Showing posts with label Game Design. Show all posts
Showing posts with label Game Design. Show all posts

Monday, January 9, 2012

Wandering Monsters and GNS

So, Fr. Dave's startlingly acute insight into the role of the Wandering Monster Table got me to thinking (an aside: this is at least the second post that comes from thinking about something that worthy said).  Basically, what FD did was take a mental step to the side and look at the concept of the Wandering Monster from a new light.  In the comments, I noted that his particular shift of POV made me think of yet  another.  As I walked around on my afternoon constitutional, I thought more about this and it occurred to me that here is a place where the GNS Theory (which I never hear discussed anymore) might be useful.

I have always had a troubled relationship with Wandering Monsters in Ye Auld Game.  I honestly didn't even understand the idea when I started playing and ignored it.  Later, I began to understand the idea, but seldom used it because something about it bugged me.  I didn't have the conceptual tools to understand why it bothered me; it just did.  It is clearer now to me that my problem has something to do with how one answers the question, "Why are these 2d6 Skeletons wandering around here?"

When you look at early dungeons, it is pretty clear that the answer to the above questions is something like, "Because that's a decent encounter for this level of the dungeon."  It is an implicitly Gamist concept, in which monster Hit Dice are related to Dungeon Level, and the whole thing has to do discouraging dawdling and noisy war-bands.  That's not to say that one could not provide some in-game rationale, but any such rationale would be an ex post facto invention on the part of the Referee and not the intent of the encounter.

That's what truly irritated me about Wandering Monsters because I was, in the GNS Model, a determined Simulationist, trying hard to play in a world that felt "real".  I wanted to know why it was skeletons, why it was 2d6 of them, and why they were on this particular level and not another (you couldn't even appeal to idea that monsters stick to levels where they won't get eaten by something tougher, because skeletons don't really have any sense of self-preservation).  I wanted a Table that was specifically designed for each locale instead of the endless supply of Giant Rats and Hobgoblins.  But trying to put those together was so much work that I usually just gave up entirely.

Now, what strikes me a so damn clever about Fr. Dave's idea is the way it promotes a Narrativist agenda for the Wandering Monster Table.  And, yes, I wrote that precisely - it makes the Table itself a player in the game, with agency, and a say in the unfolding narrative.  This point-of-view makes it explicit that there is a non-Gamist answer to my question, but still requires the Referee to flesh it out.  These might be the only 2d6 Skeletons in the dungeon, or in the world, and if they are destroyed, there aren't any more.  Unless, that is, they come up again on the Table, at which point some intriguing narrative is surely unfolding: are the skeletons unkillable, rising up again a few hours after being destroyed?  Is there an enthusiastic necromancer just ahead of the party, practicing his art to keep them delayed?  Are the skeletons the unquiet remnants of living monsters killed by the party, chasing them for revenge?

I don't know, but suddenly the whole enterprise seems so much more interesting to me.

Friday, January 6, 2012

How Does AD&D Suck?

The other day, the estimable Jeff Rients made a near-perfect little haiku of a post: What Part of AD&D Sucks the Most?  With a mere 39 words, he conjured a gigantic debate that sprawled out to 72 posts at the time I write this.  As a writer marked by prolixity, I admire anyone who can inspire such thought with so few words.  This post was originally to be a comment on Jeff's blog, but given the vast number of existing comments, as well as my own need to be more verbose than commenting easily allows, I make it a post of my own instead.

In my comment to Jeff, I said this:

Damn! That's hard. Like...maybe impossible to answer hard. I'm tempted to go "Other - Percentile Strength", but I have to think more. Certainly, the way Level Limits and spell components were handled kinda sucked, as did segments in initiative.

Man. And yet I loved that game for a long time.

Reading the later comments, I began to see just why I found this question so difficult. Like any good piece of writing, there is more than one thought buried in Jeff's question. There are at least two: which ideas sucked (rationale) and which implementations (rule) sucked?  These can be very different questions with very different answers.

The hottest topic in the comments related to Demi-Human Level Limits and I read most of them as saying that the implementation sucked. The idea behind it is generally agreed to be something like "to provide a weakness to demi-humans to balance out their advantages viz a viz humans" or "to provide a rationale as to why demi-humans don't rule the world". Most commenters had no issue with the idea and, indeed, suggested various alternate implementation that would suck less. I'll note, in passing, that both a commenter named Timrod and Jeff himself appear to have the absolute converse opinion: that the rule is a wonderful implementation of a completely different rationale. They are alone in this so far as I can tell.

The analysis holds true for most of the other suggestions. No one really opposes ideas such as grappling rules or initiative, but rather the implementations of them. A few exceptions: I think the objections to gender-based stat restrictions and training to level up is an opposition to the idea itself. One might expect someone to object to the idea of psionics, but I haven't seen one (nor, obviously, would I agree with it, but it would be a fair opinion to hold). I'm not sure if the objections to Weapon vs. Armour Class are calling the rationale or the rule sucky. Alert, hypothetical, long-time readers of this blog know that I find the idea of Weapon vs. AC very good indeed and have laboured long and hard to find an implementation that suits me.

What does all that mean? Well, it explains what seemed such a paradox to me: why did I love a game that sucked so much? The answer is that, by and large, it was specific rules I disliked and not the underlying ideas. And for a person who likes tinkering, "fixing" mechanics is not necessarily a bad thing to do.

