From: [b--re--s] at [buran.fb10.tu-berlin.de] (Reimer Behrends) Newsgroups: rec.games.frp.misc Subject: Review: Theatrix Date: 28 Nov 1994 07:52:22 GMT 0. Introductory Remarks ----------------------- Theatrix, if you don't know from recent discussions, is a diceless roleplaying system. I had the pleasure to playtest the core system recently and this review is the result of what I and my players experienced. I would like to note that, while having had only little practical exposure to diceless gaming prior to Theatrix, I prefer roleplaying games with little rules overhead but still enough rules to make reproducible decisions when I'm GMing. Theatrix fits this bill rather nicely. My copy of the rules was a prepublication copy. Unlike the final version, some of the interior art was still missing (which I didn't need, anyway) as well as the reference sheets that are to be at the end of the book, which reproduce tables etc. from within the book in a more concise form. The only drawback was that the flowcharts (see below for what they are good for) were only partly reprinted within the book. Well, I was about to mail Backstage Press about whether they could send me copies of the reference sheets as well (despite already having got the copy for free ;-), when I discovered that I could easily write the missing parts myself, given the rather simple pattern the advanced flowcharts follow. In fact, I decided that I preferred to roll my own to reflect the genre more closely and to get a better grasp of how how the system works. This endeavour was rather successful. One thing that may need getting accustomed to are the peculiar terms Theatrix uses instead of the standard roleplaying terms. I.e. there are Actors, Directors, Supporting Cast instead of players, GMs, non-player characters. The advantage of this is that it is easily to extend this to other terms (like Stage) with little need of adding detailed definitions that still risk misunderstanding, and Theatrix makes heavy use of this. The down side is that it breaks with established tradition. Still, at the end of each chapter there is a glossary as well as a summary comprising the most important parts of each chapter in abbreviated form. But now on to the good stuff ... 1. Character Creation --------------------- Before I comment on the character creation system in Theatrix, a few comments on how it works are in order: Basically, the character creation system relies on players relatively arbitrarily assigning traits to their characters and the GM then approving them (or having the players edit them, if they don't fit the campaign or are too powerful or whatever). Like almost anywhere in Theatrix, there are no hard and fast rules (like assigning points, rolling dice, etc.) for that. Instead, guidelines and a (fairly loose) algorithm for character creation is given. And while there is no explicit balancing scheme (like points, free trait levels, etc.), character creation worked surprisingly well in not producing ridiculously overpowered characters (unless that had been our intention, of course ;-). However, a GM who has a hard time saying 'no' might have problems. The primary reason for that is that a character description in Theatrix avoids bare numbers wherever possible. Quantified traits (e.g. skills) are accompanied by a description; or rather, some trait descriptions are accompanied by numbers ;-). I was worried a bit beforehand that the lack of any hard limits might encourage munchkinism; but the players (one of which had no roleplaying experience whatsoever) turned out quite interesting characters with a rich background. It should be remarked that players starting out 'about equal' is far less important in Theatrix than in other games as long as you ensure that they don't overlap too much. In particular the primary descriptor (which describes the character's primary realm of competence) together with other game mechanics ensures absolute authority in that area if the players wishes to enforce this. Let's see an example of a player character (abbreviated): Sarah Roberts (real name Marie Bathory). Hungarian ex circus acrobat, ex cat burglar, now working as a reporter for the 'Daily Chronicle'. Still wanted for theft in several European countries. Attributes: [4.0] Strength - 'I know that I don't look it, but you can't climb a rope without having the muscles to back you up, see? On the other hand, I couldn't probably move somebody who doesn't want to, even if my life depended on it.' [4.0] Stamina - 'If you don't train for one day as an acrobat, you notice. After two days, your partners notice. After three days, the audience notices. So you keep a strict schedule. Tiring is out of the question.' [5.0] Coordination - 'Doesn't need much to imagine what happens to a trapeze acrobat who misses both the trapeze and the net, does it?' [3.5] Intelligence - 'I know that I don't know how to handle higher math for what it's worth. But that doesn't mean that I'm without wits. The Chronicle won't keep a reporter for long that doesn't possess a certain amount of cleverness, see? And what good is that math and classics stuff, anyway?' [4.0] Intuition - 'People. That's what I'm good at. Assessing them, guessing their motives, talking them into things. You can talk