's non-specific, in it's way. My favourite omen story is "The Doom that came to Sarnath." And the omen i simply a dead body and the word "DOOM".







*Or, "If you tolerate this, then your children will be next."

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