Finally, my thinking confirms for me that I choose Percentile Strength as my suckiest part, but I had to think hard why that was. The thing is that a lot of the sucky rules are so damn easy to ignore that they hardly even count in my book. Did the grappling rules suck? Sure did, but I never met a person who even bothered to read them twice. You could easily forget they existed and get on with the game. Ditto gender restrictions and helment rules et. al.  But Percentile Strength was so in one's face. It was not buried in the middle of the DMG; it right up front in the PH where every damn player would see it at CharGen. You couldn't ignore it. You could house-rule it out, but that's not the same thing. And the implications of it, as others noted in the comments, were profound for changing the perceived need for "good stats".

All that said, I still think this is another example of a sucky implementation and not a sucky idea. If the idea is "to provide for a privileged relationship to Strength for Fighters", then I have no problem with that. Both Spellcraft & Swordplay and Castles & Crusades provide nice rules to address that idea. However, I have to say that my favourite is something I cooked up myself, which was cut from Under the Dying Sun only because I chose to go with One-Roll Combat. If I ran another game with more standard combat I would use this idea: anyone gets a bonus to damage from exceptional Strength, but only Fighters get a matching bonus on the "to hit" roll as they are trained to use their strength to its best advantage. I think that's a rather elegant rule.

Tuesday, December 13, 2011

Magic in the Enchanted Isles, Part 1: Introductory Materials

In my initial post on Wizards, I may not have emphasized one of the key appeals to me.  Just like the name says on the box, the game is about playing a wizard.  It really doesn't take much more than that to interest me.  I see a number of posts on rpg.net from people who want "historical" games with no magic.  Not me; I want magic (in it's broadest sense, which includes psychic powers and super-powers and Jedi and whatnot) in every game I play.  Two of my favourite books of all time are A Wizard of Earthsea and The Dark is Rising, both of which are about boys who find themselves to be magical (my other favourite is A Princess of Mars, which would be only that much better if Burroughs hadn't lost interest in the telepathy part of the story early on). And more than just being a wizard, in Wizards you get to choose whether to be a Wizard, a Sorcerer, or a Druid.  That plenitude of magic was just irresistible to young me and remains so to old me (also part of why I loved Stephan Michael Secchi's The Compleat Enchanter and even more loved his Arcanum).

Thus, while I could approach this project in lots of ways, working on the magic is the natural place for me to start.  My jumping off point will be what we learn from the board-game on each Magical Order and then start extrapolating from there.  I'm also going to start playing around with some ideas for mechanics.  I should mention that I'm very undecided on the system I want to use, but two are calling to me at the moment:

  1. Some iteration of Ye Auld Game (probably Spellcraft & Swordplay) + the magic of my beloved Arcanum
  2. Runequest II/Legend
The appeal of No. 1 should be fairly obvious.  The appeal of No. 2 is two-fold: not only do Combat Maneuvers rock at providing a "warrior alternative" (to quote an old article about an entirely different game), but it has great, distinct magic systems that could really handle differentiating the Orders.  So, for now at least, my thoughts on mechanics will be for both systems.

My biggest goal is to figure out a way to distinguish the various magics from each other in both cause (which the game sort of does) and effect (which it barely does at all).  Regarding the former, the game gives us some information in the Introduction, a tiny bit more in the spell lists, and some implicit suggestions via the advancement mechanic.  Regarding that last one: Wizards uses a simple, level-based advancement, in which you accumulate three different types of experience points: Knowledge, Power, and Perception.  Each of the three Orders prioritizes one of these types of XP and requires that for advancement.  These points have no other effect in the board-game, as expected, but I want them to be more meaningful in this rpg-version.

Post-script: Yeah, I said that the next post was going to be about my previous experience rping in the Enchanted Isles.  I'll probably get back to that later, but it isn't, maybe, as interesting to anyone else as I had initially thought.



Wednesday, December 7, 2011

Kill the Cleric, Keep the Paladin; or Measuring Classes by Characteristic Function

Many moons ago, back when the OSR was convulsed with whether or not the Thief class had any business being in the game, I declared a policy of Keep the Thief; Kill the Cleric.  That particular debate seems to have been rather settled now, with Thieves pretty comfortably ensconced in Ye Auld Game once again and I have been pretty happy without Clerics.  And then Fr. Dave and Roger the GS have to go muddying the waters again.

First, Fr Dave points out that the concept of the Biblical Prophet makes a good model for the Cleric.  Then, Roger picks up the idea and runs with it.  And it's all sounding pretty darn good if you happen to run a game in which there is some kind of good deity who gives miracles to his chosen ones.  Which isn't appropriate for a lot of the more Sword & Sorcery approach that a lot of the OSR favours, but I think Fr. Dave has shown how you can get the two to mesh if you want.

All of this made me remember what I was doing right before I killed the poor Clerics.  I was rather down on them, but hadn't yet erased them from existence when I started the Onderland Campaign and I had a player who wanted to run one.  So, I made a rather simple little change that worked wonders for me: I changed the name from "Cleric" to "Champion" (I chose Champion, incidentally, so that I could still use the abbreviation "C").  Having made the name change, the idea followed:

Certain individuals feel the call of the Higher Powers and dedicate themselves to becoming holy warriors for their chosen cause. These people are Champions. Examples include the original Knights Templar, the historical Assassins, the literary Paladins of Charlemagne, and the more romantic notions of the Round Table Knights. Their modes of action may differ – some Champions seek to convert the unbelievers, others attempt to aid the faithful (sometimes, even the unfaithful), whiles still others see themselves as defenders of some institution or ideal. 
A 1st level Champion is a person who feels that they are called by some Higher Power to embark upon a life of crusading. Upon reaching 2nd level, their calling is verified by the acquisition of miraculous abilities (divine spells). Thus, Champions can only be aligned with Law or Chaos, the two powers of the cosmos. Only humans can become Champions; other species lack the peculiar crusading zeal of humans. 
While some Champions are ordained priests, many are not. Conversely, the vast majority of priests are Normal Men. Champions appear from all walks of life: peasants, merchants, and kings. While many Champions join an order of like-minded peers, they need not do so.