to people, never to machines.' [2.0] Presence - 'The ability to blend with the crowd is a valuable asset in my former profession, you know.' Skills: [6.0] Acrobatics (Trapeze) - 'See, I could work without a net. It's just that there's always the chance something just might go wrong. But otherwise I could do without one. Besides, hotels rarely have nets to accomodate burglars.' [4.0] Writing (Newspaper articles) - 'Need the article within half an hour? Guess I can make it twenty minutes.' [3.0] Hungarian, German, English - 'Speak them fluently. Heck, you could mistake me for a native.' [2.0] Polish, Italian, Dutch, French - 'Ok, my accent shows, and I wished I had a firmer grasp on the vocabulary - so what?' [1.0] Firearms - 'You mean I could hit that barnyard over there? Well, how many tries do I get? If it weren't for you, I wouldn't touch the bloody gun.' Personality Traits: Courage (Moderate) Anti-Austrian (Strong) Descriptors: Former Circus Acrobat (Primary Descriptor) Shady Contacts Journalist Dark Secret (Flaw) Attributes and skills should be clear (they are on a scale from 0.0 to 10.0, 3.0 being an average value). Personality Traits and Descriptors are usually extracts of the textual character description that can be activated by plot points (see below). This can be viewed as an indirect balancing mechanic, too; as descriptors are really the traits that give the most power to a character, to munchkinize you need to come up with a plausible, interesting background story that still produces a lot of beneficial descriptors; now that's not impossible, but it is quite hard. The great advantage of the system is of course its flexibility; the sky is the limit, so to speak (and of course the GM). However, it is not without problems. It can be hard for a first-time GM to estimate whether or not the characters fit the campaign. Second, while the guidelines for creating a character and the descriptions of traits are quite good, the core rules didn't offer a way how to convey information about character style and powerlevel to the players. I solved this problem by presenting them with half a dozen sample characters that were typical for the setting and the powerlevel. One final remark on the chapters on roleplay and character creation. They are easily among the best I've read in rulebooks, and I've read a lot of them. Especially as an introduction for people who never played before they are invaluable. And even seasoned players and GMs can pick up a few interesting things. 2. Making Decisions ------------------- Action resolution is probably, along with character creation, the most important mechanism in any roleplaying game. And while unusual (at first I didn't even believe it would work at all), the ideas behind action resolution in Theatrix are real gems; they are, however, slightly marred by the way in which the system is presented in the rules. The basic idea is fairly simple. The outcome of an action is defined by some kind of dramatic logic (the difference to normal logic is explained below), unless the players (and their characters) take steps to change the result (and succeed). Dramatic logic is not necessarily what normal logic dictates. If an improbable outcome would be more interesting, more true to the genre, or even more humourous, that may be the way events are moving. In general, to quote the rules 'Presenting your Actors with a major problem, or dilemma, and then adding minor problems, is what brings out the abilities of your Actors. It's what makes the adventure an adventure.' That of course solves the problem of GM fairness in diceless games in a, well, unexpected fashion. His task is not to be fair, but to be unfair in a way that is both creative and challenging. Again the rules: 'Your job as Director is to give the Actors situations too tough to get through and then to demand their creativity and their Plot Points.' Plot points in Theatrix are a rather simple game mechanic. They're chiefly used to buy a (thereby guaranteed) success related to a descriptor or personality trait. So even if the GM doesn't think so, if the player spends a plot point, he will succeed. Of course, this success can still turn to ashes if the character doesn't capitalize on it. Now that's a bit drastic, and plot points are a scarce resource as well. So usually a player will try to gain successes in a different fashion. Mainly so by coming up with creative, humourous, interesting, etc. possibilities. The only thing that irritates me is that the rules subsume these factors under the heading 'roleplay'. Of course, good roleplay is related to these factors, but what is needed is more than roleplay and even players who aren't good at acting aren't left out. Anyway, this mechanism is probably the single most important factor why the players in the playtest I ran considered the game a veritable success. Now there is of course more to the rules than what I explained above. In fact, this was the least part of them. The largest part of the relevant chapter (called 'Lights ... Camera ... Action!', about 30 pages) deals with the details of action resolution. Basically, the mechanism in its full form is based on flowcharts. There are two types of flowcharts. First, there is the Basic Resolution Flowchart. This one