Sunday, 15 April 2012

OSR Contradiction 1: Play vs. Fiction

Attempts to enforce purity in the Old School Ratatouille are doomed to fail. Why?  Because in its glorious diversity it's fallen into at least two contradictions that I've become aware of writing recent posts. These contradictions are not fatal, except perhaps to an exaggerated sense of traditional gaming orthodoxy, but they bear mentioning.

Contradiction 1 relates to something I noticed a while back: Old-style D&D combat (any kind of D&D combat for that matter) bears little resemblance to the give and take of pulp fantasy combat. OK, so it's not the most original observation that D&D combat is not realistic. But it's remarkable that even the general style of play of high-level D&D heroes is at odds with the cautious, life-or-death approach taken by even the greatest heroes of early 20th century fantasy literature.

But also, as Aaron Steele recently remarked, "One of the unique features of Dungeons and Dragons is the idea of the ADVENTURING PARTY." The vaunted pulp fantasy influences can't really account for this confluence of archetypes that quickly settled in a foursquare formation. Fafhrd and the Mouser, the Eternal Champion and his sidekicks are duos cut from essentially the same cloth. The Fellowship of the Ring may have contributed the "fantasy races," elf-dwarf ribbing and all, but their mission is completely different and they're missing a few key players.

I've personally rejected the neo-Old School arguments to drop thieves ("Hey, everyone's a thief") or cleric-types ("Hey, no room for goody-goodies in Hyboria"). Only recently have I realized why.

In the first place, even taking both measures at once will bring you no closer to your Weird Tales utopia; you'll look in vain for all those pulp adventure stories featuring the sword-wielding barbarian and his wizard buddy. Drop the wizard PCs, and you'll have a true pulp adventure game (resembling perhaps Searchers of the Unknown). But it won't be D&D, or even T&T.

In the second place, the four classes are classics because they set up instant character conflicts within the party, but on a tame enough level that the party can still work together. To illustrate:

Silhouettes by Telecanter & myself
The fighter-wizard axis is the classic Kirk-Spock, Aubrey-Maturin, Narcissus-Goldmund alliance of opposites. Not all fighters and magic-users fit the stereotypes, of course. But the classes as developed in fantasy gaming tend to bear out the roles by making the wizard the combat-weak master of powerful but limited resources, and the fighter the more durable frontline figure.

The cleric-thief axis sets up moral debates and conflicts, encouraged by the altruistic nature of the cleric's gifts, and the acquisitive, loner nature of the thief's methods. I've had to express these in two ways because different play groups work differently with them. Some see the conflict as between the thief and the party (the labels in parentheses), others as seeing it as between the party and the rest of the world.

The moral axis may not work sometimes. It lets clerics and paladins be asshats by insisting on moral action detrimental to the party, and thieves and assassins be asshats by insisting on selfish action detrimental to the party. Things work out best, perhaps, when the thief advocates for the selfish and immediate interests of the party (as opposed to robbing sleeping companions) while the cleric advocates for the long-term moral interests of the party (as opposed to telling the truth to the Dark Lord's guards).

Perhaps these problems with the moral axis, or its suggestion that there is more than the looter ethos, leads some to reject its classes completely. I can't ... because that's not D&D. Despite all those problems, and implementation problems that persisted for twenty years, thieves and clerics nevertheless stuck around. I just don't see it as a positive to insist that the long-lived and very resilient party structure of the game is some sort of tumor that has to be excised to reach purity.

Contradiction 2 is coming up, and it leads in to my review and play guide for Tomb of the Iron God.

Saturday, 14 April 2012

Analog, Digital, Procedural

I haven't posted that much about my Tomb of the Iron God campaign - though I did share one memorable mini-game event. I have been reluctant because a) I'm not sure people want to read play reports, honestly and b) it's so tied into the Tomb that I really wanted to wait to the end to do a report.

That report is coming, but it will be more a review of the module and description of how I altered the Tomb for my playing style, than what the players did therein. And to get into that I need to talk about the three things I find useful in an adventure key, without the cliched and restricting terms "crunch" and "fluff".

Analog details: Descriptions in real-world language of the physical environment, serving three purposes: to set an atmosphere of immersion and discovery; to give hooks for player creativity as they interact with the surroundings, and to provide grounds for old-school rulings of the kind famously described in Finch's Primer. This can also extend to psychological descriptions of NPCs and their motivations.

"This room is a small domed natural cavern 10' high at its apex. Its walls are moist and caked with formations of off-white and beige limestone, while a layer of fine sand covers the floor. A crude gate of half-rotted oak logs lashed together with rope stands at the north exit, held closed by a twine latch on the inside. A patrol of 6 kobolds armed with clubs and throwing stones is resting here and telling stories. The troops are wary but led by a hothead, Kzitch."

Digital stats: Numbers and classifications in game terms, on which game procedures and rules can be based.

