Wednesday, 29 December 2010

Role-Playing Futures

There's been a conversation going on at the RPGsite forum about the possibility of adapting social mechanics from other games into D&D. This suggestion spun off from another, rambling discussion about what if anything can save D&D 4th edition from its less than stellar sales figures. Based on a Wizards market survey from 1999 that segments the tabletop RPG market, Ryan Dancey (architect of the Open Game License) thinks that the players who just want to hack and slash or play cool characters have been lost to MMOs, and games need to focus their rules on the other motivations, like story play.

Well, I have bad news for the tabletop RPG market. You can do a perfectly good story and character driven game without selling a single rulebook, die or figurine. Thousands of fans have been doing this for years now online. Their "sourcebooks" are popular anime/manga or fantasy fiction series. I hope to soon have a guest article or two about this interesting scene that may be one future of roleplaying.

Really, what we know as a role-playing game wraps an unstructured character interaction and problem-solving system around a quite structured combat and adventure game core. I'll say it again: you don't need to structure the social game with rules for it to happen. Thinking you that do, as a tabletop game publisher ... turning to the dark and clever arts of the Forge school of social mechanic design, in hope of breaching the mass market ... sorry guys, that's like being a ragtime piano roll publisher in the 1920's and thinking that you can overcome the wireless and phonograph by getting more into Stravinsky and Schoenberg.

(I mean, I handle live theory for a living, as an academic. I know the temptation to believe that by having the coolest theory you can master praxis. But it ain't necessarily so.)

I like the hybrid of improv and rules because it lets people participate on different levels. I think Zak intuits this too, in his recent must-read post about creativity in rock bands and gaming groups. I realize other people may lean more toward pure rules, or pure improv, and that's fine. Imagine if the previous generation of Fletcher Pratt naval wargame players had butted in on the D&D generation, demanding Wellsian skill-fire procedures and ballroom-sized dungeons, dammit! I don't want to be that dead hand of the past.

From the industry side, the money is obviously to be made from selling an "official" structure of rules and paraphernalia; people are not going to pay a red cent for something they can just do with their friends on line using shared canon knowledge from media they have already consumed. The real question is not market segmentation, but how you adapt a game to the new generation of users, where people spend a lot of time on-line just because it's convenient, and want their face-to-face activities to be short, well-defined and conclusive.

That's my opinion, anyway. But now I put it to you: What would you do if you were running Wizards of the Coast right now?

Saturday, 25 December 2010

Six Questions for Christmas

Stuck on an idea for an adventure location, dungeon level, or what have you? Here's my Yuletide present for you: the SIX QUESTIONS TABLE.

Roll 3 d6 of different colors on this table for each adventure location. Let's call them white, black, and red.

The white die is something about the area that is generally known or easily found out.
The black die is something unknown about the area.
The red die is false information or appearance about the area, that hides a different reality.

Each number on the dice sends you to a row of this table, where another d6 is rolled; for the red die, roll twice on its row, the black die for the false reality and the white die for the true one.

A roll of 6 (except as HOW) always means "none of the above; invent your own."

1: WHO: a being that rules the area.
1 = Warlord; 2 = Wizard; 3 = Priest/cult; 4 = Monster; 5 = Extraplanar being


2. WHAT: a thing that defines the area.
1 = Treasure; 2 = Magic Item; 3 = Knowledge; 4 = Portal/Key/Map; 5 = Magic/Sacred Place


3. WHERE: special features throughout the area.
1 = Fire; 2 = Water; 3 = Natural/Rough; 4 = Worked/Elaborate; 5 = Plants/Growth


4. WHEN: roll again on the 6 Questions for something that was formerly true of the area. If you roll 4 again, use this table:
1 = Was a mine; 2 = Was a temple; 3 = Was a fortress; 4 = Was a settlement; 5 = Was a tomb.

5. WHY: the use of the area
1 = To imprison; 2 = To produce; 3 = To protect; 4 = To learn; 5 = To store

6. HOW: the working and nature of the area's perils
1 = By machinery; 2 = By magic; 3 = By nature; 4 = By brute force; 5 = By superhuman skill


Example: I roll a white 6 (HOW), black 4 (WHEN), red 1 (WHO).

