Rpgs are generally fantasies of competence. Not necessarily personal competence, but the competence to do something that you can't actually do in real life. Sometimes that is because you are the best at what you do, and sometimes it is because you have 6 disposable clones so you can fight the man/.friend computer and keep coming back until it works.
Heist games are one of a subgenre of rpgs where the story structure is "find a goal, gather information about that goal, plan how you are going to approach the goal, and finally execute."
If you play a standard F20 rpg, you often go from "discover a goal, execute you lack of plan for attaining that goal. Heal up and do it again."
The problem comes up because the gm often has no idea how to manage the gather information and make plans sections so those take a lot of zero progress time, and then the execution stage falls apart the first time the plan doesn't match the gm's scenario. So we end up with a bunch of people who claim that in RPGs, planning is bad.
The Leverage RPG lets you gather the information and make the plans, and then gives you a mechanic to overcome those surprises without them ruining the rest of the plan. A generation later, you get games like Blades in the Dark where you are advised to compress the planning into "pick a goal, state an approach, roll some dice to determine the first dice roll you have to make, then execute without any actual planning or information gathering. Trigger your vices to heal up afterward." Notice we could have done this with fewer steps in the standard D&D model. And we would have hit every point of the competence fantasy that the f20 game did.

That is great, but there are several other competence fantasies that this approach elides. It turns out in real life, it is fairly difficult to gather the sort of information you need to, for example, rob a vault. And the above model says "handwave, now you rob the vault." If your competence fantasy is the execution alone, that is great.
For a lot of people that is not the whole of the fantasy. Lets look at one of the great heist shows and what it can teach us. Specifically, look at the Leverage episode, The Gold Job. Go watch it. I'll wait.
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Welcome back.
In the Gold Job, Hardison is acting as the Mastermind, and he has created an intricate plan that is trying to use a bunch of psychological tools from game design to make the marks do what he wants. It mostly fell apart. This is what happens with a lot of people's heist games. The gm comes up with a complicated but brittle plan, the PCs get to try to figure out the edges of that plan, make their own plan, and then execute it. They often super focus in on a few pieces of minutia, and then when they execute, they have no idea what to do when the rails come off.
In the end of the Leverage episode, Nate manages to finish the heist even though Hardison's plan was too fragile, and at the end, he tells Hardison how he did it. He gives Hardison a list of things that he needed to have in place for his quick and dirty heist, and he says that you make the beautiful plan, but you also make a plan D that is the quick and dirty version of the plan that will work even when all of the subtle parts fail.
Now I want to talk about a different game that is not focused on planning and heists. There is a game system with about a dozen different versions called Gumshoe. Gumshoe is an investigation game that has a really cool piece of game tech: your characters are competent investigators so if the player has a relevant skill in a scene, they just get the clue. The investigation is deciding what to do with those clues. There is a second piece of Gumshoe that does not get discussed quite as much: the structure of a Gumshoe adventure works with something the designer calls the “spine” This is composed of the scenes in the adventure and the basic plot line. In the published adventure, each scene tells you what the goal of the scene is, what information it is supposed to provide the party, and what other scenes each scene can lead to.
If we take this idea and rub it on Nate's list, we have the first half of the setup of a heist game. Here is how we use this:
first the GM takes the goal of the scenario. They come up with a couple of likely approaches and a way to let the players find enough information to suggest an approach. Be ready to improvise if they have something you never thought of. One of the key points of this method of running a heist game is 'Listen to what the players are planning for and don't be too stuck on your initial plan. If they become very interested in the specifics of the cleaning service for a facility? It is time to make the cleaning service important. Come up with a couple of likely NPCs that they might interact with and who might be their opposition.
Let's look at part of a worked example, say “steal a valuable artifact possessed by a government before they relocate it to their secure vault.
Identify the likely end scenes:
1 Use a party in the museum the artifact is resting in as cover to sneak in and steal the artifact.
2. Sneak into the same place when there is no party to distract the guards but there are fewer people to complicate things either.
3. Steal the artifact from an armored carriage as it is being transferred.
4. Whatever other thing the party comes up with after you give them that information.
I tend to run fairly short sessions frequently. Which means that this is about as far as I need to go fir a session worth of game.
My scenes in the first session are:
1 Sneak into town
2. establish a safe house for planning purposes