My model was obviously medieval, rather than the Biblical, but the idea of the Champion is pretty similar to that of the Prophet as Fr. Dave and Roger are discussing (which is not me claiming any precedence or anything; they have done a much better job of it anyway).  I realize now I should have mentioned Joan of Arc in my description for a variety of reasons, such as illuminating the gender opportunities and providing a great example of a Champion who is at cross-purposes with the clergy.

What I still don't like about the Champion is the matter of clerical spells.  There is something conceptually off-putting to me about clerical spells.  It feels wrong on a gut level.  But, more than that, it feels wrong on a game design level.  To illustrate that, I'm going to engage in some analysis of class design in YAG.  What I'm analyzing is characteristic function; that is, what the class does that defines it.  How I'm going to analyze it is by measuring the characteristic function in two ways: variety and frequency.

Let's start with the Fighter.  In plain language, his characteristic function is hitting things (usually with weapons, but not always); that is his raison d'être from a design perspective.  Although one may hit something in a variety of ways with a variety of means, the Fighter's function nevertheless is low on the variety scale; it's all, essentially, of a kind.

The Wizard's characteristic function is to make magic (generally, though not exclusively, by casting spells).  And the essential nature of magic in YAG is that it is totally and completely incoherent.  What I mean is that you can't reduce YAG's spell lists into any kind of neat and tidy order.  It is what frustrates every attempt I have ever seen to render the spells via an effects-based (and thus logical) mechanic.  Spells do so many different things in the game and Wizards get access to them in no logical order.  Even spell level is a kludge at most: Charm Person is a ridiculously powerful spell that remains ridiculously powerful throughout the game.  Sleep is equally, if not more effective at 1st level, but quickly loses most of its utility in an adventuring environment.

It might not be too much to say that the Wizard's function is to be varietous; in any case, we can safely say that his function measures very high in that area.

But, when we turn to frequency, the tables are turned.  Wizards are severely limited in the number of times they may use their spells; they are similarly limited by scrolls, wands, etc.  Fighters, on the other hand, can theoretically hit things all day long.  There are some common-sense limits to that, of course, and Hit Points provide a sort of practical limit (assuming the thing being hit can hit back), but, in theory, the hitting can go on forever.

So the two classes, Fighter and Wizard, measure on the extremes of the two scales being used.  This suggests that one way to design a third class would be to have one that measures near the middle on both scales.  That's not the only way to do it, but if you crave symmetry in design the way I do, it makes sense.

Traditional Clerical spells certainly fit somewhere between Wizard spells and hitting things on the variety scale, being much more limited in scope than sorcery, but wider than the Fighters options.  Still, I think they hew closer to the Wizard than is symmetrical.  And they are, depending upon the edition you play, at least as limited in frequency as Wizards.

But leaving the Cleric where I had already consigned him, we come upon his successor, the Paladin. As I wrote in that original post, "I’d argue that the role [of the Cleric] is so nebulous that even Gary and folks didn’t get it, because the Paladin came about very quickly and that class is much more aligned with Archbishop Turpin and the Knights Templar and whatnot."  When I wrote that, I was advocating dumping Clerics rather than using Paladins, but now I'm reading it differently.  The nice thing about the Paladin is that his powers are less varietous than the Wizard's spells, but can be used more often.  The bad thing about the Paladin as written, is that he has no real characteristic function, being more of a Fighter-Plus than his own thing.

But we don't have to go that way.  Look at Roger's One-Sheet for Priests and substitute "Paladin" or "Champion" or "Prophet".  And things begin to look mighty symmetrical to me.  Also, notice the beauty of Roger's Abjure Evil ability.  I think that is the best iteration of Turning that I have ever seen, being infinitely more representative of the source materials (Peter Cushing never disintegrated any vampires with his cross in the films I saw) and subtly asking the Referee to think I a bit about his world (what constitutes an "evil being"?  It will vary from campaign to campaign and that's good).

Finally, it occurs to me that all of the above may have even wider application.  Because if you are hewing to the measurements I have used above, nothing actually requires that your third class be a spiritual warrior.  On the one hand, many iterations of the Thief fit into this scheme just as well (more characteristic variety than the Fighter, but less frequency, albeit due more to practicalities than game mechanics); but, on the other hand, so could something like a Jedi (somebody posted a B/X Psychic Knight class, once; I thought it was JB, but I guess I misremembered so no link).  And nothing says you can't have all three - Thief, Champion, and Jedi - in your game.  That's still symmetrical, so it's cool.

Wednesday, November 30, 2011

Gaming In the Enchanted Isles of Avalon Hill's Wizards (Part 1)

Avalon Hill put out the board-game Wizards in 1982, which would have been a year or two after I started gaming.  I have no idea how my Mom decided to get it for me as a Christmas present, but it was probably one of the best she ever got.  After RISK, Wizards is surely my most-played board-game (with The Awful Green Things from Outer Space and the mini-game Saga coming somewhere after).  Wizards was the first board-game I had ever played that had both cooperative and competitive play: everybody is trying to get the MacGuffin and drive off the Bad Guy, but everybody wants to be the one who does it.  