My roll under the white HOW is "By machinery."
My re-roll for the black WHEN is 5: WHY, then 6. Creatively, I decide it was formerly used "to destroy."
The red, deceptive WHO die turns up a 4 - "monster" for appearances and a 3 - "priest/cult" for reality. 

I decide that the legend of the place speaks of a giant monster, The Gnasher, who dwells in the middle of a vast cave system filled with perilous machinery. In reality, The Gnasher is the object of worship by a secretive cult of troglodytes left over from the place's former, unknown function as the wrecking yard of an advanced civilization. The trogs keep the machinery oiled and working.

Enjoy!

Tuesday, 21 December 2010

Folk Saints: St. Hermas

St. Hermas, clad in dragonscale, gifts a loyal adventurer with cash and loot.
Yes, the pious wanderer prays to the canonical St. Seraphina of the Wandering Stars. But the quest for adventure and treasure in Mittellus has led to the popularity of the folk-saint Hermas, wherever chancers gather to wrest long-lost treasures from the oblivion of the earth.

Hermas, so the legend goes, was a fearless soldier in the North in the times of Invictus and Amalthea. He was anointed into the Revelation by Amalthea herself, and performed many useful services of a special nature for them and their followers. In the wars against the monsters of the Far North that followed the death of Amalthea, Hermas preferred to stay off the battlefield, conducting perilous infiltrations at long odds with only a hand-picked band of misfit comrades.

The tales told of him are as many as the notched and worn copper pennies that fill a fifty-pound sack. How he killed an ogre with a nail; reversed the flow of a river and drowned a whole kobold lair; made a false prophet tear his own head off in a game of dares and forfeits; convinced a dragon to yield its cache, one coin at a time.

True to form, his final adventure was as audacious as it was doomed. Finding a doorway to Hell, he slew devils left and right before finally meeting his martyrdom at the hands of the Evil One. In some versions of the legend, he tricked the Devil by offering his own soul in exchange for a companion's, knowing himself to be incorruptible; then fought to get it back, achieving that goal just before he died. Therefore he is also known as Rescuer and Ransomer of Souls.

As a folk-saint, Hermas appeals to adventurers, highwaymen, smugglers and other enacters of desperate deeds. His symbol is the X of crossed swords, and he is often depicted wearing dragonscale armor, raising two swords with mounds of treasure at his feet. His cult is controversial in the Church; some tolerate it, seeing it as a way to keep otherwise unreachable individuals thinking of the World Beyond, while others damn Hermas as a fiction and pagan relic who encourages theft and murder in a holy name. Those of the tolerant persuasion often pair Hermas with the canonical saint Seraphina in their oaths and prayers.

Many shrines and temples to the Saint have been erected by wealthy adventurers, and it is there that his powers manifest directly, for he has no holy order. Such a shrine will always have an object by which a band of adventurers can swear the Oath to St. Hermas. The Oath's form of words varies but usually enforces cooperation and fair sharing among the band, with oathbreakers subject to supernatural comeuppance of a dire and unspecified nature.

The Saint brings ruin to breakers of his oath.

Some shrines also feature small practice dungeons, cemeteries for adventurers killed in the line of duty, shops or training halls where affiliated professionals sell goods and services of interest to adventurers, or libraries where the collected wisdom of explorers and warriors can be read for a fee. Many are the stories of small and capricious miracles the Saint has performed in his shrines to reward the faithful and generous. His word and gospel is that of earned prosperity, and that alone is enough to earn him his steady following.

(Info on the historical St. Hermas here. Often confused with St. Hermes.)

Monday, 20 December 2010

Death and Aftermath

Knights, samurai and other warrior elites know that the point of life is not just to live well, but to die well. Adventure games, though, typically give no rewards in themselves for a good death. Nevertheless, the recent heroic self-sacrifice of one of my campaign's characters gives room to illustrate how death may be given its consolations, both through mechanics and gameplay.

