May 6 2022

Update: May 5, 2022, The Queen’s Gambit

This patch mainly adds B2: The Queen’s Gambit. It also adds a completion panel to the game, so you can quickly see what you’ve completed with your current character. It adds other interface improvements, like character class images, ability to press -enter- to advance the dialogues, and create your character by assigning points (i.e. a third option).

There are also lots of bug fixes and proofreading. This was three weeks of free-time work since I returned to the game, although B2 was substantially finished earlier this year. B2 is about as large as B1, plus offers a substantial branching path if you are more neutral/darkside inclined.  I’d like to improve this branch, since it’s really the first of its kind.

I’m feeling a little burned out already, but I’ve been working hard because I want to start a new module. My options are B3: a diplomacy module, C3: a pirate outdoor adventure, or D3: another dungeon. This patch introduces Outdoor Adventures to the adventure selection, as well as to the new tracker panel.

I’ll playtest on the server this weekend to look for any missing assets or other issues. Thanks for visiting.

Patch Notes:

A third character creation option is now available in module A1. You may now choose assign your own points, or randomize, or play through the full module.

Ora now asks a few organic questions about you in order to determine your character class, instead of awkwardly asking you to pick from an overwhelming list.

The six character classes now have tarot cards assigned to them, which now appear in the character sheet.

You can now press -enter- to auto-choose the first option in any dialog.

Botany Hike with Jeanie and Bird Walk with Connor now count as the first two “Outdoor Adventures” for tracking on the completion panel. Any more dedicated future romance content will be in the form of “Interludes”, and not tracked for completion or character progress.

New module cover art for Botany and Bird modules. Edited modules to correct file paths, write to savecode, which was broken, etc.

Dialog speaker mood text will now flash a highlight when their mood changes. (Will not be active yet in older modules due to referencing a newer version of the mood update function.)

Savecode manual load should now be fixed; there was an error in regular expression check.

On the other hand, the savecode was re-structured however to do the new completion panel, so old save codes will need to start a new game. Unless you want to manually edit your current save code to have 29 alphanumeric in segment 15, and an additional segment 16. Game support docs show how to hack your save code. “NAA100-FFFHFG-FFFFFH-AAAAAA-0-0-00190A0000000-AAAAAA-AAAAAAAAAA-AAAAAAAAAA-AAAAAAAAAA-AAAAAA-AAAAAA-AAAAAA-5222222222222222-00000000000000000000000000000-000000000“;

A completion/achieve panel for story modules and dungeons is added to the interface. This replaces the in-game console record panel, which was kind of useless. The prior save roll etc. output to this panel is now in the browser console.

Some translations fixed in the gift shop. On review, I found the gift shop needs upgrades, but isn’t hopelessly bad. I backed off of developing a new all-purpose shop panel on the main interface for now.

Fixed a few errors and links in game rules.
Fixed settings panel height.
Fixed issue with quest/review panel button.

A1: proofread Spanish.
A2: fixed discrepancy in Chary’s dorm room location
A3: proofread Spanish translation, more cuts on long paragraphs, fixed progress counter?
A4: fixed a conversation bug
A5: proofread Spanish. That translation was frankly terrible. Fixed a few other issues.
A6: proofread Spanish. Added night sounds to the Moon Tower parlor. Fixed broken Morrigan portraits.
A7: fixed typos.

B2: The Queen’s Gambit (El Gambito de la Reina) is now live on the server. It is playable to the end, but it is currently being playtested, and still needs translations of most dialogues.

C1: Fixed typos, made edits to bring Botany Hike up to current code and styling standards, fixed music, added new bird music. Improved lesbian conversations.

C2: This was just a clown fiesta. Sorry about that. Fixed many egregious typos and bugs, fixed title, tried to fix some terrible dialogue, made edits to bring Bird Walk up to current code and styling standards, fixed music, added new bird music. Improved gay dialogue a bit. Apparently this module was rushed and never tested.


Apr 15 2022

State Of Elven Academy: April, 2022

I’ve taken a few months off to work on paintings, but I’m ready to return to game developing. The first step is to find out where I’m at, then sort through pages and pages of existing notes, ideas, lists of bugs, and to-do documents.

The main sticking point seems to be the overall plot for Book B. The first chapter of Book B is on the live server. The second chapter is 75% completed.

I feel the second book needs to focus on the player character’s development, especially in relation to heritage. Spoiler: it has an unsurprising derivation, i.e. OH – you’re actually the child of the all-powerful XYZ.

Is there any way to put a twist or surprise on this trope?

I suppose I could research existing stories that featured superpowered children (Baldur’s Gate comes to mind) and see how other writers handled the situation. (I have a terrible memory for stories and plots.)

I see a few people are actually checking out the game lately, so thanks. It’s a big motivation. If you have any suggestions or ideas to add, please do so on this post.

Here is my current to-do list after distilling down all of my old notes. I’m sure I’m missing some important things, and some very important things are currently listed as lower priority. I ended up resisting last year’s plans for a game download due to fear of piracy, basically. I don’t want to deal with that.

In fact, I’ve been thinking lately of a long-term plan of trying to sell my game or partner with someone who knows how to sell games and can manage distribution for me.

High Priority:

Finish module B2: The Queen’s Gambit (Yule Festival, it’s maybe 75% done).
Firm up entire plot for Book B.
Module B3: untitled Sea Voyage to the Unseelie Court, also develop assets in tandem for a pirating adventure module.
Do the diplomacy skills actually increase with use??
Romance T2 – after the first chapter is over.

Lower Priority:

***Writing/Concept/Story***

What about reversed tarot cards in the Tarot Training module?
Add quote to A2: “Be kind, for everyone you meet is fighting a harder battle.”
― Plato
Complete a few new library books possibly re: oil painting, Tonalism and French painting at the end of the 19th century, and/or Fin De Siecle, Belle Epoque, Victorian periods in England and France.
Work at the gift shop.
Enable option to drain companions vampirically to heal yourself.
Add a module choices (save code) review journal to your room. “I chose not to rescue the fairy.” “I slept with the Unseelie Fey.” Etc.
Need an official spell list with spell difficulties?
More weirdness in A1-A3

***Graphics And UI***

Chary still needs a crying face? (A7)
Still no Alex doll in drawer nail patch? (A7)
Do class portraits.
Gift shop items need item ports.
“Status” on character sheet could more clearly say “Base” to indicate bonus is additive.
Constantine’s Coat is missing an outfit graphic (44f and 44m)
Leonie needs upset mood portrait. (In A6 dialog 97 and elsewhere.)
Fretzel needs upset mood portrait (A6).
Panterah better sexport. (B1)
Show figures in the world more, like in an isometric game or comic book. Makes them seem real.
Chary profile party port hair fix?
A7 panterah port could be painted better, and have succubus styling?
A7 could animate the little demon when chary goes down, loc 67

***Systems/Mechanics/Balance***

Re-examine save roll bonus for staff.
Re-examine starting stats, still too high after addition of classes
Companion roll is luck + a modifier on how good the companion is?
Doing attrib gains wrong? More gain for failing?
Examine use of Hell’s Court rep, change hell’s court rep to something else?