But more explanatory of it's appeal to me at the time was the flavour of the game.  That link above to BoardGameGeek has a pdf of the rules booklet; if you've never seen it, check it out and see what I mean.  The setting is a sort of combination of Tolkien Middle-Earth, Le Guin's Earthsea, and...something.  The Designer's Notes make it clear that they (a husband and wife, maybe?) thought of the game as some kind of magic, poetic ritual in-itself, which, whatever you think of that, gives the game part of it's unique charm.  It also means that the game is full of detail and colour that is absolutely unnecessary to playing it as a board game, but which tend to make the wheels in the head of a role-player start turning.

For example, the game board is composed of eighteen hex-tiles (6x6) that are randomly placed at the beginning of play.  Six of these are Common (i.e. human), six are Elven, and six are Magic.  You really don't need to know anything about these territories, by and large, and yet each one gets a paragraph write-up in the booklet, such as:

Elven Territory VI - Woodland
Here dwells the the Elflord Finrel, wisest of all Elves, with his Elflady Vawn, the Spice of the Islands.  Together, they sustain the Richness and Fertility of the land. The Wise Woman Hamdrel, who favours all woodland dwellers, keeps close ties with these Elves and encourages their Life-giving Magic.

Aside from obvious Tolkien riffs, note also that those portentous capitalizations (Richness, Magic) are as written.  Also, remember that nothing in there matters one little bit for purposes of playing the game as written.  Even the incredibly boring human places (so boring that they are officially termed "Common Territories", rather than "Human Territories", get little details:

Common Territory II - Woodswall
When these Men began to mistrust the woods, where the Elves tended to dwell, they built walls between the woods and their towns.  Due to these walls, the Men of Woodswall have been forced to look outward to the sea.  They have become great fishermen, knowing much of the waterways.

Those three sentences have a lot of compressed back-story in there that could be mined for ideas if one wanted to do something other than just play the board game.  Why did Men begin to distrust the woods?  Are there Elves in the woods near Woodswall now?  Were there then? What's the state of relations between the two today?  

Another example.  There are seven High Wizards in the game, who are definitely of the Tolkienian angelic variety and, Saruman-like, one has become evil, or, as the game terms it, a False Wizard.  I love that term, by the way; although you could take it to mean simply that he is false i.e. untruthful, I prefer to think it means that a real Wizard is, by definition, a servant of the Good Power and that the traitor has made himself a fake.  I think JRRT would approve of that. Anyway, in game-play, the High Wizards are just encounters that can do stuff for you and it really doesn't matter whether you meet Ishkatar, Aevarex, or Elekov (except in the end game it matters if you meet the False Wizard).  Yet, each High Wizard gets a unique staff design (check out the box cover above for two of them) and an evocative description in the book.  I mentioned three of them above, so here are their write-ups:

Ishkatar - Wise Lord of the High Wizards, possessor of Knowledge and Understanding, seeing and hearing hidden things, Ishkatar is the greatest of all beings who inhabit the Enchanted Isles. 
Aevarex - Righteousness, Truth, and Purity are the source of the wisdom of Aevarex, fairest of the High Wizards, Healer of Harms. 
Elekov - Elekov the Mighty.  He is unsurpassed in the wise use of magical powers and honours the strength of even the humblest objects.

Finally, I have to mention the amazing art, all by one of game's designers, which the Designer's Notes say isn't just intended as illustration, but as window into the world (pretentious, perhaps, but not inaccurate).  I don't have the useful software these days to clip out pictures from the book, but go check out that link and look at Sorcerer's Spell (p13), the Doug Henningesque Wizard in Telepthy (p15), or The Elflord's Revenge by the Power's of Finrel, Hispan, and Havor (p17).  Like the style or not (I largely do), it does, in fact, give you a window into the setting.  I love, for instance, that skull-cap on the sorcerer.

I haven't even discussed the Task Cards yet, which give a lot more information on the setting, but I think the point is clear enough: Wizards oozes a certain flavour which would go well with role-playing (the chocolate to rpging's peanut butter, perhaps).  That's certainly how it felt to me back then and is surely one of the reasons I played the game so often, because the game-as-board-game has some serious defects.  

Most notoriously, it has a very draggy end-game in which the characters, who have spent the whole game to the this point sailing all around the Isles, performing Tasks, suddenly stop moving and just pick cards and/or roll dice to try and get the MacGuffin together, then do the same to try and take the MacGuffin home.  I can recall getting very frustrated many times by having my character stuck outside the Sacred Circle, trying to roll the number I needed to get in and hand the damn WMD to the High Druid, who supposedly wanted it, but can't be bother to get off his arse and step outside to get the thing.

A less obvious deficiency, and maybe one that wouldn't exist for pure board gamers, is that the abundance of flavour is tied to mechanics which don't support it.  All that cool stuff I spoke about above, which is nifty but doesn't impact play, doesn't even work in play sometimes.  The one that always irritated me were the three Magical Orders.  Early game-play involves the characters trying to be initiated into one of the three Orders, each of which is given a very distinct origin and spin: the Wizards  learn from the angelic High Wizards and seek Knowledge; the Sorcerers learn elemental Arts originally taught by the evil Dragons and seek Power; and the Druids seek to recreate the magic of the Druidic race, a virtually extinct people born of Humans, Elves, and High Wizards who sought Perception (incidentally, this implies the High Wizards of the Enchanted Isles are not the essentially-sexless manikins of Tolkien).  