The game referee has to project a difficult illusion. On the one hand, the adventure must be seen to be gripping. Death and serious consequences must be seen to lurk around every corner, or the delve becomes little more than a parody of work, dungeoneers clocking in, clocking out, and collecting their haul.

On the other hand, character death really sucks. I'll leave it to Trollsmyth to spell out some reasons why, but it's no fluke that it's essentially vanished from commercial online gaming, and my Niecely Informant doesn't see much call for it in her own freeform online endeavors, either. For people who don't have a lot of time to spend playing, the grind back up to reasonable power levels can be very demoralizing. "Old school hardcore" is all very well and good, but it's a philosophy devised in an age when people gamed two weekday nights and all weekend.

One way I cushion the sting of death is to award half the old character's experience points to any new character the player rolls up. In fact, if I'd set out thinking from the start, I'd use this rule to separate good deaths from bad - a heroic or selfless death would allow a respawn at 2/3 xp instead of 1/2 xp. Interestingly enough, Ephemera's player (my wife) has rolled up another wizard, even down to the same main Sleep spell, so it's not too much trouble to pass the new character off as a student from the same school ...

Another way is the aforementioned negative HP tables, that dole out the threat of maiming or incapacitation as a less serious gradation of death. Sometimes the threat of consequences is enough. This goes even for systems like 2nd edition with its highly generous death's door rules - if the GM is plotting the campaign world well enough, failure in a mission will feel like the loss of a limb, as the consequences on the PC's allies and acquaintances make themselves clear.

Barring any further mechanical tweaks, this kind of social GMing can go some ways to showing the consequences of a good death. Ephemera's sacrifice has so impressed the man she saved, Fergus, that he has foresworn his bandit ways and with a few of his fellows has been sworn into the Trossley Village Guard and given domain over the newly opened east gate (facing the Castle). The bandits slept by her spell were trussed by the survivors and taken to justice - all are due to be hanged, even the Young Fergus, after a scene in which he rebuffed his older self. And Ephemera's mentor in Utherton, Joya, has been profoundly affected and is showing the party survivors a level of help she would have only given her student.

Ephemera has been given burial in the tomb-wall that lies in the garden in the back of the Temple of St. Hermas. Who knows? It may be that her name and legend will be enough to secure the party a more favored status in the town, as everyone awaits the tide of hungry treasure seekers ....

So how do you handle character death? Are the adventurers just leaves on the wind, rootless treasure seekers to be cut down and spring up again? Or does their death carry some meaning ... and in what way?

Sunday, 19 December 2010

Trossley: End of Innocence

Last week's session was a tense, hard and brutal slog with one of the three PCs dead at the end and the others unconscious, saved only by NPC allies.

With the bullying behavior of the Skull Stackers bandits dominating the Gray Courtyard rampart overlooking the dungeon entrance, a shadow was cast over the prospect of dungeoneering. But now is a good time to mention the NPC Fergus, a bandit from the rival Invisibles gang and veteran of the old days of the Castle, who had been hiding his cohorts in the illusion-concealed and empty Castle ruins.

What are the consequences of an empty dungeon that suddenly restocks itself for mysterious reasons?

Well, Fergus was disconcerted by the appearance of his dead comrades - and, amazingly, even his younger self - when the Skull Stackers gang "respawned." One session prior, he had turned up in town, having fled the Castle in the night after it reappeared and ... came alive.

This session Fergus pulled himself together and, urged on by the priest and Mayor, proposed that the party join the Invisibles in immediate hostile action against the Stackers. Fortuitously - as it turned out - one of my frequent "wouldn't it be cool if this happened" die rolls worked out and the woodland warrior NPC Burnsteen was back in town and eager to join the fight.

Approaching the redoubt of the Invisibles, Fergus was hailed by the small garrison left behind, as his rival for leadership, Brom, had gone foraging in secret with the main strength of the band. The two sides were facing each other on opposite sides of a tower with two doors and adjacent wall, neither side daring to step in the tower or make for the top. Now with the numbers and magic, the party decided to rush into the breach. The other tower door was open, the Skulls nowhere to be seen. Most of the force quickly gained the top floors of the tower, with two Invisibles bandits stationed at ground level - just in time to be swept forth by the charge of the fearsome half-orc fighter Grainne leading the Skull Stackers band.