"The north door can be easily opened from the south side, but takes a door opening roll at -1 from the north side. There are 6 kobolds - a leader with 4 hp and five with 3,3,2,1 and 1 hp. Kobold: AC 13, +0 to hit, damage = club 1d6 or thrown rock 1d3 with 30' range, move 9, morale +2 if leader alive and present, -2 otherwise."

Procedural instructions:Directions for running the adventure in an if-then format.

"In this room are 6 kobolds including a leader. If they detect the party first, the leader will take 1 combat round to rally his wary troops, and then charge headlong. If surprised by the party, they will rush behind the gate and attempt to hold it against the party. If the gate is pushed by those on one side it will start to topple forward to crush those on the other side, possibly creating a shoving contest."

So, at one end of the descriptiveness scale is the minimalist kind of description found in the Stonehell or Castle of the Mad Archmage megadungeons. Statblocks are often dispensed with, you are lucky if you get hit points for the creatures, and the DM is usually left to provide details about the physical surroundings and play out the logic of the encounter.

At the other end is the maximal style of, say, Ruins of Undermountain, where everything and every contingency is described along all three dimensions in great detail, you get to know every hobgoblin's government name (I'm hardly exaggerating) and one room description takes up half a page to two pages.

I actually find all three of these elements useful, in the appropriate doses. It's good not to have to flip through a rulebook to find an armor class, and good to have some idea of the monster strategy. But there has to be some compromise, because I want the written material to be manageable and not stretch over multiple pages. Of these three, the one I can most easily come up with myself on the fly is the procedural, and the one thing I would most like to see is the analog.

You see, in Old School play ... fluff is crunch. The sandy floor, moist walls made of soft stone, composition of the gate, and disposition of the kobolds all can feed into the players' improvised plans and the DM's improvised rulings. Critics of "fluff" in adventure writing, already prejudiced by that term, call it unnecessary. Indeed, the prose need not be purple. But basic material facts about the structure of things are something I'd rather not have to improvise, even though I have done so many times running both Tomb of the Iron God and Castle of the Mad Archmage.

Friday, 13 April 2012

Ultimate Wilderness Encounter Table 2

Continuing the series ... Here's the table you prioritize if nature's dominant in the area.

The humans and demi-humans should be primitive and isolated. Creatures without a lair/range are just ambient in the water, not really suitable for hex-based stocking. Speaking of that ... my entry for One Page Dungeon is going to be a hex-stocked wilderness with a mini version of the encounter system, some cool features, and a number of possible challenges and scenarios depending on level.

Yes, there will be versions of this for tropical and arctic climes ... eventually.

Thursday, 12 April 2012

The Inviolable Fortress of the Player's Emotions

I hate boxed text in an adventure. I know a lot of you do. Others don't. But there's something special a writer can do with boxed text that's worse than pulling toenails. Sadly, I was reminded of that while reading the otherwise excellent Wheel of Evil adventure by Jeff Sparks. Let me explain.

I know a lot of DMs and adventure writers take seriously the commandment to engage as many of the reader/listener's senses as possible. Thus, in addition to seeing walls and ceilings with precise measurements in feet, the players should be led to hear the whistle of the dungeon wind, feel the dungeon sands underfoot, smell the dungeon dung and taste the dungeon luncheon.

Well, sensations are feelings, right? And feelings are emotions, right? So why shouldn't we describe the characters' rising gorge, crawling skin, or sense of peace and serenity? Why shouldn't it be OK to chase a short description of disgusting stuff with "A feeling of revulsion fills you as you view the scene"? To specify that you feel the malevolence of an area "deep down in your bones"? Or just write something like "this room smells foul and repulses you with its slimy aspect"? (All examples from Wheel of Evil, by the way.)

I'll tell you why not.
This has so many other uses than telling players how they feel.
Firstly ... The first thing you learn in Serious Writer Boot Camp is to show, not tell. Instead of writing "He felt disgusted" say "He wrinkled his nose" or "He turned away, holding his mouth." Or better yet - just describe the scene, subtly tweaking the descriptive language to communicate the point-of-view character's emotions. This is so easy to do with disgust in particular that there is absolutely no need to say anything about the player's or character's reaction. "A pulsing, ridged coil of glistening ochre paste, stinking faintly of sweaty feet, snakes forth with a gaseous hiss from the chapped orifice atop a slivered nipple of bone-white plastic..." Put you off your Easy-Cheese there, but you get the point.

Secondly ... As Craig Heir forcefully and concisely argued here, second person presumes the sort of emotional, bodily or sensory reaction the addressed person is going to take. This violates the mind and soul of your player-listeners, and doesn't respect their characters' special senses or reactions.