Now all that is cool, except that whatever Order you join, you still learn the same damn magics. There are three Movement spells (Boat Summoning, Swiftness, and Transporting i.e. Teleportation) and four Encounter spells (Animal Summoning, Demon Dispelling, Dragon Taming, and Escaping, which last is surely the less used spell in the game, doing nothing much of interest).  True, each Order does get one Special spell at Rank Four (the highest Rank and the beginning of the end-game), but both the Wizard's Telepathy and the Sorcerer's Gem Summoning do pretty much the same thing (give the player a chance to get a piece of the MacGuffin).  While Wizards, Sorcerers, and Druids get a little variety in when they acquire the spells and at what strength (Druids can Demon Dispel sooner, while Sorcerers get more range on Boat Summoning), it's not much and by Rank Four there isn't any real distinction left.

So, what is a poor gamer to do in such a situation?  Well, let's talk about that in our next, enthralling installment.

Sunday, November 27, 2011

The Blood of Belshazzar as a Sword & Sorcery RPG Premise

Sword & Sorcery is experiencing a bit of a comeback in rpging these days.  I've mentioned two very excellent games previously: Barbarians of Lemuria and Jaws of the Six Serpents.  Thulsa has done some amazing Hyborian Age conversions of classic adventures, such as Shrine of the Kuo-Toa and Vault of the Drow, as well as some well-regarded original works, such as The Spider-God's Bride and Song of the Beast-Gods (neither of which I have, but intend to rectify that soonishly).  And that's just the tip of the sword, not including the mood among the OSR that now leans toward S&S scoundrels and highjinks and away from the Epic Fantasy heroes and grand destinies.

But S&S as a literary genre does present some problems for gaming.  I'm speaking here of what might be called "the high end" of the S&S protagonist spectrum; that is, those stories that are about powerful, capable Heroes (in the original, Hellenic sense of the word).  This is as opposed to those protagonists who congregate about "the low end" of the spectrum; that motley assortment of ne'er-do-wells and crooks who populate the thieves' quarters of the imagination and who, one might say, descend from Clark Ashton Smith's Satampra Zeiros (spiritual father to D&D adventurers everywhere), rather than Robert E. Howard's King Kull of Valusia.  

It's relatively easy to find a gaming premise for this second sort and, indeed, most of the OSR has rediscovered it: a bunch of desperate chaps face magic and monsters in pursuit of loot.  The former group is trickier.  Imagine trying to play a game where you have King Conan, Elric of Melnibone, and Kane the Killer as your party.  Fascinating, yes, but what the hell do they do together?  Whatever they decide to do, they do not meet in a tavern and decide to bash the local dungeon for profit.

One solution is to drop the idea of "the party" as the part of the protagonist in the literature is more usually a one- or two-man show.  Conan never called for a cleric and Fafhrd and the Mouser are pretty-much a three's-a-crowd act (except Oort the Mingol, I guess).  That's fine but pretty much requires losing most of your players (assuming you have a regularly-sized group). And it still doesn't actually give you a premise.

Thus I was struck the other day as I read, for the first time, REH's The Blood of Belshazzar, originally published in 1931, but which I read in the excellent Lord of Samarcand and Other Adventures Stories of the Old Orient.  I consider myself a Howard fan, and have read all the Conan, Kull, and Solomon Kane stories, but I had never read any of his Oriental Adventures tales; a situation which I have gladly changed.  The Blood of Belshazzar is actually one of the weaker stories in the collection; a not-too gripping murder mystery which does not even have the advantage of The God in the Bowl's giant snake.  Which may show, once again, that literary merit is not identical with gaming merit, because it seems to me a wonderful premise for a "high end" S&S game.  

Without going into too much detail, the story is set within the lair of a notorious bandit chief, who has collected together the worst of the worst as his lieutenants.  None of them trust one another, but all try to retain the good graces of the chief for one reason: the lust after the fabulous gem he owns.  Howard writes:

"How do you hold supremacy over these wolves?" asked Cormac bluntly. 
Skol laughed and drank once more. 
"I have something each wishes. They hate each other; I play them against one another. I hold the key to the plot. They do not trust each other enough to move against me. I am Skol Abdhur! Men are puppets to dance on my strings. And women"--a vagrant and curious glint stole into his eyes--"women are food for the gods," he said strangely.
The story of the gem is perhaps the high-light of the tale and the thing is described in terms startlingly reminiscent of the One Ring in Tolkien:
"Then Belshazzar's lords entreated him to throw the gem back into the sea, for it was evident that it was the treasure of the djinn of the sea, but the king was as one mad, gazing into the crimson deeps of the ruby, and he shook his head. 
"And lo, soon evil came upon him, for the Persians broke his kingdom, and Cyrus, looting the dying monarch, wrested from his bosom the great ruby which seemed so gory in the light of the burning palace that the soldiers shouted: 'Lo, it is the heart's blood of Belshazzar!' And so men came to call the gem the Blood of Belshazzar. 
"Blood followed its course. When Cyrus fell on the Jaxartes, Queen Tomyris seized the jewel and for a time it gleamed on the naked bosom of the Scythian queen. But she was despoiled of it by a rebel general; in a battle against the Persians he fell and it went into the hands of Cambyses, who carried it with him into Egypt, where a priest of Bast stole it. A Numidian mercenary murdered him for it, and by devious ways it came back to Persia once more. It gleamed on Xerxes' crown when he watched his army destroyed at Salamis. 
"Alexander took it from the corpse of Darius and on the Macedonian's corselet its gleams lighted the road to India. A chance sword blow struck it from his breastplate in a battle on the Indus and for centuries the Blood of Belshazzar was lost to sight. Somewhere far to the east, we know, its gleams shone on a road of blood and rapine, and men slew men and dishonored women for it. For it, as of old, women gave up their virtue, men their lives and kings their crowns. 
"But at last its road turned to the west once more, and I took it from the body of a Turkoman chief I slew in a raid far to the east. How he came by it, I do not know. But now it is mine!" 
Skol was drunk; his eyes blazed with inhuman passion; more and more he seemed like some foul bird of prey.
It is my balance of power! Men come to me from palace and hovel, each hoping to have the Blood of Belshazzar for his own. I play them against each other. If one should slay me for it, the others would instantly cut him to pieces to gain it. They distrust each other too much to combine against me. And who would share the gem with another?
The plot kicks into gear as our protagonist enters as a new lieutenant, the bandit chief is killed, the gem disappears, and all hell breaks lose.  