The ground floor friendlies panicked and ran, Grainne chasing them out into the further court but then retreating after being peppered by missile fire from tower and battlement. The dwarf Grumpka held the stairs against the assault of the axe-wielding foeman lieutenant, while shooters behind and to the side took their angles as best they could, screened by Fergus. Once again, Grumpka's bad luck was good luck as she got downed to exactly zero, earning only a concussion rather than any roll for lasting effects. Fergus and shooters downed the axeman, and then Grainne took to the stairs, swinging her mighty two-handed sword, her armor of strong viridescent goblin-metal protecting her to an exemplary extent.

Fergus took a wound, quickly healed by the holy militant Boniface, and then counterstruck for a critical that faced Grainne with the option between maximum damage and falling from the stair. I chose the fall for her, and then Fergus made an exceptional morale roll that had him leaping on the hulking amazon, sword blade choked in gloved hand for an up-close brawl!

It was then, as Grainne's followers crowded around and tried to pull Fergus off, that the wizard Ephemera made her brave and selfless choice to try to save Fergus. Descending the perilous stair, she won initative and cast her sleep spell. All but Grainne, even Fergus, fell asleep... and getting to her feet, the half-orc won initiative, overtook the frail spellcaster, and dealt out instant death.

Grainne then leapt up the stairs. There fell Boniface - left arm out of commission for a week, by my new negative hits table. There fell the dull-witted Balm - loss of left hand, by the same table. Cordoon, Callow and Burnsteen finally faced her, and Burnsteen finished her with a well-placed sword thrust.

I'll finish with the "death & dismemberment" table I'm using, working off similar efforts by Trollsmyth and others, but leaning more toward Norman Harman or Eric Minton's bloodier versions.

A blow that takes a player character or follower to zero HP results in unconsciousness for 2d6 rounds.

A blow that takes the character or follower below zero HP requires a roll on this table, using 2d6 with -1 for each point the character finds him/herself below zero after the wound is inflicted. Yes, this one is a real killer .. if you roll boxcars at -1, you're well advised to play possum, as the next hit will almost certainly kill you. It's somewhat tempered by the "unconscious at 0" rule, though.

2 or lower: Instant death blow to random vital area.
3: Fatal wound to random vital area. Will die in 1d6 turns unless Cure Critical Wounds is applied.
4: Severed or crushed random limb. Will bleed to death in 3d6 rounds unless tourniquet, cauterization or Cure Critical Wounds is applied. Cannot act for 2d6 rounds due to shock. Limb is permanently unusable.
5-6 Serious wound to random vital area. Cannot act for 2d6 days or until Cure Serious Wounds is cast specifically to remove the wound, not for hit points - the unusability is independent of hit points.
7-8 Serious wound to random limb. Cannot act for 1d6 rounds due to shock. Limb unusable for 2d6 days or until Cure Serious Wounds is cast specifically to remove the wound, not for hit points - the unusability is independent of hit points.
9 Light wound to random vital area. Cannot act for 1d6 rounds.
10 Light wound to random limb. Cannot use limb for 1d6 rounds.
11+ Fight on you lucky (?) weasel! No effect.

Limbs are rolled on d6/d6: 1 = eye (1-2) ear (3-4) nose (5-6); 2= left fingers (1-2) hand (3-4) arm (5-6); 3= right fingers/hand/arm; 4 = non-vital torso wound that affects use of both legs; 5 = left foot (1-2) leg (3-6); 6 right foot/leg.

Vitals are rolled on d6: 1 crown/brain 2 throat 3 heart 4 lungs 5 guts 6 kidneys or other.

Next post, the aftermath of the slaughter and some more general comments on PC death.

Thursday, 16 December 2010

D20 and Gelatinous Cube Breed



And their baby will either roll the exact number you want, or eat a hole in your palm.