***Coding***

Gift shop items need checks to see if already owned.
Update companion (and all NPC) adjectives to include strengths and weaknesses.
Dreams of desire for a succubus or incubus, or other addiction mechanic to home module.
Room Chair is missing in many modules
Leonie’s hearts (only Leonie) don’t seem to be updating visually on the speaker panel??
Dump jQuery.
Fix dialogues to enable more attitude changes.
Give affect with pi society for d2.
A7 quests 1 and 2 aren’t completing?
D1 needs an endMod func and modFlags?

***Sound/Music***

Sound effects for sitting at vanity and opening closet, etc.
Gift shop and other shops need sound.
More fanfare for gaining a ‘level’?
Need a dungeon theme songs and sound effects for d1 and d2.
Coin sound. And a default path to look for a sound? if it’s missing or something?
Use the recently added choir music,. and also backup music and sound folder
Affordable violin background music throughout? Cheaper than learning the violin?

***Testing/QA***

Playtest all existing modules for equal support for the three class roleplay boxes
Playtest on Firefox, etc.

***Style Guide Percolators***

Use more comic book influence in the art style – dramatic lights and darks, creative third-person perspectives.
Always need more fairies and comedy.
Show the evil, not tell about it.
Have native Spanish speakers in the game with the languages reversed.
Develop more for situations needing specific skills and clothing/gear.
More fairy hijinks.
More fun.
Being a Serpent needs to mean rebelling more.
Being good means feeling good about your actions.
More evil clowns and evil dolls.
More fighting good people who are wrong.
More creative corruption.
Connor – more poem quotes.
Sexy time with the weirdest Fey?
Menstrual blood, virgin blood, alabaster, etc. Ritual components.
It’s a relief to be around normal humans sometimes – Jeanie.
Need more elf atmosphere, a tolkein promise.
Use CONST, recall ASI = automatic semicolon insertion.


Dec 20 2021

Elven Academy Update: 12/20/2021

Tonight I’ve uploaded a new update for Elven Academy. This includes completed, translated, and playtested versions of module B1: Down The Rabbit Hole, and D2: The Geomancer’s Deathtrap.

These two modules took me most of 2021 to create. They contain my best writing yet, especially Down The Rabbit Hole. In this first module of Book 2, you return for more deliveries as a rabbit in the Peacock Queen’s domain.

This time you actually get to play through several deliveries, meeting various guests of the Queen. My favorite is probably the pair of elves who call themselves “sages of the fifth grade” from Avalon, who actually test your wits using standard questions at the level of “Are You Smarter Than a Fifth Grader.”

I’m also making better use of save flags now, so your choices in B1 may come back to haunt you a bit in chapter B2: The Queen’s Gambit, which I am currently working on. This is a holiday/Yule-themed module.

I’m starting to make better use of my character templates in B2 to provide a good array of choices for the character. I’m also working hard on this module to present more ethical/moral decisions. I hope to go back to earlier modules to add more ethical/moral decisions. This really isn’t as easy as it looks.

As a reminder, my roleplay templates are Charming Good Mage/Bard, Neutral Ranger/Druid, and Cunning/Jaded Sorc/Necromancer. I know, I should have been doing this a long time ago. Each of these templates has a set of favored attributes that are used for saving rolls for respective choices as well.

On a personal note, I’m also still working diligently on oil painting, and also very depressed during the holidays. I feel I’m therefore doing acceptably well to not neglect my elf-ness in real life. I just received in the mail the book Middle English Romances, a Norton Critical Edition. I’m hoping to do some literature reading/research over the holiday days as well. This is the sort of thing Connor (in the game) is supposed to love and be a student of, so I need to research this genre so I can write him better.

I’ve abandoned playing video games lately due to finger pain, as well as my attempts to learn the violin.

Here are the full patch notes for this game update. I playtested the update just a bit on the live server and filled in some missing graphics files. There seems to be some server caching issues now on the JS files that I had to tweak, but hoping they will be cleared up tomorrow.

Patch Notes General:

Uploaded finished/updated versions of B1: Down The Rabbit Hole, and D2: The Geomancer’s Deathtrap. They still probably need more playtesting, especially in Spanish. But they should be playable to the end. D2 is a more difficult dungeon involving a number of combats, and might be quite a challenge for a weak new witch or wizard.

It appears the Spanish text still has a lot of typos and incorrect grammar throughout the game modules due to the fact that I test in English for speed and expediency. I spent some time reading through the Spanish translations and making corrections.

Restored health cost to casting spells, and enabled checks to disallow a spellcast that will zero your health pool.

Added a skip button to the intermezzo/aside/scene timeskip splash page. Skipping past skips … who has time to sit through time passage in 2021.

A1: Spanish playthrough, fixed so many embarrassing grammar errors and typos. Improved attribute telegraphing, improved dark side dialogue.

A2: Spanish playthrough, more cuts to bloated paragraphs, improved dark side dialogue.
The Divination spells are now based on Fortune attribute for Divination school, not Enchantment.
Added some poetry for Connor.
Added some roleplay coded options.
Added sound to Baralto’s Garden
Fix bug enabling becoming Connor’s girlfriend/boyfriend.

A3: Glumskayah is back to being a she-devil instead of prior change to a succubus. She will take a lower profile in Book 2 and be replaced by a succubus. Needs to attend trial for her executions of army incubi, which is seen as possibly overreaching her power by the patriarchal Hell’s Court. Her mission on the island was to set everything up, deal with all legal issues, and eliminate any opposition. With that mission accomplished, she will allow someone else to be the face of Hell’s Court.
Added some poetry for Connor.
Added references to a buried treasure on the island.

A5: Fixed various Glumskayah graphics to show an antique backpiece that silhouettes her head.

A7: Added ambient sounds to Glumskayah’s dungeon, added some module save flags. The fact that I can’t find much in this module to save as a flag for later reveals some weakness.
Added some options to flirt, to be kind, and to be rebellious.
Added some choices and fixed bugs to companion affection gains (and losses.)
Generally more work to make the module more fun and less passive.
Explained why Glumskayah trips when chasing you out of her dungeon.
Bug fixes.

B1: Additional options, Spanish edits, new music, new quest.
Fixed filepath bug preventing module completion and exit.
Fixed a few dialog inconsistencies.

D1: fixed several issues with death checking while taking damage, updated death screen.
D2: Completed the module. This is the largest and best module yet. Translated (2.5 days of work in itself.) Added new scenarios, completed the story satisfactorily. Playtested.


Oct 19 2021

Update: October 18, 2021

(Above is a combat example; the numbers in the text are debugging codes.)

Notes – October 2021

In recent months I’ve been very focused on oil painting, but I’ve made time to also work on Elven Academy. I’ve done a lot of work, mainly on the second big dungeon (D2), and the first episode of Book Two. The new content isn’t finished or uploaded yet.

I’m going to have more vacation days during the upcoming holidays, however, so I wanted to review what I’ve done in recent month, and see where I’m at. Hopefully I can finish off these big projects.