I think that this would make a fantastic starting point for a game, providing a shape of what stories could be told, but giving the players fairly free reign to take that story wherever they wish.  Do they team-up and try to keep the gang together, perhaps establishing themselves as true political powers in the region?  Do they play the other villains (including, potentially, the other PC's) off one another?  Or do they bring the whole situation crashing down in blood and fire and ride off, laughing, into the night?  And, as each PC would have his or her own reasons for being there in the first place, the players and GM both would have this great stew of motivations, both complementary and conflicting, with which to play.

You needn't be restrained by the device of the gem - anything could serve as The Most Fabulous Thing in the World.  I'd be tempted to do more with foul rituals hinted at by Skol in his likening of women to food for the gods (if this had been a Conan tale, I'm pretty sure that Howard would have done so too).  Maybe the Thing is occult knowledge and what the PC's learn might set the stage for the next phase of the campaign.

Anyway, this is the sort of thing I think could work wonderfully well for games that aren't trying to do Ye Auld Game.

Sunday, November 20, 2011

Part of an Idea for a d20 Mechanic

I really, really like Greg Stafford's core mechanic for King Arthur Pendragon.  It is both a universal d20 mechanic long before such became desirable and also a brilliant simplification of his own percentile system from Runequest.  As logically intuitive as percentile is, it's also way too fiddly for me: I can't believe that I need a game system to differentitate between a 52% chance to do something and a 53% chance.  KAP's system breaks it all down into 5% which is just right for me.

There is only one drawback to going from d100 to d20, which are the neat tricks you can play with criticals and fumbles in a percentile system.  Again, the native BRP idea isn't for me; it's intensely displeasing to my aesthetic to have a mechanic where you want to roll either high or low.  But there are other, niftier methods; my favourite is Unknown Armies' one of calling doubles that roll under as crits and doubles that roll over as fumbles (I have blogged about this before).

Obviously, you can't do this with a d20.  I think KAP's native system is that you crit when you roll your score exactly (my games are all still packed away from the move, so I can't check).  That is nice in one sense, since it maintains the blackjack mechanic of wanting to roll high, but, as a flat 5% loses any distinction between someone who is barely adequate scoring a crit and one who is highly-skilled.  I was thinking of how to change the odds a bit and, to do so, found myself putting all skill ratings into one of five broad bands:


  • Poor = 1-5
  • Not Good = 6-10
  • Good = 11-15
  • Great = 16-20
  • Super-human = 21+

The ways to get a critical success would be:

  • Poor = no crits (you stink; just try not to die).
  • Not Good = crit when you roll your rank.
  • Good = same
  • Great = crit when you roll your rank-1or your rank.
  • Super-human = same (but recall that you add the amount by which your rank exceeds 20 to all rolls).

Now the crit thing is nothing earth-shaking in of itself.  But coming up with the five types sort of seems clever to me as it addresses my number one problem with Runequest, KAP, and most other skill-based games: long stat blocks.  At the sacrifice of some detail, you could actually drop the base stats and just use the average for each type, plus the actual median, like so:

  • Poor = 3
  • Not Good = 8
  • Average = 10 (or 11; both are slightly wrong so just pick one)
  • Good = 13
  • Great = 18
  • Super-human = 23

Notice two things here. First, the averages map quite nicely onto the stats for BRP or, indeed, Ye Auld Game.  3 is piss-poor and 18 is the best you can hope for as a human.  Second, and less obviously, I think what I just did was translate the Moldvay/Cook unified modifier scheme from YAG to KAP.

When writing a stat-block, you could therefore assume that any ability is at Average and only mention the others.  Getting you something like this:
Ogre (STR 18, CON 13, INT 3, Claws 13)
That's still more involved that YAG (who's simple stat-blocks remain an almost Platonic ideal), but it's a helluva lot better than you usually see.

Friday, November 11, 2011

On Attributes in Game Design

Of late, my gaming thoughts (such as they are) have been turning to my old Sword & Sorcery game, Swords of Fortune.  I started working on this game an Epoch or two ago; I'm not precisely sure when, but the last play-test draft I have up is dated October 21, 2008, which, if I can still do basic arithmetic, is like 30 years ago (that draft, incidentally, can still be found here).  I was really hot on this game for some while and S&S remains one of my favourite things in the cosmos.  I abandoned it because I felt that there were at least two better S&S games that came out between my beginning work and October 2008: Simon Washbourne's Barbarians of Lemuria and Tim Gray's Jaws of the Six Serpents.  Both are excellent, excellent games that do a fantastic job at delivering the S&S experience.