3. Let the players use their character specialties to find enough information to decide that these are the potions (in this case they found out that the item was in a museum, the museum was having a party in three days, and on the fourth day the item was going to be moved under guard to a more secure location. I was ready to give them some sub scenes based on what they decided to do with that information that would encourage whatever they were already leaning toward. By the end of the night, they had made some contacts in town, and had decided on “Steal the artifact during the party” which set a timeline for their activities and told me what things to focus in on.
They had asked about the guard rotation, the possibility of visiting the museum before the party, gained the trust of a local thief organization, asked about the nobleman in charge of the party and the transfer, and where the extra staff for the even would come from.
That gave me a whole set of things to focus on for the next session and a place to work on for my preparation for the next session. I mapped out the site, gave the rough outline of about a dozen npcs including the noble, several members of the guard who could be subverted by bribes or playing on their personal addictions and weaknesses or more direct means. I came up with a temp service they could infiltrate, a couple of nobles they could get to know to find more gossip about the target, a connection who might know about the security systems and a second person who would know specifically where the item was being held and a couple of different scenes to build toward. I dropped the raid the museum in the night vs the guards plot and the armored vehicle heist at that point. And it was pretty clear they wouldn't do all of these things. They had limited time, but I gave them a couple of different routes in if they did any sub set of the things I had prepared. In the end, their focus was on infiltrating the party and knowing about how to turn off the security system. They didn't try to work the nobles approach and talked about using the purloined letter method but that did not survive the instincts of the players at the end.
This gave me several sessions of active planning where each step of the planning was role playing and where each player's specialties could come into play. We never sat there with maps and a list of equipment, and when they had 7/10ths of what I had seen as the plan to hit the scenes I felt we needed? I was able to gently direct them toward the others. I kept notes on what things they seemed interested in and made sure to incorporate as much of that as I could into the next session's activities. (Seriously, planning sessions tell you what the party expects to see. Let them see those things with a small set of variation. Listen to their preparations and make sure each preparation they make can solve a problem that you present to them in a actual execution. If we had been playing for more than two hours at a time, I would have called for a snack and restroom break at the mid point to do that incorporation, but as it went I was able to do this on the fly.
(At the end, they got the item and a few other things, they got away clean but had to use one of their alternate escape plans. Some things went wrong but they added complexity instead of killing the party.)
Come up with an event, the potential scenes to play out, and some interesting choices that all lead to the final scene, but that the party can't do all of. Your big difficulties are based on which things the pcs decide to focus on. Since the party hadn't talked to the nobles, they knew about the alarms but had to do more exploration during the heist to find their target. Since they didn't interact with the person in charge, he didn't know any of their faces afterward, but they also had to find a different solution to a locked door he had the key for.
They planned a heist. They executed it and had some difficulties, but pulled it off with their skills and cooperation and repurposing some of their planning. There were humorous points where they failed that both increased and released some of the tension.
The take home; use a flexible spine, reward your players' focus and make sure planning happens in actual in game events instead of just sitting there for hours theory crafting.
I really wish my board game group had a culture of everyone pitching their games before groups started peeling off. Or even better a Facebook thing where games get pitched before hand
Game idea.
Scoring happens in rounds. Each score phase there is an increasing minimum and for each player below that minimum advance a doom track by how far below the target they are. if the doom track ever fills the game ends and the top two scores lose. The game should be very interactive and themed around something like desperately trying to correct a problem.

Anxieties

Feb. 25th, 2019 07:30 am
One of the impacts of having been intermittently poor is the love of predictable and defined systems and anxiety that not engaging with them just right will lead to them not working.
I had a dream where I had not gathered event tickets ahead of time and when I came back the event had moved on without me. With an old somewhat estranged friend aboard. The problem in my head is that you only ever get the one chance because you don't have the resources to reschedule.

I suspect this is about the anxiety caused by the credit application like form my electric and gas company have you fill out to start services and the fact that apparently they send out their confirmation package a week after services start. So we are coming up on the day where I need the power transferred to my name and my only contact had been an email saying they would send me a packet after my application had been processed. 10 days ago. I called them this morning and was told everything was OK and they would send the packet 10 days after the start date...
So it is slush everywhere, but tonight it will rain turning to freezing rain turning to snow, then having the temps dive into single digits. I will be taking the long route to cat feeding tomorrow (which even with it being slushy tonight would have been a good idea. Not everything was clear...