(start video at 2:00 for best effect)

Wednesday, 15 December 2010

Surprise

When two groups meet by chance in classic D&D games, there is a chance for each to surprise the other. Breaking it down, what factors might be going into this?
  • Lack of awareness: One side might have lost attention - sleeping, eating, reading, sexing. One side might be blind and deaf in its environment, like a lightless swimmer under dark waters.
  • Lack of concealment: One side is giving itself away - taking light into the dark, noise into the silence, laughing, gambling, brawling.
  • Exceptional awareness:  One side might be waiting by the door to ambush oncomers all day and all night. One side might have ESP, or heat vision, or elven ears.
  • Exceptional concealment: One side might be hiding behind a rock, on the ceiling; invisible.
The typical situation of a party going into the dungeon is gross lack of concealment, with naked lamps and clanking armor; but high vigilance; forging on into unknown territory.

The typical situation of bored watchmen is of greater concealment, but lower vigilance. Undead watchmen are more vigilant. Gambling, shouting watchmen are less concealed.

Nope. No dice roll needed.
Most surprise situations can be resolved by detailed enough setting notes about what the guards are up to, whether the vampire is stalking prey or playing the pipe organ, whether the spider is hiding in the webs or scuttling along the floor. For situations where the DM wants more spontaneity, a monster vigilance roll might be needed to see whether the monsters are in a position to ambush, or are giving away their own position. The chance to spot the ambush can be handled as a passive perception check (spotting, plus listening if the ambushers are moving). If the ambushing party has a hide skill and successfully uses it, the perception check gets more difficult.

To determine the enemy's disposition randomly, roll 1d6 for each individual, up to 5; the remaining individuals have similar profiles to the 5 rolls already made, in the order rolled.

Undisciplined groups and individuals:
1: vigilant; 2-3: distracted; 4: distracted and making noise; 5-6: asleep.
Disciplined groups and individuals: 
1: ambushing already; 2-3: vigilant; 4: distracted; 5-6: asleep (at least one member of a disciplined group of 2 or more will be vigilant)
Predators:
1-2: ambushing already; 3-4: vigilant; 5-6 asleep.
Inhuman: 
1-2: ambushing already; 3-6 vigilant.
Non-intelligent:
Vigilant to the range of their senses, unless in a situation to ambush (such as an ooze dropping from above.)

Example: Our group approaches a right turn in the passage, torches blazing. 100 feet down the corridor is an open guardroom where three undisciplined kobolds are lounging. Will the kobolds hear the clank of armor and see the reflection of light on the wall? The roll for the trio is 1, 6, 6, and the signs of the party approaching are pretty blatant, so the one vigilant kobold notices without having to roll, and scuttles over to shake and wake the other sleeping two.

This makes a much quieter noise (but can't be seen)  so I give the two party members in front a secret roll on their d6-based listen skills, one has a listen skill of 1 and the other has 2. The one with 2 rolls a 2 and hears some scuttling, faint groaning and whispering ahead and to the right. Round 1 is over.

Round 2, the party stops, hides the torch behind a shield and sends their infravision-having, non-clanking dwarf to look down the passage. The vision only goes 30' so he sees nothing but passage. His listen skill is also a bare 1, but he rolls it, so he hears some more noises of blades being drawn, buckles being buckled, and footsteps. The kobolds are arming themselves. At this point, if a party member with a fast move and a torch were to run screaming ahead, he would probably catch the two dressing kobolds, if not the vigilant one, by surprise. But no, they go cautiously. And the kobolds get one more move, unheard, to set up their ambush in the corner of the guardroom just right of where the passage comes in.

After a couple of rounds creeping down the passage in full defense mode, the party reaches the entrance of the guardroom, then state that they will swing out quickly and attack to the sides. Because they are wresting surprise back from the kobolds (at some risk to themselves!) I deny the kobolds the surprise attack they would have gotten, and normal initiative is rolled.

If the players had not shown guts like that, though, I would have judged the kobolds to be perfectly hidden behind the corner, so the front right member must make two successful rolls to "notice detail" (my proxy skill for reacting quickly to a visual stimulus) in order to deny the surprise attack prior to initiative.

The moral? Time is not always on the party's side; and the cautious approach won't always give the best results. This insight is the best cure for over-cautious party creep I know.