But I’ve also had some health issues that put me in the hospital (again), and I could just drop dead at any time. So we’ll see what happens.

Last summer I researched a few other old similar games (besides Tunnels and Trolls) and how they play. I.e. Fighting Fantasy, Lone Wolf, and some Steve Jackson stuff on Steam.

Lone Wolf was the most basic of the three, with almost no graphics, but I found it to be the most engaging. The cool thing with Lone Wolf is that many of the books are free thanks to the wishes of Joe Dever, the main author. Free is a good way to get me to play. You can find them here https://www.projectaon.org/en/Main/Home

Lone Wolf allows me to skip combats by just declaring myself the winner.

A big part of Elven Academy was to create a classic game like T&T or Wizardry, but eliminate the main feature of those old games that I don’t enjoy at all, which is the combat dice rolling slogs. In fact, I never actually roll combats in Tunnels and Trolls modules. I just declare myself the winner and move on, for various reasons that you would understand if you have played T&T solo modules. I.e. you can either beat the monster, or you can’t. There isn’t much strategy.

I’ve done a lot of experimentation with a combat “system” for Elven Academy, a system that allows for just enough combat strategy and duration to make things interesting, while reducing the boring overage of rolling dice and attrition for multiple rounds. At the moment, my combats last maybe 3 to 6 rounds.

In my current dungeon project, “Geomancer’s Deathtrap”, the monsters are vulnerable to a certain type of damage. So you can gear up appropriately for the dungeon if you want. This is an important part of the gameplay in my game, and a big reason to collect different pieces of gear.

I’ve always wanted the combat in my game to be something like ‘Punch Out!’ or ‘Dragon’s Lair’, but your choice of action is more premeditated, more chess and probability calculation than game stick reflex.

I’ve considered hinting at enemy’s weakness in diplomacy in the NPC descrip words in the dialog overlay.

I’ve also worked a fair bit on organizing my Google spreadsheet tabs for style, game design, and code function references.

I’ve also decided not to do nudity – yet. It’s actually more interesting to do drawing with tease and sensual interest than overt nudity. My game is all about the throwback to the 1970s and 1980s. So I’m thinking Heavy Metal magazine and Frank Frazetta, etc. I would also like to continue to say there are a lot of romance encounters in my game, but no explicit nudity or sex.

General Updates:

The biggest update is to associate the core, basic 6 attributes with spell schools.

Agility is now Alacrity, and associated with fire spells.

Luck is now Fortune, and associated with water spells. This is an old association related to ship and sea voyages.

Alacrity, Perception (air spells), and Fortune have new character sheet graphics accordingly.

Charm and Cunning are associated with Light and Dark Enchantment.

The point of these attribute changes is to use more of the core 6 attributes, and allow them to influence various schools of magic. This move was born from trying to develop a better, more fun magic-user combat system for the game. This was caused by working on D2, the Geomancer’s Deathtrap, which has an unusually large number of combats.

Recall that the game world is a world of emotional energy underlying the physical world. From that perspective, it’s natural that your character’s personality traits would correspond to the ability to manifest that energy outside the emotional body, in the form of spells.

The side effect of this is that spells currently no longer drain your health, due to the way existing programming functions. I’m not sure how to deal with that yet.

Changed Times font on character sheet to Underwood to match the time skip font. Looks more like a game and less like a web page.

Expanded the sound source library a bit.

Simplified the Challenge Rolls to simply add two dice together, instead of multiplying by two and dividing by two. It seems to give the same algebraic result while making things even more simple for the player.

Module Updates:

A0: Fixed bug with gender swapping graphic in wardrobe?

A1: Editing pass on the Spanish translation. More edits to reduce wordiness. Added ambient sound. Fixed a bug with fairy mage selection.

A2: More editing, shorter paragraphs.

B1: Much more playtesting, ending completed, and another male romantic encounter added towards gender and straight/gay parity. More audio tracks, including nature sounds and people. Full Spanish translation (that was an entire week of work). Module is more or less completed.

D2: Much additional work, as mentioned. Odd encounters and multiple combats added. Multiple combat graphics for four combats. Created a coded combat system, and also a simple companion AI incorporated into the combat rounds. D2 now includes a gnomish gender reversal chair, if you want to change gender. There is also a battle chicken to fight. I’ve also started adding interesting encounters into the maze rooms, so the experience is a cross between a Wizardry dungeon and a Tunnels and Trolls module. I.e. you have encounters and situations in different rooms, but you are walking through a 3D maze.


May 7 2021

Update – April 2021

In the past couple months, I’ve mostly made system improvements like classes and flags that record your choices. I’ve also nearly completed a full new module B1, “Down The Rabbit Hole.” This module sets the stage for the Chapter B storyline.

I wanted to finish B1 before uploading a new patch, but life is slamming me right now, and it might be a while.   As usual.  The classes added a lot to the game in terms of helping me develop for multiple character archetypes.

Mainly I wanted to post spring updates, and affirm that I’m still working hard on the game as time permits.

General:

Added save flags for various events in all story modules. Important NPC’s will now remember you and some of your choices in later modules.

Improved next-module signaling to player (which module is next) in the main hub (again.)

Changed isBoss character tag to use “self-affection” instead. This is handled the same way as affection from NPC’s. So you can lose or gain affection for yourself through actions. This is difficult because my interpretation of an action might be very different from the player, and it might be confusing as a system. So I’ll try to make the actions or dialogue options that affect this very clear. (I.e. very self-effacing or very egotistical choices to lose or gain a point.) A high score is interpreted by the game as a boss, an extrovert, a dominant. A low score is interpreted as a submissive, introverted character.

Created a quest map/outline to guide playthrough of the story chapters and game timeline. This is called “The Adventurer’s Guide”, and is linked at the top of the site blog.

Developed a Challenge Roll Helper. This tool allows you to calculate the percent chance of success for a Challenge Roll (CR) during your adventures. It also shows a rudimentary bell curve graph of the results. This was educational even for the developer. The difference between your attribute and the challenge rating is best seen as a percentage difference rather than an arithemetical difference.

Updated and expanded the CR section of the game rules. Translated the CRH tool into Spanish.

Corrected the current core CR algorithm. It was calculating slightly inaccurately due to a rounding issue. Adventurers will now suffer a bit more.

“Scholar” ability was changed to “Sage” ability, for a more wizardly connotation.

“Craftsman” ability was changed to “Science” ability, and then changed to “Engineer” ability, after briefly considering Artificer or Chemist as possibilities. This is meant to be a very useful dungeon skill.

The “Persuasion” diplomacy ability is adjusted to mean more of an agressive sensual persuasion, while other diplomacy abilities are different methods of persuasion. Empathy can be a gentle sensual persuasion.

The “Presence” diplomacy ability was changed to “Nobility.” This is a hint about where Chapter B is going.

Major and Minor courses of study were removed from the game. There is nowhere to display them on the character sheet, and they muddy up calculation of bonuses from gear.

Character classes were added to the game.