Anachrony.

Feb. 23rd, 2019 11:01 pm
I played two-player anachrony solo so that would have an easier time teaching ads if I ever get to the table. I made a few mistakes that I don't think significantly impacted play. Mostly I had the wrong player boards for the specific factions I was playing. This game has a whole lot of knobs and dials for increasing the complexity, and I think at least for learning game that while the strips down one is too simple, adding every piece of the game is probably way too much.
Sigh. It also uses clear tokens or cardboard chits for the resources and includes both. It's clear that the tokens were the intended peace because their what fits on the board properly, but the colors are much better on the chits especially since they are using translucent cubes which is still the worst possible option for a board game. They could have him prove it by making one set of Cubes not translucent but it still has the problem where the yellow cubes disappear into everything, the gray cubes and the purple cubes are nearly identical, but at least the green cubes only just kind of look like the teardrop shaped water indicators. The game has cardboard chest so you can use instead and it might be worth using those in the place of the neutronium ones, but it strikes me that they could have done matte black gunmetal gray, actual gold color, and then translucent green to cover neutronium, titanium, gold, and uranium, giving a better match to the theme and a more usable product

MTGA

Feb. 23rd, 2019 03:09 pm
I ran into another person who starts doing what I am pretty sure is annoyance stalls when they are losing. I was down 4 to 38 life points when I pretty much shut down the dude's deck with some pretty severe removal and a hard for his deck to deal with beat stick who, the first time I attacked with it, had life link due to an off brand use of my favorite red white (deal 3 damage to all creatures and or all of your creatures gain life link until the end of turn)
A couple of his key deck components had been shut down by my Immortal Sun Amulet (it, among other things, shuts down planeswalker loyalty abilities) and my dude had used the only artifact/enchantment removal to get back a creature I just killed the next turn before it did any good from my Ixilan's Binding.
Well, his planes walker was sitting there being useless (like i feel they should always do, I hate that mechanic in the game) and I was double striking with a 5/8 flyer, shaving 10 hp per turn from his life total. And he started letting the count down timer run through the time limit plus his bonus time earned by quick play in the early game. It took about 4 minutes to burn through 3 rounds of the game where neither of us did much of anything, and a lof of the pauses happened at times where he had no decisions to make but the game still lets you make a pass action instead of auto passing.

I mean I had my tablet with me, so you go man, but still, I hate that behavior. (Generally I qull quit when I realize I don't have the tools to turn a game around, or that I am going to sit here for a bunch of 3 minute card cycling turns and not have any fun even if i do manage to spike their automated play deck. unless I am trying to do one of the metagame goals like cast x number of spells for some game gold.
Making a backup of a backup of an important post by a victim of abuse
https://twitter.com/AmazonChique/status/1094813195112349696
The last time she was seen, she was leading the remnants of the First fleet back into the GodsStorm off the edge of Alpha Centauri. The long now array show her progress through the battlefield, but the details are obscured. When the radiation faded, none of the gods were still functional, none of the human ships were whole, and the Retaliatory strike against earth was sufficiently blunted that the world survived.
That is why her statue resides in the Hall of Heroes in the center of Reclamation crater.
All across Human Space, and in later generations, across all the worlds of the Second Concord, there are legends of her return, of the Sword of the Last God arising from the interstellar dusts to bring light in the darkest times, but if she has there are no solid records, just whispers and stories, and the God she served has lain quiet, either gone or undetectable.
I got to play Wasteland Express Delivery Service again. I like the fact that when the game ends it just ends, but on the other hand it always comes before I am ready (otoh, the play time is just about as long as a game can be in our fairly short game nights). I'm having fun tooling around the wasteland, and then wham, over. And given that I like the stuff I am doing, i am not strongly incentivised to try to win and end the game, but the other players almost always are. I kind of want the play space to be bigger, like you have to really soup up your truck to move from outpost to outpost in a single turn bigger. I am still pissed at the designer's lack of thesaurus...

