Thursday, 29 September 2011

The Bloater

Mulling through the possibilities of Nethacking undead powers, I had a quick idea for a kind of corporeal undead. Maybe it was the very filling Italian meal tonight (what kind of salad bar has three kinds of fried fish anyway...)

TOR!

The bloater is a zombified corpse at the point of corruption when the body swells with foul gas and ichor. It is all too easy to hit (AC 9 descending/10 ascending) and moves extremely slowly (move rate 3). But it is robust (2+4 HD), attacks with both hands to claw and strangle (2d4 damage) and has a special defense. When hit for more than 4 hp damage, foul ichor sprays out, and the monster rolls an extra "to hit" with an extra +2 against the attacker. Success means the ichor burns the attacker for an amount equal to the amount dealt by his or her own attack, minus 4. Also, the victim must save (Fortitude/Poison) or contract a disease that picks a random ability score and drains 1 point/day until cured.

Wednesday, 28 September 2011

The Fantastic Through Weirdness

Moving beyond written setting elements to create surprise and wonder for your players, we have already seen the ease and limitations of the random way.

The way of Weirdness is just to pull things out of your imagination. The better and more informed your imagination, the more wondrous things appear. Think of a Renaissance wunderkammer ....
The museum of Olaus Wormius
Moussorgsky's Pictures at an Exhibition, and the pictures that inspired it ...

Lord Dunsany's jewel-like story vignettes ...

Each one perfect in its self-containment, the artistically described miniatures of Weirdness are best described from the surface going inwards... beginning with an impression, a synaesthesia, an emotional feeling, a sensory package that only then takes form by association.

To take an example: the image of rainbow colors on a black background. What does that bring to mind?

Gems against black velvet
Bright eyes, multicolored, curious in the night
Small bright-eyed skittering creatures, hoarders of gems
Halls of black volcanic rock, the creatures barely visible unless they open their brilliant eyes
Smoke thick in the air, black and billowing, multicolored sparks of magic, fireflies
Bright cascade of tones, hurtling in the void
The Rainbow of Midnight, unnatural, a black-skinned queen resplendent in gleaming enamel and polished stones
Darkness and serenity, then sudden bedazzlement, a brittle, tinkling surprise quickly enough gone

We have here the set design and cast for a whole area in an adventure; its appearance, creatures, ruler, hazards, inconveniences and treasures. Self-contained, without deeper meaning, the variety can be sustained for one session or two before boredom sets in and we're off to the next.

The trouble with this method? The same as with random generation, but on a larger scale. Random generation gives you a seeming variety that eventually resolves into a gray mud, like an array of randomly colored single pixels. Whimsical sensory environment generation gives you bigger pixels - about the size of mosaic tiles - but with enough time and distance the variety here, too, resolves into patternless gray.

We need a way to arrange the pixels, to pick meaning out of the random impressions. This is the deeper meaning of Resonance, and the method of the fantastic I'll explore next.

Tuesday, 27 September 2011

Return of the Consolation Gnome

Taking a break from the fantastic for now. Here's the one-page version of my gnome consolation class. It's meant to be detached from the rest of the rules, so a little more crowded because of the need to include all the basic class-type stuff that got their own table in basic character generation. Click to enlarge.

Oh, and the spell failure mini-table can be used separately if you have wild magic areas or whatever.

Keeping It Fantastic: The Nethack Way

Trawling through the comments and ideas going around about fantasticism, I can identify three approaches, that each might work for different people at different times. Let's call these Nethacking, Weirdness, and Resonance. Each of these is a way to escape the crystallization of the fantasy campaign into a set of rules that players can peep at, manhandle, and get bored with.

Honestly, the main problem comes from D&D and its system-and-half-a-setting approach. The half a setting - the rules about races, monsters, magic items, and so on - has mutated into Ye Olde Fantasye and a genre in its own right, spawning millions of  DMs' "products of the imagination" that all tend to look the same except for the maps and names. If you look back and see what's casting those shadows on the cave wall, the Order of the Stick cartoon is a pretty fair approximation.



Nethack: Instead of going by the Monster Manual version of what attacks various slimes, jellies and puddings can resist, the DM rolls up the traits of each goo-blob type randomly on a table. Another table tells you whether magic boots go with Levitation, Giant Strength, or what not. I call this "Nethack" because it reminds me of roguelike games. Each new character has to find out anew what the black potion, swirly potion, and all the rest actually do, because these correspondences are randomly generated with each spawn of the game. Telecanter has been producing some fine examples lately (also, also) of this approach.

Nethacking it is the easiest way to go, and it's a required minimum for a DM or game designer who doesn't want players assuming knowledge their characters shouldn't have. Although it's not strictly necessary when running a group of new players, beware if just one troll-burning veteran should join their ranks!

Two limitations on Nethacking's utility, though. For one, you're unlikely to get anything really wild and crazy by just randomly recombining existing things in the game, although a good table can help with that. For another, random generation misses as often as it hits. That's because a random table can help with divergent creativity, but not convergent.

To illustrate, any random monster table can help you Nethack up some off-the-book monsters. I'll use my own, and roll three times. Once for what it looks and moves like ... a beholder. Once for its hit dice, AC and other  number stats. A vampire. And once for its special powers ... a piercer.

Yaaaaa!
Okay, I've got a really tough big round pain-elemental-from-Doom guy who hovers on the ceiling and drops to bite your head off. But my gut reaction is "meh." For one, the surprise part gets in the way of the "zounds! a beholder" mess-with-the-players part. It's original ... but not much more than that.