And yet, here I am thinking about Swords of Fortune again.  Tentatively, to be sure, yet I think I may still have something a bit distinct to add to the ludic pot.  As time goes on, I find that my Misfortune mechanic remains interesting to me and stresses things that neither of the other games does by default.  Also, I think my discussion of the literary genre has some value.  So, I'm playing with taking up the old gauntlet again.

Yet, if some mechanics seem to retain value, others don't.  And the one that just doesn't sit well with my anymore is Attributes.  As it stood three years ago, every Hero had six Attributes: Sword, Shield, Tome, Tower, Crown and Cloak.  The first of each alliterative pair is an active attribute (physical, mental, social), while the second is reactive.  Thus, one would use the Sword attribute to attack people or lift heavy objects (active physical) and the Shield attribute to avoid getting hit or withstand the effects of drugged wine (reactive physical).  I used to think that this set-up was the bees-knees - logical, symmetrical, full of kallos -  but it no longer sits so well with me.  

Which brings me to the actual subject of the post, that is, the nature of attributes in game design. One of the oppositions in attribute-design is between Standardized and Free-Form.  The first is by far the most common and dates back to Ye Auld Game.  I'm not sure when the latter debuted (although it might have been Robin Laws' Over the Edge from 1992).  The strength of Standardized atts is that you can always compare character's relative abilities and know who is stronger, faster, or whatever.  And, in theory anyway, you know what things are important to the game: if Social Status is an att, then presumably social status is important to this game.  The strengths of Free-From atts are less easy to explain; they allow the player to create a character that more precisely meets their idea and avoid the abstraction that inevitably occurs with Standardized stats by letting you say exactly what you mean.  Practically, they seem to encourage a lot of creativity in players.

The drawbacks are the inverse of the benefits.  Standardized atts cannot measure anything that falls outside their parameters; in YAG, for example, you can measure strength and dexterity, but there is no way to measure your hatred for the Six-Fingered Man.  Free-Form atts excel at that, but it can be impossible to compare relative abilities (how do you know how strong someone is if they don't have an attribute called "strength"?).  Also, they can create a kind of paralyzation if the player doesn't have a strong idea of the character in mind from the get-go.

I think a less obvious distinction, but one of equal importance, is between what I will call Denotative and Connotative atts.  Yeah, I just made those names up because I've never seen anyone address this idea.  Denotative atts have a kind of one-to-one correspondence with the world: Strength measures active physical force which can be brought to bear, for example.  Denotative atts are suggestive: one could find all kind of uses for an att called "Tough Old Merc". Another way to look at this is that Denotative atts are statically defined by what they measure (cause), while Connotative atts are defined by what they could do and that definition is an evolving one (effect).  "Tough Old Merc" might measure professional experience, physical state, weapon's training, social status, and on and on; indeed, the nature of Connotative atts is that you keep finding new uses for them (it frequently becomes a game within the game).

Most games with Free-Form atts allow - in fact, encourage - Connotative atts.  They suggest that "Strong as a Bull" is preferable to "Strong", but "Bull of a Man" is preferable to either.  And most games with Standardized atts assume that they are Connotative; even if they allow for a relatively broad use for any att, they assume that there are some clear uses for the att and that's that. Charisma in YAG may be the poster-child for this latter case; no one has ever been sure what exactly it measures, but whatever it represents, it helps with reactions, hiring retainers, and morale.

This second distinction is thus usually lost within the first, but it need not be.  Returning to old Swords of Fortune, you might see that the atts were clearly standardized, but they seemed to drift a bit between being Denotative and Connotative.  And maybe that's were I'm finding them less satisfactory now than I did some years ago.  Or maybe it's just that no one ever put any points into the Cloak att because I could never really say what it was good for.  Either way, I feel that I might be able to add something meaningful in this area.

Friday, April 15, 2011

Head-Smack on Critical Hits!

The loyal, hypothetical reader may recall my wrestling with Critical Hits and Special Maneuvers in Under the Dying Sun.  In my last go, I decided that having an event occur on both a roll of box-cars and a roll of 15+ was all just too much and needed to pick one or the other.  In the "end" (by which I guess that I mean the end of the post), I chose box-cars as both simpler and more psychologically satisfying.  But I was sorry to give up the opportunity for better fighters to have an increased chance of special events.  There it stayed for the last few months.

Until I was prowling around on rpg.net, looking at a thread about various ways of using 2d6 in FATE.  Marius B suggested in this post that when rolling 2d6 against a positive target number (as opposed to the default FATE method), you had the opportunity to allow special events when rolling doubles that beat the TN.

Bingo!

That was the missing piece.  I can keep the simplicity and psychological appeal of box-cars, while still opening up the opportunity for better combatants to increase their chance of a Critical Hit.  Since the target number in S&S is a "11", the odds are that only double-sixes will be a hit.  But, with a net modifier of +1, you could also get a crit from double-fives; a net modifier of +3 would add double-fours; and so on.  You could add the matching piece about fumbles when you miss with doubles, but I have decided not to use that here as it would mean that 99% of folks have a better chance of fumbling than hitting; the lands under the Dying Sun may be harsh, but not that harsh.

As I mentioned in that thread, this is a real head-smack moment for me as I have long admired the way in which Tynes and Stolze's Unknown Armies implemented this idea in a percentile system over a decade ago and blogged about using it not too long ago (while forgetting to credit UA).  Sigh.