These are adventuring templates that encourage a player to roleplay a character. It also greatly increases the weight and engagement in character creation. It also creates structure of different character archetypes to aid in modules development.

I’m not sure I want to call them classes. Your class now appears at the top right of the character sheet, in place of the weak blurb about the lore of the current module. There are two classes with bonuses to Charm, two with Agility, and two with Cunning.

The ‘classes’ are as follows:

Fairy Wizard/Witch:  Charm, Luck, Romance, Empathy

A fairy wizard/witch has an intimate kinship with flowers and nature. Instead of fierce wildness like the druid, you are gentle and open to the magic and wonder of life. You know the source of all life is love.

Bardic Wizard/Witch: Charm, Aesthete, Romance, Persuasion

A bardic wizard/witch is often flamboyant, with a charming smile and wit. You love to travel. You incorporate music, arts, and all things beautiful and aesthetic into your magic.

Hedge Wizard/Witch: Agility, Perception, Ranger, Engineer, Mercantile

A hedge wizard/witch is an eclectic practicioner. You aren’t the best magician, but you have quickness and luck. You are also more skilled in wand-making, traps, gadgets, and potions.

Druidic Wizard/Witch: Agility, Toughness, Ranger, Intimidation

A druidic wizard/witch is at home with the animals, plants, and nature magic. You are a survivalist. You aren’t the best wizard,~witch, but your cat-like agility and bear-like toughness will get you out of many situations.

Fate Wizard/Witch: Cunning, Perception, Psychic, Deception

A fate wizard/witch sees into the weave behind all reality. You can perceive things unseen to most folk, whether those things are material, spiritual, or even evil. Your haunting visions will make you a non-conformist in polite Fey society.

High Wizard/Witch: Cunning, Toughness, Sage, Nobility

A high wizard/witch desires to be the best. They are often highly intelligent and immerse themselves in books and magical theory. They are often courtly wizards/witches of noble birth, but those tend to be cynical egotists.

Module A0:

Fixed access issue to the ‘social visit’ menu.

Made cuts to overlong paragraphs in conversation with Ora.

Updated interface for new classes, removed old lore snippets.

Module A1:

Added character classes/paths/templates to character creation, reduced Charm and Cunning points elsewhere in the module.

Module A2:

Made a substantial pass to update the module to current design standards, also refined paragraphs.
Added more humor. Fixed bugs. Reviewed romantic preferences coding, improved dialog for better roleplay.

Module A3:

Added missing quest completions and rewards.
Added save flags for interactions with Wererat, Glumskayah, Zoinks, and Knocks.

Module A4:

Uploaded two missing scene graphics on live.
More cuts to overlong paragraphs.
Added save flags for interactions with the Serpents, Jeanie, and Connor.

Module A5:

More edits, proofreading, and refining long paragraphs.
Attempts to remove passive dialogue.
Added forest music.
Added missing quest rewards and completions.

Module A6:

Minor edits.
Added save flags for declining to participate in the experiment, sleeping with Connor, sleeping with Maurette.
Increased strength of poison gas.

Module A7:

B1 was moved to be the ending module of Chapter A (creating A7).
Minor edits and proofreading.
Added player choices during stretches with no choices.
Cuts to long paragraphs.
Fixed missing animation.

Module B1:

New module is most completed and now playtesting.  It needs an ending and some fleshing out.  You return for one last time to serve as a rabbit for the Peacock Queen. This time you actually roleplay through making the deliveries. You also help Chary with a personal quest.  This module is possibly the best-written so far in terms of how I want gameplay to go.


May 4 2021

Review of the Book of Erotic Fantasy: Eroticism in Fantasy RPG’s

I used to be fascinated by romance in fantasy RPG’s. I played through Baldur’s Gate 2 multiple times to experience the different romance arcs with Aerie, Jaheira, and Viconia. I’m happy that Baldur’s Gate 3 is continuing in that tradition.

I recruited Fall From Grace in Planescape: Torment just for her backstory and attractiveness. I completed romance stories in Skyrim and Dragon Age.

I was very disappointed when SWTOR pulled romance out of their game at launch. I was disappointed more recently that Planescape: Tides offered no romance arcs, especially since the lead writer was an erotica writer.

I was also disappointed that a real romance arc was not offered in Assassin’s Creed: Odyssey, especially since The Witcher has such legendary writing in this regard.

Recently I’ve considered taking my game project in a more R-rated direction, so I researched the Book of Erotic Fantasy. It is a very old D&D supplement under the OGL v1.0a. Here are my notes and reactions from the reading. Another, more exhaustive treatment is found here.

Basically, most of this text just doesn’t merit a deep analysis from where I’m at, so let’s look mostly at the gems.

Review of the Book of Erotic Fantasy

The BoEF is broken into seven chapters: Love, Sex, and Roleplaying, Rules, Skills, and Feats, Base and Prestige Classes, Magic, Items, and Adventures and Organizations.

Most of the book consists of lists of spells, classes, creatures, and magical items for your adventure campaign. There is a list of 100 “Adventure Ideas”, but a lot of these ideas boil down to just “something happened”. The something is often: “it happened, good to know”, or “someone is raping and must be stopped.”

A few ideas were cute and doable, however, like the band of halflings that challenge the adventurers to a game of sexual endurance.

Humor was one of the main takeaways from this elder tome. Sex has always gone hand in hand with humor, and therein lies its most valuable asset, since we do play these games to have fun. So why isn’t sex more prominent in RPG’s? Here is my take on the problems.

  • Sex and romance offer poor gameplay. (Roll dice to see whether you have an orgasm, etc. is just lame.)
  • It doesn’t advance the main story.
  • It often doesn’t develop character unless done very well.
  • If used as a final reward to a story arc, it loses its ability to advance a story arc.

If we don’t boil sex down to just a reward, like banging the prince after you save him, then there are good reasons to have it: develop a character (NPC or PC), and advance a plot. Romantic titillation and roleplay in themselves are also valid, but not as powerful.

The BoEF touches on these issues in a few actually insightful paragraphs sprinkled into the text. Plot, character, and humor. I was disappointed in the “adventure ideas”, so I wrote some of my own, broken down into the categories where sex can actually be best used. Here are my starter lists that I brainstormed in an hour.

Ideas to develop a non-player character. The NPC:

  • Reveals something about the racial sexual customs in an interracial experience, possibly amusing.
  • Reveals poor character, i.e. implies it’s free, but now wants money, has a boss to threaten the PC with.
  • Reveals they are surprisingly the opposite personality in bed.
  • Reveals they are deeply vulnerable in some way, emotionally needy for some reason.
  • Reveals they have secrets on the pillow, i.e. this was the point of seducing the PC.
  • Reveals tattoos that tell a story about past deeds, exploits, beliefs, mottos.
  • Reveals tattoos or marks that indicate of a gang, a cult, physical abuse, sex work.
  • Reveals a prosthetic limb, an implant, a welded cuff or a collar suggesting wounds or an owner.
  • Reveals deformities, fur, or other evidence of non-human crossbreeding in family.
  • Reveals they are a shapeshifter or have an enchanted form, i.e. a dragon or someone really hideous.
  • Reveals they have a husband/wife/someone else really jealous.
  • Reveals they have a fetish, must have something specific to become aroused.
  • Reveals they have an STD. Sexual transmitted diseases are just not fun, unless you’re using them just to whimsically punish a player for fun. It could be used as a consequence of a failed saving roll, however.
  • Reveals they are conflicted about sex, they were trying to be chaste, etc.
  • Reveals they were a virgin, and now you’re in big trouble with someone or something.