Shawn Merwin's excellent advice: use third person when writing descriptive text. This leaves it to the DM to translate this into second person, which is great in many ways. It lets the DM adjust for the special abilities, states or knowledge of the characters. And, basic presentation skills only improve when you go from reading text off a page to improvising from notes. Boxed text enables the stereotypical awkward middle-school dungeon master, monotonously reciting from behind the screen without eye contact. It's okay as training wheels, but fatal to any sense of spontaneity.

I don't mean to single out Wheel of Evil, which is otherwise a very cool, varied and inventive adventure. A while back I bought a CD including Bits of Darkness: Caverns, a play aid filled with creative and well-researched ideas about natural underground caverns. But then there's that encounter ... the one where your players are reminded of the horror of being so deep underground and the horror then invades the characters' minds (no magic, just spontaneous claustrophobia and boxed text) ... and they actually have to make a Will save to avoid running around like decapitated chickens.

What a blemish on an otherwise fine product! Make the players scared, I say. Have them lose their way, blow out their light, make them think the ceiling is about to cave in. Do anything, but leave alone the inviolable fortress of their minds!

Menagerie 2

The public domain-based menagerie download zip (rules and tools, right) just got updated with a bunch more silhouettes. As fun as kitbashing miniatures and less messy ...



I had a hard time with the ankheg and bulette until another trawl through the Phylopic site found me some base images that just needed a little carving and filling to do. The Kenku is a mix of Hokusai and Kuniyoshi parts, and the pose is characteristic of those artists.

Yes, we're dipping into the Fiend Folio and Monster Manual 2. I'm putting the humanoids into the "Evil" encounter page and the giant invertebrates into a "Weird" encounter page, and the weirdos need company. Not even Basic D&D and Runequest will be safe from the monster raiding ... and maybe there's a post in that.

Tuesday, 10 April 2012

Beaked Dogs

I don't know why it is that of all the random bits-and-pieces monsters you could make (rabbit-headed giraffes ...rhinos with butterfly wings ...) there seems to be something natural, almost inevitable, about the dog with a beak.

This no doubt comes from the unholy mental stew of Dwarf Fortress (where the "beak dog" is a thing) and Moorcock's hunting dogs of the Dharzi, as immortalized in the first edition of Deities and Demigods. 

A third, weird influence: the Montauk monster, often described as a beaked dog but in all likelihood a bloated, rotten raccoon with the face eaten away. How boring. Doesn't the government have a high-security research facility on Long Island? Haven't they been experimenting with ways to summon the Eternal Champion? Or at least communing with the Mad Archmage Xagyg?

Anyway, the inevitable part is this: the two animals most often domesticated by humans for hunting are the dog and the hawk. Put together the bloodhound's nose and the eagle's eye and you have a near infallible tracker. So then ... the beaked dog. Sorry, Fiend Folio, I do believe you can take your devil dogs back to the Drake's Cakes factory, and tell your death dogs, "Hey, more heads is not better."

Using the Old One-Armed Man protocol, we'll start them as a wolf, add a hit die for mutation and presto... Not quite as tough as the Dharzi dogs were statted up to be but then again, those had to be some kind of match for Elric.

BEAKED DOG
Armor Class: 7 [12]
Hit Dice: 3
Attacks: Bite, 1d6+1
Move: 15
Special: Tracking, No surprise

The beaked dog is a long-ago creation of the same mad wizard who cobbled together the much less useful owlbear. The race is now kept and bred for hunting by creatures of unusual tastes and appetites, as well as roaming wild across weird and trackless plains in packs of 2-12. Its keen hearing, smell and sight make it a near-faultless tracker (only 5% chance per mile of missing a scent or visual trail) and impossible to take by surprise. Because of the creature's rarity, beaked dog eggs, laid in clutches of 3-7, are worth up to 1000$ each.

Monday, 9 April 2012

This Is the Story of a Thing That Is Not a Story

Here's the difference between an immersive game and a story:

The persons in a story don't know they are in a story.  The persons reading it do.

So the person playing an immersive game shouldn't be aware of a story structure to his or her experience, either. The player should be focused on the play within the world, not consciously waiting for the big twist, the climax moment, or any of the other screenwriting-class crutches. ("Hey, GM, is this the part where they invade my safe space?")

Just like the experience of playing a tactical miniatures game, i've found the experience of playing a "story game" with mechanics aimed directly at narrative elements can be enjoyable, but is ultimately somewhat "cool" in all senses of the word. It sticks a critical, self-aware distance between the players and the characters. Perhaps this is what some people want ... but to me it comes off a tad insecure.

Embrace character identification! It's our hobby's dark, dorky secret. Hell, I'll even let you wear elf ears to the table if that helps.

These thoughts have come up as I preside over the wrapping up of our Tomb of the Iron God game. Instead of a big, climactic mastermind fight, there have been a number of tense moments, revealing areas, and epic battles, and the party is currently debating how many loose ends to tie up in the dungeon before moving on. C'mon ... you know you want to fight the Eater of the Dead ...