It wasn't my first choice for games tonight, and in fact, I almost left it at home so it wouldn't be a competing pick for the game i wanted most to play. I am not super big on playing games over and over again for the most part, though I am happy to play something with a bit more time between plays. (Except Suburbia, which I am trying to convince myself to get in on the kickstarter for the upgrade game with bigger tiles and brighter art.)
There is a pretty nice creature wipe spell Kaya's Wrath. that is WWBB to cast, destroys all of the creatures on the board and gives you a life points for each of your own creatures you destroy. My same card for the same situation is Cleansing Nova 3WW, destroy all creatures or destroy all artifacts and enchantments with no boon for the caster. I like that spell, but it is in probably a third of my games harder to cast than Cleansing nova.
But the reason I am considering it is the game i just played against one of the irritating BW vampire decks that focus on mechanics that gain life for the player and do things like buff creatures or do damage to your opponent when you gain life. They were playing kaya's wrath. And i suspect, given the number they played, they had replaced cleansing nova with it, which is not a terrible choice for a deck that relies that heavily on enchantments.

My deck is pretty reliant on artifacts and enchantments, but I like having that disenchantment option available, especially for a deck that focuses on clearing my enchantments and artifacts from the field.

My opponent had me down to 1 life and they had 36 or so life, and a medium bruiser who did damage whenever they gained life. And a healer's hawk. a 1/1 flying life link creature. I had an empty field, but a couple of nice artifacts and a pair of ixilan's bindings holding some of their common creature types off the board.
I had managed to pop out a Lyra Dawn's Herald, a real nasty piece of work, a 6ww 4/8 flying trample double strike indestructable vigilant dinosaur right before they played the hawk. That kept the 4/4 kill me with life gain creature from attacking, but if the hawk attacked, even if I blocked it with the dinosaur, I died.
I had a plan, to drag things out a bit, except my next draw was a favorite sorcery of mine, 1rw and select 1 or both deal 3 damage to all creatures and give all of your creatures life link. Given that the dinosaur was indestructable and can't die of damage, I picked both, and killed the hawk, then attacked with double strike to gain 10 hp (another thing gave it +1/+1)
3 rounds later i had 20+ life and they were down to less than 15. And they cast their big ass saving spell, Kaya's Wrath. it did nothing to my creature who can't be destroyed or killed, only exiled or a few dozen other things. Then I dropped a very unfair Carnage tyrant (7/6 trample hexproof) and suddenly after their big swing failed, they were sufficiently demoralized to quit.

MTGA

Feb. 6th, 2019 12:02 am
So it feels like I win more games with the preconstructed decks the game provides you with than with my own hand built deck, but I am pretty sure that is an illusion. I tend to play much faster games with the preconstructed decks because most of them are aggro decks, so win or lose the game goes fast. I can knock out three games with one of those decks in the time it takes me to play one game with my deck with a decent starting hand. (my deck sort of sits there barely not losing until I can wear my opponent out and empty their hand, then come back through and swing hard at the end. Though I can get hands that play like slow aggro decks on occasion, like in round 4 or 5 I launch a damage ramp where a good aggro deck launches in round 1 or 2)

Oh man I saw (and lost to) a pure gate instead of land deck today. A bunch of my favorite toys do nasty things to my opponent but give them lands in play as a result. That deck got no benefit from my obnoxious counters that help my opponents' mana ramp (and my cheapest removal card was able to target their mana source where it usually can't because it allows them to search their deck for a basic land, and this deck had none. if I had a slightly different hand, I could have done wonderfully awful things to that particular deck. It uses a bunch of low cost big creatures that are balanced by the fact that they require gates instead of lands, and most decks aren't primarily made up of gates.

My next opponent, who I did beat was playing a classic control deck, with a huge array of big monsters and lanowar elves (and some cards to make the elves swing above weight class...) This player was running a lot of the same cards I do, on the green side, a bunch of mid cost bruisers. I was able to hold them away from my last life point for long enough to do a couple of board wipes while they were down to a card per round and then ended up returning my hp total to its proper range, around 20 with a couple of big plays. (a 5/5 life link angel and the Pelakka Wurm, which my deck now runs two of because 7/7 trample, gain
e life on entering the battle field and draw a card on leaving is among the best powers generically for me. Especially when I am playing against people who use the white enchantments that exile a card until the enchantment goes away... (I play those enchantments too, but I generally also have a solid answer for them...)so not only does my big scary creature come back, it does so in a way that gets me 7 more hp...