Ideas to develop the player character. The PC:

  • Is allowed an actual love romance that leads to a long term relationship.
  • Is then allowed to recruit a henchman or henchwoman that provides perks in a relationship, or even bring them along on adventures.
  • Is allowed to feel powerful.
  • Is allowed to feel powerful by submitting.
  • Is allowed to be a prostitute for money, themselves.
  • Is allowed to use character skills in new and creative ways, if the sex scene is gameplayed.
  • In forming a relationship, creates conflict in terms of faithfulness, promises, and infidelity.
  • Offers a roleplay path to retiring a character to the married life in a castle, and possibly children which can form a new adventuring party.

Ideas to advance a plot through the NPC. The NPC:

  • Sleeps with the PC, but then falls more for another member of the party.
  • Is trying to use sex because they want something from the PC.
  • Is using the PC as an alibi for something.
  • Actually dies in the PC’s arms, leading to accusations of murder, or demonic possession.
  • Incapacitates the PC to steal a map, a book, treasure, horse, sword, etc.
  • Reveals a quest on the pillow. PC can offer help, or can try to get to the treasure first.
  • Insists that according to their cultural laws, they are now married to the PC (Firefly, etc.)
  • Reveals a life-threatening situation they are in, and their desperation for help.
  • Is trying to persuade the PC to join a cult, sex club, etc.. This leads to quests.

In many of these cases, the primary question becomes: what does the NPC want? If you establish powerful wants on the part of the NPC who the PC is having sex with, good writing naturally flows from it. This is hard though, and I’ve failed at this to some extent.

It may also help to ask, if the NPC is a possible romantic interest, then who or what are the attracted to, and why? This can also reveal a lot of character.

A big sticking point to incorporating all of these ideas is the gender-locked nature of the gameplay. To incorporate romantic encounters at important points in your plot, you would almost need to have a gender locked protagonist.

Or you would have to “cheat” and change the gender of the NPC to the opposite of your PC, and then assume the PC is straight. What a mess. Maybe that in itself is a big reason why romance isn’t used much in a meaningful way in RPG’s, and why the Witcher franchise seems to stand so tall in this capacity. (I haven’t played the Witcher games personally due to not liking to play male protagonists.)

The BoEF also touched on the idea of “ratings”. I’ve been grappling with that lately myself. Here are the proposed ratings, which are the American scale of course:

PG-13 – Deals with mature subjects including sex, but without explicit scenes or descriptions. Love, flirting, and seduction are all acceptable, but the actual sex occurs offstage.

R – Nudity and sexual situations are common, although level of detail stops at gratuitous details that could be described as pornographic.

Other useful points from the Book of Erotic Fantasy:

BDSM is now mainstream, not a fetish or taboo. Clubs have BDSM nights, it’s a fixture in the fashion industry. Love between Human and non-human (Vampires and Werewolves) is also mainstream.

Assigning an alignment to a type of lover is interesting to help a player to play their character.

Assigning an alignment to an entire society is also useful. The alignment becomes a sort of shorthand for thinking about sex norms in different societies and regions of the game setting.

Not so useful points:

Some things in the book are just silly. A “masterwork” condom, for example.

I also wasn’t a huge fan of the photos, but they’re OK. Consistent, quality artwork throughout would have been very expensive and time-consuming most likely.

Tantrist, Kundalini. I strongly disagree with using real-world Earth terms like this in a D&D setting. These come from Hindu and Tibetan religions. Maybe the authors were trying to be non-specific in terms of campaign setting, but this is just worse.

I skimmed the ‘bestiary’ in the BoEF, which did not really interest me, as my campaign setting is well-developed, for better or worse. Some interesting entries, however, were the half-devil, half-giant, and pleasure golem.

That’s about all for my reactions and notes on this thick, lengthy tome of erotic treasures. It’s well-worth a perusal, and I find myself curious about trying to design some erotic gameplay. The sections of the book dedicated to gameplay, like the mini-scenario at the end, seemed very short of practical examples.

The book lists play-testers in the credits page. I’d like to hear their feedback. Because honestly a lot of this could boil down to the vanilla D&D rules, but spiced up with adventures in brothels. And how do you ‘succeed’ at a sexual encounter? How would this work?

1. Simply getting the NPC naked and/or into a compromising situation is enough to complete many character developments or plot advancements.

2. Physical success (Agility, Toughness, Romance (techniques), Engineering (toys, ropes, who knows)): pleased your lover X times, resulting in advancement or quest success.

3. Emotional success: (Empathy, Psychic) need to achieve some kind of intimacy to solve the puzzle and advance. Physical skills don’t matter.

4. The opposite of #1, the NPC getting the PC naked and into a compromising situation is enough to slip the PC a pill or wake up tied to the bed, etc. and move the plot forward.

If your plot hinges on this encounter, the design concept of “Failure with Consequences” might be useful. You moved the plot and achieved your goals, but failure on your rolls means the success is only partial, or you received no extra reward or treasure, or something bad happened, but you still moved forward on a technicality.

That’s all for my reactions to this book. Good luck, and happy gaming.


May 1 2021

Game Design Digest #1: Alexander Freed

This week I added six ‘classes’ to Elven Academy. You choose a class when you create a character. This was done for multiple reasons, but mainly to provide roleplay templates for both the player and for me as a designer.

I put ‘class’ in single quotes because I need to think of a better name, i.e. path.

The previous classless design led to weak player characterization. I used Charm and Cunning stats as a primary way to think about dialogue options, which equated loosely to Lawful and Chaotic. What about rogues? Rangers? Scholarly types? I didn’t have a good handle on the types of characters to design for.

Now I have 6 classes, split into 3 character archetypes. This provides a simpler framework to help design dialogue and options. These archetypes will be supplemented with Gay, Lesbian, Boss, and Serpent (i.e. Slytherin) tags etc., if the player identifies their character as such.

Bard and Fairy Witch/Wizard: charming, fun, goofy, kind, lawful, compassionate, romantic. (Hobbits, Gryffindor, Jedi)

Druid and Hedge Witch/Wizard: practical, earthy, plant-loving, animal-loving, wise. (Rangers, Dwarves, Hufflepuff, Grey Jedi)

Fate and High Witch/Wizard: snarky, cynical, rebellious, intelligent, scholarly, humorous in a dark way. (Slytherin, High Elves, Thranduil, Sith)

So now it’s my plan to go back and improve my dialogues to better support these archetypes, as well as support the individual module outcome variables I’ve firmed up and implemented. And to support this effort, I did a lot research on the internet.