So the next step is to use your judgment and creativity. Next time, two ways to do that.

Monday, 26 September 2011

The Fantastic Through Obscurity

Discussion on how to keep the fantastic in adventure gaming continues, with a renewed desire and specific tips. My further thoughts ...

In information security, the phrase "security through obscurity" is used to disparage the hope that vulnerabilities can be protected by keeping them secret. In their early stages of development, many game forms achieve a sense of wonder through obscurity. Magic: The Gathering, for example, initially provided this sense of wonder through opening packets of collectible cards and finding ones you'd never seen before ... or having them show up in your opponent's deck. Eventually, like many security-though-obscurity hopes, this was dashed through the posting of complete spoilers on the nascent Internet, and through the practice that rapidly developed (to Wizards of the Coast's great joy) of buying whole boxes of product in order to get a complete set. Within a few years it was a poor collectible card game whose manufacturer did not provide rarity symbols, checklists, and eventually complete spoilers and previews.

Was there an attempt to keep the fantastic around through obscurity in early D&D? It's hard to deny when reading the Gygaxian objurgations in AD&D to keep players' noses out of the Dungeon Master's Guide. But that is already late in the day. The time of wonder and fantasy is fading, and the desire to standardize the game deals the death blow; the secrets that used to be kept in the Dungeon Master's cranium are now holy writ. In this light the railing against players accessing the mass-produced secrets sold in Barnes and Noble sounds as hollow as Canute's commands against the tide.

In the age of the Internet spoiler the sense of wonder is even more crucially down to the individual game master. In the comments on Monsters & Manuals I made a point that bears expanding here.

1. When players are denied access to the rules that let them carry out mundane tasks at the starting level, this creates a denial of mastery. You can certainly play this way, with players issuing orders and seeing what happens, in a "fog of war" kind of way. But a lot of players are used to a certain level of rules mastery; a generation has grown up with console RPGs. You don't have to deny them this all the way.

2. Expanding what I've said about high level magic spells, denying knowledge of rules and techniques found at higher levels also helps create the sense of wonder. If the game was about kung fu, then not being able to read all about what a high level Taoist master can do would help achieve this.

3. The technique in Lamentations of providing no standardized monsters or magic items points the way to a game system where the rules of the mundane are known to the players, but the fantastic elements are an idiosyncratic revelation from game to game. Yes, creating the fantastic is hard individual work for the DM. But the alternative, especially with experienced games, is a group of players who ready the oil when they see a troll, who can find out exactly how much every gland in every dead monster corpse is worth, and for whom the only surprise is tactical, not strategic.

I have a few ideas of my own, both on how to make the hard work easier, and how to make the hard work mean more. Next post I'll try to articulate them more fully.

Sunday, 25 September 2011

Elves and Dwarves Up, Halflings Down

Cave halflings are another story.
When using a race-as-class system in D&D, as I like to do, halflings have a problem. As outlined in the various versions of Basic D&D, they're little more than short thieves.

Now, elves explicitly started out in OD&D as hybrid fighter-magic-users and stuck with that concept in Basic, so they add something extra to the mix of classes. Dwarves, to the extent they have underground exploration abilities, are kind of a fighter-rogue hybrid; at least, they get more interesting the more they tend toward that, and less interesting the more they are just short fighters.

In my one page rules, although it's not quite so schematic as that, I did consciously try to include a fighter-wizard hybrid (elf), fighter-rogue (dwarf), and rogue-wizard (gnome) type. I suppose an expansion might also take on the various priest hybrids, with fighter (paladin), wizard (mystic) and rogue (monk) to complete the cross-fertilization. Is this a complete scheme, with anything else just being variants on the basic classes? Not sure, but it seems that way to me.

In race-and-class systems, by the way, the halfling also fails to take advantage of the diversity available. This all comes from the concept being too tied down to Tolkien, and made worse, not better, by all the quasi-halflings that show up in Tolkien knockoffs, from kender to gwarpys. But at the same time Tolkien gives us two hobbit models: a fighter-type (Frodo and his companions) and a thief-type (Bilbo). It's a concept made for separate race and class systems, but although in AD&D it's possible to play a halfling fighter, there's very little incentive to do so. The halfling is almost always optimized as a thief under most D&D rules.

Anyway, here are my one page elf and dwarf rules.

Saturday, 24 September 2011

One Page Wizard and New Spell Cards

Putting this up makes me realize there's a pending project I have, to write more spell-descriptions for the Old School Players rules I'm using. When last my players met they found the need for descriptions of spells as high as 3rd level, and I'd like to have it all written down so there's no misunderstandings!

Anyway, this set of one-pagers continues the philosophy of spells from here and here. Things are even more changed up from D&D and I have taken on board an idea from (CORRECTION: Italian name related confusion) Tsojcanth's Paolo Greco, to have spell level equal caster level and space the acquisition of new spells more evenly. Of particular note is the change to Sleep which takes its rightful place as a level one feller of rats and kobolds without the implications for higher-level monsters, insectoids and so forth.

In a versatility boost, Force Shield subsumes Hold Portal, Tenser's Floating Disc, and Shield; Weightlessness likewise has more uses than just Feather Fall, and Tonguetie/Tongueloose is kind of like Silence reversible to ESP. I'm careful to make the information revealed by the human intelligence spells, Tongueloose and Detect Thoughts, subject to DM control, so that plot points don't have to be given away directly.