details whether to judge an action a success or a failure, and, more important, what kind of success or failure. There are three types of success and three types of failure (titled something like 'Give them False Hope' or 'Let them know they've Done Well'). This is the point where the Advanced Resolution Flowcharts take over. For each type of success and failure, they have further branches, depending on the character's ability and outside factors such as the environment or another character's mood. What first comes to mind now is of course whether this isn't too much hassle? As a matter of fact, no. In fact, I needed the basic chart not at all (having made myself familiar with its rather simple mechanics prior to the first session) and the advanced charts only once in a while after the first few times (A real pity, because I spent much time preparing special charts for fencing duels and sorcery, which, while not necessarily needed, could add some additional flavour). Still, the help they give is invaluable. What they provide is logic and coherence. They give reasons why characters could fail or succeed even if that's in doubt or just plain unlikely. In addition, they're usually provided with hooks for further plot twists. And if you prefer to, it's fairly easy to create additional special purpose charts yourself. Combat finally is nothing but a logical extension of the action resolution system. Nevertheless, an entire chapter is devoted to it and the _large_ example is extremely helpful in understanding not only combat but action resolution in general. There is, however, one thing that I feel could be improved upon. Not the concept itself, which is sound and eminently playable. However, there is the way in which the rules are presented to the reader. While naming everything that is important, you may have to read the chapter two or three times to grasp the concept. The important information is spread out over about 30 pages without a concise introduction of how and why the scheme actually works. And some terms are just plain misleading. Like roleplay, which in fact means more (and this is thankfully detailed in a section of its own). Or the term plotline, which is probably the one thing that no Theatrix game has, given the ways players can manipulate events. (See also the section on 'improvisation'below.) That's why I subsumed it under 'dramatic logic'in my explanation above. As a side note, reading the chapter on combat helps understanding the rest as well. One part of the rules that I didn't make use of was the optional die rolling method to introduce randomness into the game, if you want that. There were two reasons for that. First, I found that I didn't need it. Second, the die rolling method appeared to be too clumsy (index a skill-by-difficulty table, which determines what table to use for interpreting a d100 roll). 3. Improvisation ---------------- Improvisation, or How To Make A GM Despair. ;-) Actually, it's not that bad, but I don't know whether it can easily be recommended for a novice GM. The whole point about Theatrix improvisation is to let the players alter the fabric of reality themselves (if necessary, by expenditure of plot points). A part that is the sole province of the GM in traditional roleplaying games. Now don't get me wrong. The GM still has the power to veto such improvisations. Likewise, improvisations that are just plain impossible or inconsistent are not allowed. And anything that has a serious impact upon the fabric on the world needs payment in plot points to actually pull it off. Still, improvisations can make a GM's life living hell at times. There is only one reason why you probably don't want to get rid of them (if you can handle them) and that is that they are just too much fun, both for the players and the GM. Anyway, be prepared that your master villain finds the door he prepared to flee through jammed (this led to a duel on top of a roof instead of the outcome I prepared for); that a harmless looking mechanical doll hides a time bomb (well, luckily its purpose was murderous, anyway); or that a barrel on top of some others is not safely fastened (you see where this leads?). 4. Playtest ----------- Many of the above comments are the fruit of an adventure I ran in the world of Castle Falkenstein, using the Theatrix rulework. Another thing that has to be said in favour of Theatrix is that it is extremely flexible to adapt a genre to it. The whole process of converting Castle Falkenstein to Theatrix took no longer than a few hours, and most of this time was spent faithfully translating the magic system. The adventure I ran was based on Offenbach's 'Tales of Hoffmann'. The way I adapted the opera, it starts with a scene in a tavern in Bamberg, where the player characters meet Hoffmann (as well as a few other characters). He then relates three rather fantastic tales, with the player characters actively taking part in them. More important, these episodes give them clues for the ending which again takes place in the tavern. I won't spoil it here, as I plan to post the adventure in the near future. Anyway, I must admit that at the beginning I felt a bit unsure of myself, as I couldn't rely on several of my trusted routines for GMing with dice; similarly, the players