It’s actually quite hard to research elements of game design on the internet. It’s a mess of abandoned and little-used websites, and decades-old posts on old school blogs, such as that of Alexander Freed. Alexander was a staff writer at BioWare for six years before departing in 2012. More recently he has written official novels for Star Wars, including Rogue One. So he’s doing quite well for himself.

Alexander has an old and abandoned blog on writing for video games, which turned up in my searches. I literally read all of his blog posts today. I took notes, a few quotes here and there, added brainstorms of my own, and re-wrote some things into just a few simple bites that I could better grasp with my relatively feeble mind. Here are my working notes and reactions.


From Notes on Branching Conversation Systems: Five Parts.
Part One. Part Two. Part Three. Part Four. Part Five.  Freed’s Blog.

Takeaways:

Use branching dialogue for character development. Gameplay is knowing and understanding the NPCs and their personalities, and how they might respond.

Two main design formats for dialogue:

Hub and spoke – player makes a choice, goes down a sequence of dialogue, then returns to the hub for another choice. Example: Planescape Torment. Best implementation makes player feel in charge of how to approach the conversation. Bad is making the NPC an information vending machine, where you are just punching the buttons to get everything.

Waterfall – there is no going back to the initial hub. This is more ‘realistic’, but difficult because you need to ensure the player gets the needed outcomes and information no matter which path they choose.

Blended approach – some games end the initial waterfall flow with a hub, giving the player a choice to explore more about the lore offered by the NPC, or just leave. This can feel ‘gamey’ however.

Seeing the NPC react strongly to whatever your character said can be immersive, fun, and rewarding.

Response options can be tailored to be rewarding for specific roleplay class archetypes.

Be wary of every single forced dialogue line, and the danger of making the player feel like it’s not something their character would have said.

“Your number of options should reflect the “default” array of personalities available to the Player.”

“Most dialogue-heavy games tend to go with 3-4 options for most Player choices–two choices often feels too limiting and unnuanced, while more than four becomes slow and difficult for the Player to digest.”

Don’t hand code conversations or try to parse them into your game off an excel spreadsheet.
https://www.inklestudios.com/inklewriter/ primarily intended for more prose-heavy, Choose-Your-Own Adventure-style games. Freed says this costs money for commercial use, but that appears to be outdated. It’s free.

It’s easy and common for writers to fall into the trap of using the player character’s guided interactions to develop their beloved NPC’s. This is a trap because the player should be the star, the protagonist, and the center of focus.

The player should always have the best lines and the coolest story points. The player responses should drive the flavor of the story, ideally. If they want to be naughty, then go there. If they want to be nice, go there.

Don’t forget writing fundamentals. A dialogue should be treated just like a scene. Conflict, increasing tension, climax, resolution, driving the plot, etc.

Ideally decisions are made by the player at dramatic high points. (Personal note – this can be a ‘signpost’ in itself if done consistently.)

Try for active dialog from the player, and avoid passive. Questions tend to be passive. “Tell me about the shop.” is better than “Who owns the shop?”

Forced player lines. Try to be sure that the line is either neutral enough to fit any player character type, or it is dynamically adapted to fit the players character.


Notes And Commentary On Other Blog Posts From Alexander Freed:

From: On Cutscenes And Viewpoint Changes

In general these (cutscenes) are bad in a game because they break immersion. Otherwise can be handled like a movie or novel. Can you make the cutscene interactive instead?

“Is your game comedic? Is the cutscene funny? Then you can get away with pretty much anything.”

From: Writing Romance in (non-Romance) Games: Linear Romances

A key aspect is how to make the player care about the romance at all. You can employ it just like another other subplot or theme, but it’s a lot easier to go off the rails with such a an emotionally and politically laden topic.

Don’t force the player into anything. Make the romance worth the effort.

Very good, engaging banter between the two characters helps the premise that they work well together.

Humor is good, the typical funnies and foibles of two people trying to fall in love.

An interesting idea is to write the player character as already in this relationship at the start.

Make the romantic interest impossible to dislike.

From: Writing Romance in (non-Romance) Games: Branching Romances

‘Branching’ in this context is the ability to make significant plot choices and decisions about how to treat the romance.

If possible, don’t make assumptions about how a player will react or feel in any given situation.

Make sure romance options are “signposted”. Whether to initiate a romance, or break one up, the decision should be clear to the player. Try not to surprise them with something they didn’t want, and is irreversible.

Don’t try to please everyone. Not even yourself. You can’t do everything.

Cheating. No, not cheating on your romantic interest. Cheat the NPC’s dynamically into being more what the player wants for romance. A straight character will be gay, a male character changes completely to female if the player makes a straight male to start the game, etc.. This is difficult to program, but it can work.

Some ideas I hadn’t thought about:

Gifts.
Romance that is super hot, but doomed.  This made me think of the Viconia romance in Baldur’s Gate. In a good way.

From: Player and Player Character Motivation in Video Games

“Bridging the gap between player motivation and player character motivation is one of the the most important factors in a game narrative’s success. .. Player motivations and player character motivations should, at a minimum, converge, even when they do not overlap.”

In interactive entertainment, the player has to make a lot more effort to advance the plot etc.. So even more attention needs to be paid to aligning motivations and engagement.

Ideas to achieve constructive alignment of motivation:

Hating the antagonist.

Ways to fail at this:

Force the character to do something really stupid, as part of the plot, which the player disagrees with, doesn’t like (i.e. feels is annoying busywork), or has no reward valued by the player.

Wow, that was a sparse list of ideas to achieve motivation and engagement.  We could add solving a mystery and getting a treasure.  These are all of my notes.  This is just a tiny collection of gold nuggets that I saved from Freed’s long, exhaustive essays on these topics on his blog.  Maybe someday Alexander Freed will return to making video games.  We can hope!  In the meanwhile, I hope this blog digest with links might be helpful to someone and amplify Freed’s old essays a little bit.


Apr 9 2021

Malwarebytes Block

The game pages on my website are currently being blocked (false positive) by Malwarebytes, for ‘suspicious activity.’ I plan to report this to MWB.

This is probably due to the large amount of Javascript that runs the game, including the complex UI and the 2D game engine, which runs scripts that might look similar to crypto mining or something.

It’s all just game code running locally on your browser (after it loads) in webpages corresponding to game content modules, which use local storage in your browser to read and write an alphanumeric save code. There are no JS connections to any server at this time.

In fact, after you start a module you can disconnect from the internet and finish it. The game is designed to be a download playable offline, which is how I playtest before uploading stable ‘builds’. (There are known issues with the savecode on Firefox doing this, however.)

Unless the actual JS files have been hijacked on the server by a third party, they are safe. I looked into that, uploaded fresh files, and don’t see any issues.


Apr 6 2021

Thoughts On Diplomacy Development in Video Games

In previous posts, I’ve discussed what skills to use to create a diplomacy system in a fantasy RPG, and why. I skipped over an analysis of the basic premise and foundations of using diplomacy. So I want to backtrack and start at the beginning.