Heh, that game also had the long confused hover over my graveyard to figure out what the hell the spell i just cast was when I used a pure blue counterspell in my green white deck to wipe out a thing they tied up an obscene amount of resources summoning one turn that was supposed to stomp me. (i missed the name but it ended up being a 16/16...) MTGA lets you look at your opponents' public information stuff like what is in their graveyard, but it highlights the cards you are looking at in their view. There is a particular long read that detonates "how the hell did that person do that with a deck that shouldn't do that"

On the other hand I did have a great experience of aggro slaying one of the most obnoxious mill decks in the current meta.
There is a blue creature that lets you break the deck building rules about how many copies of a card can be in the deck, but unlike the rats that do that, instead of just getting huge as you add more, this one lest you tap clusters of four of them to mill 12 cards. My main deck has a few answers to them, but no sure things. But i was trying to do the daily quest which was cast 20 spells of colors that are very minority colors in my deck, so I was using a preconstructed deck, and I got to just rush their deck to death. Those style combo decks often have a few counters for common ways of interrupting their combo, which means with some bad luck they can totally hold you off long enough to mill your deck, but turns out the counter to my "hit them in the face over and over again" approach was to sacrifice the creatures that were the main aspect of their combo. There is something super satisfying to shutting down a combo deck. It is second in my fun rating to winning a game by doing clever play through things like baiting your opponent into overcomitting and then cutting off their resources. Well, second to that, and a provisional first when the combo deck is one of the ones that is mechanically slow but mostly uninterruptible in how it very slowly grinds out a victory if you don't have the exact right card in hand at the right moment. Beating those decks is even better. Especially when you do it with a land mine in your library... *totally no hate on for the automatic repeated mill decks not at all*
So I heard that young justice was at a mid-season break and I found the DC app had a 7-Day free trial so I thought I'd watch Young Justice. The tone seems a good bit off. The first really strong Young Justice moment in the whole show was halfway through the 13th episode which is the last one they've let release so far. There's a scene where Superboy is fighting freeze Junior and they are bantering and reminisce sing well they fight, and it is really the first Time the show is felt right.
I would totally accept having my brain replaced by robotic replacement components Ship of Thesius style.

MtgA

Feb. 2nd, 2019 12:27 pm
Arena has daily challenges we have to do a specific thing and you get a big chunk of in-game currency. It actually has a couple different types of daily challenges, but one of them is often cast 20 or 30 spells of specific colors. To do this I'll frequently play one of the two color Decks that you get during the early phases of the game what you're building your collection and getting to play the game and explore things. I'm amazed at some of these decks have no answers at all two common problems. Today I was playing a red green mid-range deck that apparently had nothing to deal with enchantments or artifacts. Both red and green are good at dealing with at least one if not two of of those spells. Red is good at destroying artifacts, and green? Green is full of cards that are destroy Target artifact and or enchantment. It wouldn't be hard to modify the deck to give it a little more flexibility, but honestly? I'm not planning on playing the deck for long just long enough to cast a bunch of spells really quickly, which mid-range does fairly well and since I'm not playing ranked while I'm chasing the daily Quest, I don't really care if I lose a bunch
https://wheretofind.me/@roninkakuhito
Please feel free to friend or follow in any of these. And leave your reciprocal WtFM links if you have them, in the comments.
(I did just add my first thing from a G+ WtFM link, but it was the person who I suspect was my very first contact on my very first blogging platform *mutter mutter* decades ago...
Is it me or does the wheretofindme logo look like a stylized butt plug?
I have finally backed my old g+ up elsewhere and it is time to start transferring my presence to someplace that will last april. So here I am. I'll mirror these posts on g= until g= stops being a place to go, but unless someone makes a compelling argument for some other blogging and community site, I think this is where I'm going to be. Also if you have suggestions for good ways to mirror automatically to the website you are advocating, that is bonus points.

Today was the gross weather day, so I played some MTG Arena, not getting out of the Gold 2 band in ranked play and in the daily challenge, I built a custom deck to meet its needs, but it was so poorly tuned that I probably would have had better luck using my main deck even though it isn't good at the thing the challenge wanted.

I found out that Ant Man and the Wasp was on Netflix, and like all movies, I got half way through it befor inattention and an awkward social moment hit at the same time and i stopped for a bit. Then i found The Incredibles 2 on the same service, watched that (verdict, not quite as good as i1) then finished the other movie.
Well, homembase is disappearing. Need a new place to be, preferably that is less Nazi friendlt than twitter, so not Mewi...
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