were hesitant to use plot points and improvisation to their full effect. However, soon after we embarked on the first tale, this uncertainty vanished; I had made my first experiences with the action resolution mechanism and had forced the players to use both plot points and improvisations to their advantage; which got rid of their hesitation to use them regularly. Thus, at the end of the first tale we were in full flow; the ending of this one got severely twisted (the time bomb incident mentioned above). The second tale brought no great surprises, except that the villain failed to escape and was instead forced into a duel, which ended with him tumbling from the rooftop where it took place. It should be noticed that I was a bit afraid of GMing the duel. After all, I always disliked those one-on-one scenes (unless you have enough furniture or other stuff to hurl around, hide behind, etc.) as they tend to deteriorate into dice orgies with little action. Anyhow, I set the scene up for the villain to defeat the character who had challenged him and then disappear (they were about equally matched). As I mentioned above, this attempt was thwarted, by means of a lot of creativity and the strategic expenditure of a plot point to buy a success in a dire situation to effectively reverse it. It was definitely one of the most intense situations in the entire game. The third tale went over without a hitch. It was the first one that went as planned (well, almost). Back then in the tavern, I almost got the players when I sprang my surprise ending on them. Anyway, it's kind of lucky that their characters won't have to enter that particular tavern again. ;-) Summarily, the whole adventure went over splendidly, much better than I had hoped for, given that both I and the players were unfamiliar with the system and its paradigm. I certainly had a great time (although, or even because of player improvisation can be tough on your nerves as a GM. It certainly kept me thinking on my feet). The players appararently had a great time as well (or at least so they said). And while they attributed that to some degree to the adventure and the setting (which they liked), they stated that they liked the system as well. Favourites were the flexible character creation system, and the combat system which gives maximum leeway for creativity. What they also liked was the 'realistic feeling' (I quote!). Taking into consideration that they had just encountered fairies, sorcerous automata and wizardry in general, I think that what they meant is the feeling of events evolving naturally from the circumstances. That would coincede with my observations how the action resolution system helped producing such an effect. Of course, it's just an illusion, but still an interesting aspect. Oh yes, and I've got another person addicted to roleplaying. ;-) 5. Character Advancement ------------------------ The one part of Theatrix that we didn't test thoroughly is the advancement section, the above adventure being a one-shot game. Anyway, here are some comments. The Theatrix currency is, that much should be obvious by now, plot points. It comes at no surprise that plot points are handed out to reward roleplaying, creativity, etc. after completion of an adventure or a subplot. Note that while the above adventure had three premade subplots, subplots may arise in other ways, e.g. through player improvisation, as solo sessions, etc. Character advancement simply occurs instead of plot point rewards. I.e., if a player character advances in some way during a subplot or the main adventure, he gets this advancement instead of the plot points normally due at the end of it. Note that the Theatrix rules give several ways to determine how fast characters can advance. The overall idea is to embed character advancement in the storyline. As I said, I haven't tried it, but the basic idea appears to be sound, and it is definitely a lot better than certain other systems. 6. What Else Is There --------------------- Another chapter that I can heartily recommend is the one called 'Setting'. Not only does it contain details on how to adapt a setting to Theatrix, it contains some stuff that is helpful for creating a world from scratch. My personal experience is that it is dead easy to convert an existing world if you have at least some experience. And finally there is the chapter with the ominous title 'Plotline'. Well, I didn't need it as I had my adventure already prepared. Suffice it to say that, despite recent heated debates on rec.games.frp.advocacy it has little to do with plotting (i.e. forcing a particular plot down the players' throats). Rather, what the chapter contains is a general concept for preparing an adventure in a structured way. This prepared structure might even survive exposure to players, but at the very least should help the GM to stay afloat. So far the theory; whether this works in practice, I cannot tell. However, it is nice to see that at last somebody decided to provide more help for GMs in writing an adventure than 'Well, there has to be a beginning and an end, and you should somehow get through the middle'. If you like it, it's there to use, if you don't need such advise, you can safely ignore it. The rules don't depend on it. Reimer Behrends