I am a weekend warrior making a retro web game with still graphics and basic animations, not a professional. I have a reasonable amount of fiction writing study and experience, however. Unfortunately, scholarly treatments like this one on this subject seem very difficult to find.

I can only do my best to see a vision above abject mediocrity, and maybe edit and add later, to better use this as a reference document.


“The Situation”: Character And Conflict.


It’s the GM’s role to create a story that requires diplomatic solutions. The most basic scenario, the heart of a fantasy tale, is character and conflict.

A player is roleplaying a character (player character (PC), protagonist) in the game, who wants something from another character (non-player character (NPC), the antagonist), and this conflict cannot be resolved by combat. The puzzle is how to win this conflict.

The player’s character in the game has a set of skills to use. Maybe the character is dumb, or attractive, or whatever. This character is like a swiss army knife for the player. The meta-game is for the player to choose how to use that knife to best advantage to beat the puzzle.

So let’s explore different aspects of this basic premise of the puzzle.


How to make diplomacy engaging?


Most players love to murder things. It’s a matter of life and death, so the drama and conflict are high. Most importantly, the stakes are high. The rewards are also usually high compared to diplomacy.

So let’s brainstorm a list of how the GM can make diplomacy compelling, instead of a dull, forgettable hurdle to jump over.

Up the stakes. It’s a matter of life or death.
Up the drama. Enhance the conflict like a soap opera or reality TV show. Manufacture reasons for these characters to be at each others’ throats.
Leverage. It’s possible the player character has leverage over the antagonist.
Agenda. The antagonist should have their own motives and agendas, and should show them.
Secrets. The antagonist may have secrets, which can be used as counter-leverage against the player.
Surprises. Unexpected reactions that throw a monkey wrench in the plans. Example: again and again  the detective or cop is foiled, and the suspect gets away before finally cornered.
Equal rewards to a resolution by combat.
An ideally emotional feeling that you accomplished something.


Leverage: Finding And Exploiting Character Weaknesses


Leverage is way to gain the upper hand in the diplomatic encounter. A good way to write a leverage scenario seems to be to write the NPC with a significant, character-defining weakness. The first half of the puzzle (for the player) is to determine or guess the weakness of the NPC.

I’ve thunk up list of signature weakness(es) of NPCs, then possible method(s) to exploit them, and added ideas for possible consequences of failed diplomacy.

Poverty, Greed. Player character (PC) has an item or money that the NPC desperately needs. Fail: NPC rejects being manipulated, and acts in rage. Or they would rather try to steal the item than give what the PC wants, due to fear of a greater danger from doing so (i.e. betraying the street boss.)

Lust. NPC is a known lush who desires women or men like the player character. Fail: rape, kidnapping, possible catastrophe depending on the NPC.

Avarice, Gluttony, Sloth. The NPC will respond to an offer of something they covet, or something that appeals to their most base natures, such as laziness and excess. This could involve an additional fetch quest.

Stupidity. The NPC has a track record of doing stupid things and making bad decisions. This can be exploited by an unethical PC. Fail: the NPC counter-cons the PC because he is surprisingly more streetwise than the PC, or he gets revenge later.

Naive. The NPC isn’t stupid, but is innocent to the ways of the world. Vulnerable to manipulation romantically or by false promises of money (long con).

Pride. The NPC is known to be arrogant and vain, and is therefore vulnerable to flattery. Fail: NPC sees through the attempt.

Vulnerability to intimidation. The PC has a significant advantage in force in some way, and is willing to threaten to use it. Fail: threat called as a bluff, or threat is rebuffed with a counter-threat.

Submissive. The PC will back down to a dominant personality, without threat of physical force. This could be guessed by the PC as a racial, gender, or sexual trait. Fail: NPC secretly being manipulated and de-escalated, but then acts with passive aggressiveness to subvert the outcome.

Vulnerability to blackmail. PC knows a secret about the NPC that would be significantly compromising if revealed. Fail: counter-threat of violence or damage in kind to PC or loved ones.

Gambler. The NPC is a known gambler, and loves bets and games of chance. The PC can enter a wager, but possibly rig the outcome.

Bigot, Hater. The NPC hates a person or group of people. The NPC can be manipulated by thinking the PC is also a hater, or a sympathizer, and more friendly to the NPC’s faction than in reality, as opposed to the PC actually earning reputation with the faction. Fail: PC is discovered as a fraud, possibly a catastrophic result from the scammed faction.


Diplomatic Rewards: How To Make Diplomacy Fun


Rewards for successful diplomacy seem like the hardest aspect of the diplomacy scenario to write. So let’s try to brainstorm some ways to feel satisfied as a player in a diplomacy scenario in an RPG. First of all, can we tap into proven examples where we’ve seen diplomacy feel rewarding in an RPG?

Roleplaying evil. (Deception, Intimidation) I had a lot of fun roleplaying a Sith in SWTOR. Fun to be evil. Torture, electrocuting people into submission.

Feeling powerful. (Presence, Intimidation) Roleplaying an immortal in Planescape Torment, or a vampire in VtM:Bloodlines. People fear you, or respect you. Your power can be used to do good as well as evil, of course.

Changing people. You can see this in games where you can influence the alignment of your followers, free someone from slavery, or lift someone from poverty. There is a feeling of importance from seeing yourself making an noticeable impact on the emotions and actions of others.

Seduction and Romance. Romancing NPC’s in an RPG can feel like a long diplomatic challenge, with a reward for getting in bed with your object of affection. How can this feel like a rewarding exercise aside from reaching the sex scene though? A conflicted NPC seems effective. You need to persuade them on a deeper level than just convincing them to fuck. An example is Viconia in Baldur’s Gate 2, who had an alignment conflict with you, or Jaheira, who had a current boyfriend. The diplomatic puzzle was also drawn out over time and made difficult using hidden triggers.

Easter Eggs And Hard-To-Unlock Content. Sometimes just unlocking hidden, secret conversations, events, and easter eggs with maxed-out dialog skills can feel rewarding.

What about some examples of diplomacy that just aren’t fun?

Annoying NPC’s. Some antagonists are just annoying in a bad way. There is no fun to be had ever in dealing with them in a diplomatic way.

Dice Roll, Done. You walk up to an NPC, you throw dice for diplomacy, and they surrender. You win. This is where my diplomacy design is failing. There is no puzzle to solve, or choices to make.

No consequences. Suppose you fail the roll. You move on with no consequences. What was the point?

Too many consequences. You are forced to play lots of combats, or a way you don’t want, because you just didn’t put enough points into a specific diplomacy skill. Or your ranger skill. Or you miss out on a critical portion of the game, or lose the game instantly by missing one roll. You basically have to keep reloading and starting over until you make this one roll. This can be annoying, but it depends on context. In some games many near-instant deaths is how the game is designed, and it can be effective.


Conclusion


To sum up some take-aways, we have:

Good fiction is a player character (protagonist) in conflict with another character (antagonist). The basic story is conflict, resolution.
The GM must create antagonist characters that are well-developed and well-written enough to have their own motivations, strengths, and weaknesses.
The diplomacy game is to guess or ferret out the weaknesses, which gives leverage to select the best choice of action. A side quest could be involved to gain leverage.
While the player’s puzzle is to play this detective game, ultimately the dice rolls are based on the stats of the character. That is kind of required by the definition of an RPG. (Maybe the Fighter is better at intimidation than seduction.)
The most rewarding diplomacy gives the player agency, and/or makes you feel powerful, and is multi-stepped. Like a good story, the conflict is drawn out through suspense and events that foil progress again and again, causing the stakes to get higher and higher, until the final scene is reached and resolved.

The player can then feel satisfied by using the clues gained along the way to make the correct choices to solve the conflict diplomatically.

As an older GM, I feel like I’m good at creating characters and conflict, but bad at letting players win and triumph in a satisfying way and frequency over my obstacles. Maybe it’s a good idea pretending I’m a babysitter, and focus on trying to amuse players with short attention spans who want to feel like teenage gods, while laughing at fart jokes, and ease up on just trying to kill them over and over.

As a writer, I can say a spreadsheet or something is a really needed to keep track of your characters.  My own spreadsheet has columns for: Description, Character Traits and Manners, Romantic Preference, Motivations/Story Goal, Family History, and Language Usage (their signature expressions like “zoinks” or “by the balls of Cerberus”.)

After writing this article, I can better see the value of breaking “character traits” into two columns for strengths and weaknesses.

I hope this article has been of some small use for your game development, although I’m sure it’s very incomplete and could be much better and more insightful, especially in the area of examples of what worked or didn’t work in existing games. I might play Planescape Torment again soon if it goes on sale on Steam. Feel free to leave a comment, and thanks for reading.

More Reading:

https://v1.escapistmagazine.com/articles/view/features/galleryoftheday/13818-8-RPGs-Where-Diplomacy-Matters

Diplomacy Roleplay In Video Games: Part One

Persuasion As A Diplomacy Stat


Apr 5 2021

Persuasion As A Diplomacy Stat

I’m currently done with WoW Classic for a while, and I’m back to work on Elven Academy. I’m working on B1: Down The Rabbit Hole. This is the first module in chapter B, which I believe will take the adventurer on a sea voyage to the Unseelie Court.

While writing scenarios for B1, I realized that I’m not using the Persuasion stat much at all. Instead I’m using the other diplomacy stats (Empathy, Intimidation, Presence, etc.) as finer-grained, better flavored methods of persuading in the game. This is bit of an issue.

So I researched my inspiration for using Persuasion as a stat, which was Vampire The Masquerade. Unfortunately I don’t find any in-depth Reddit posts on this topic addressing pen and paper gameplay. I do find a forum post for the VtM:Bloodlines CRPG titled “Persuasion is overpowered, seduction and intimidation are weak.”

According to this post, VtM:Bloodlines took the opposite approach as I am. They over-used Persuasion as a catch-all means of persuading someone, unless there was a clear-cut situation that demanded a specific way of Persuading. I feel like that is non-optimal. I’ve already discussed Diplomacy at length in a previous post: Diplomacy Roleplay In Video Games: Part One, but lets look again.


Alternatives To Persuasion


I could replace Persuasion, but I need yet another fine-grained way to persuade. I already have Presence (Leadership), Empathy (Sense Motive, Emotional Connection), Mercantile (Haggling), Intimidation, and Deception (Lying, Cheating).

Possible other ideas:

Manners – knowledge and use of social decorum and refined speech. A lot of this is in Presence.
Seduction – using flattery, attractiveness, sexual desire to persuade.
Logic – trying to reason with someone, appeal to intellect.

Manners sounds boring, but I’ve wanted manners to be important to the elves. The main problem with Seduction is that it overlaps with the Romance stat, which I’ve implemented currently in the skills/professions category.

A discussion on RPG StackExchange came up with some other ideas like Logic and Acting. Logic is interesting, but Acting is hard to implement in a scripted CRPG. Pen and paper would work better for both this and Manners, I think.

A reddit user spoke of breaking Diplomacy into sub-skills, which I’ve already done. They suggest skills related to socio-economic backgrounds, i.e. Aristocracy, Street, etc. This is something that has been tried, i.e. in Cyberpunk 2020.

So this would be a vote for a Manners-type stat, but how do you use this to persuade people, or make real action and decisions happen in the game? It’s sketchy in terms of gameplay without a GM.


Persuasion Based On Socioeconomic Kinship


So this idea is to break your Diplomacy ability as a whole into your character background: aristocrat, warrior class, street urchin, and priest class, for example. You’re better at negotiating with your own people. This makes a lot of sense.

This idea doesn’t translate to any gameplay, however. Gameplay would be the idea of Cyberpunk 2077, which is to create stories based on your background. Obviously we can give bonuses based on background. We could tie this into a reputation system. Suppose you weren’t born a warrior, but you’ve done a million quests for the warrior’s guild.

The effect would be equal. Background and Reputation both equate to roll bonuses, maybe non-overlapping. Whichever is higher, to prevent overpowered effects like the one cited in the post linked above.


Persuasion Based On Leverage


In the comment to the discussion on Diplomacy, a GM mentioned the importance of leverage in the game “Dungeon World”: “There’s a Move (action, basically) called Parlay, which sort of covers what Persuasion and Intimidate skills would cover in a different game. The trick is that you can’t make a roll unless you have some form of ‘leverage’.”

It seems to me that leverage is a continuum, and each end renders it useless as a mechanic to implement. This leverage can often be boiled down to a quest item. “Here is the XYZ, now give me the thing/fight me/etc.” Or the leverage is moot. “Will five gold coins suffice?” (Just use haggle or another diplomacy skill that in this case just costs money.)

In the middle of that continuum between 100% leverage, and leverage you always have (gold), you have bonuses to the roll based on the strength of the leverage.


Conclusion


Origins (Street, Aristocrat, etc.) and Reputation could be employed as simple roll bonuses towards diplomacy skills. This means each NPC needs to be coded with a faction, which I’ve already done. Another way to code the NPC’s is with a disposition. The original Fallout games by Interplay used disposition heavily when negotiating with NPC’s, and the change in NPC facial expression was graphically rewarding at the time.

Disposition is overly complicated for the goals of my simple RPG. I’m going with KISS (Keep it simple, stupid), which is consistent with the inspirations for my game. And I’m leaning towards not replacing Persuasion with Seduction, but rather re-defining Persuasion per se to be like a seduction. It is derived from the same stats that Seduction would come from, and used when Seduction would be used.

As an aside, I’m also planning to replace the icons for the Diplomacy skills into something more representative. How do you arrive at icons for Diplomacy skills? The only theme of icons that seems to work, at the moment, is close-ups of eyes and eyebrows. Mouths can’t express enough.

I thought about icons showing hands (i.e. a fist for Intimidation, a handshake for Mercantile.) Or stick figures (i.e. a ninja for deception). I also considered animals, because this is an elven themed game. A bear for intimidation. An eagle for presence. A snake for deception. What animal persuades? What animal is empathic?

That’s all for now. Thanks for visiting, happy gaming, and feel free to leave a comment below.