Anyway, that makes the relevant section in UtDS as follows:


Combat Results
During each of the three Combat Phases (Melee, Missile, and Sorcery), everyone making an attack of that type makes a Combat Roll with varying results:

Roll is snake-eyes: Fumble
Roll is 10- : Miss
Roll is 11+ : Hit
Roll is box-cars or a Hit made with doubles: Critical Hit

Fumble
If the attacker is using a weapon made of natural, non-metallic materials, it breaks.  The Referee should feel free to apply other results; for example, he may rule that Artifacts also break on a fumble or perhaps just run out of power.

Miss
Um...miss.

Hit
The degree of success indicates base damage done.  This is modified by the weapon’s Damage Multiplier.

Critical Hit
A Critical Hit results in one of two effects: Automatic Hit or Special Maneuver.

Automatic Hit - if the attacker had no chance to roll 11+ due to modifiers (from Weapon vs. AC, opponent's Defense, etc.), he still hits on box-cars.  This hit counts as a Combat Roll of "12"  i.e. the degree of success is 2.  This means that everyone has at least some chance of hitting any foe.

If the attacker has no need for an Automatic Hit, then he can choose a Special Maneuver:

Break Natural Armour/Shield - if the foe’s armour and/or shield if made of natural materials, it breaks and becomes useless.  If both armour and shield are susceptible to this effect, the shield will always break first.

Extra Damage - the weapon’s Damage Multiplier increases by one.  A Tiny Weapon goes from x ½ to x1, a Small Weapon goes from x1 to x2, and so on.

Wound - the opponent must roll on the Wounds Table (which usually happens only if reduced to 0 or less HP).  This Wound is always temporary.

Knock Down/Back - the foe stumbles back a few feet or falls down.  He needs to use a Half-Move to stand up or lose all Defense.

Disarm - the foe’s weapon goes flying out of his hand.  He must use a Half-Move to draw another weapon.

Stunning Flurry - a flurry of disorienting blows that forces the foe to make an INT Throw or lose his next turn.

Deadly Display - the character's display of martial prowess is so intimidating that the foe must immediately make a Morale Throw.  This is only useful against NPC's as player characters never make Morale Throws.

Thursday, April 7, 2011

Do You Need an Illusionist Spell List?

Every once in a while, someone at rpg.net will post to the long-defunct thread "101 Days of RC D&D".  This was a pretty beloved thread - which is why it is frequently revived - and one that was responsible for more than one person's return to old-school gaming.  I know that I had been making moves in that direction, but participating in that thread really catalyzed a lot of my thoughts on the subject.

Anyway, I was thinking about something I had posted to that conversation regarding elven magic.  I was suggesting some ways to make elves - actually, I think that should be "Elves" - a bit distinct from human wizards - OK, "Magic-Users" - without really mussing with the rules too much.  My two ideas boiled down to making Elves nature magicians and giving them Druid spells OR making them creatures of glamour and giving them Illusionist spells.  Of those two, I was much more intrigued by the second, since the tree-hugger elf has long uninterested me, while scary-fairy-tale things still compel my attention.

I never got around to making that elven illusionist list of spells, but the idea has continued to interest me.  I might have done so for my Onderland Campaign, except nobody has played an elf so it wasn't needed.  But I was also held back by a nagging unhappiness with illusionist spells.  And the problem was basically this: when you come down to it, aren't all illusion spells just different applications of the same spell?  Unlike the MU spells, which involve all sorts of effects - from conjuring balls of flame to Jedi mind tricks to summoning demons - illusionist spells could be pretty much summarized as...well, creating illusions.

Some time later, I began to become intrigued by the second edition era Birthright setting.  Birthright had all sorts of things wrong with it, in my opinion, but it did some things right, and one of those was evoking a medieval sense of Faerie.  And the best book in the line on that topic was Blood Spawn, which was a totally inappropriate name, since it was about creatures of Faerie (called "the Shadow World" in Birthright) rather than creatures of the Blood (which was a whole...eh, let's not get into it).  Anyway, Faerie is presented as place of constantly shifting appearance and every intelligent being in Faerie has an ability called "Seeming" which allows them to manipulate that reality.  At low levels, this is essentially illusion, but at higher levels the line between appearance and reality is lost and one can effectively order around the world to one's desire.

This, to me, is exactly what faerie glamour is supposed to be.  In my mind, the basic implementation in YAG would be that Elves in the mundane world have inherent powers of illusion - making straw seem to be gold, grass seem to be a feast, and goblins seem to be human babies.  As they grow more powerful, these glamours attain more reality.  And in faerie places, they are effectively total reorderings of reality.

But then I look at the various iterations of illusion spells and see that Audible Glamour is different from Phantasmal Force is different from Massmorph and so on.  And I think that maybe this really doesn't model what I'm thinking.  So here's an idea I have been playing with:

Faerie Glamour
Frequency
In the mundane world, an Elf may cast one glamour per day per level, although his ability is unlimited in frequency when in Faerie (if using the standard spell-casting system.  I need to come up with alternate rules for Spellcraft & Swordplay and other games that use a casting roll).

Affect
At 1st level, the Elf can create an illusion that affects one sense.  This need not be the same sense each time; he could make an illusory light at one point (a will-o-the-wisp) and then make wholesome milk smell curdled the next.  The Elf can affect one additional sense for every three additional levels (4th, 7th, etc.)

At 13th level, the Elf can affect all five senses, at which point he is effectively reshaping reality.

Glamours do not disappear if touched or disbelieved.  Someone who touches an illusory snake and feels nothing there is free to draw his own conclusions, but the snake does not go poof.


Duration
At 1st level, the Elf's glamour last for five minutes.  The duration doubles at each additional level, so that they last for almost half-hour at 5th level (80 minutes).  At 13th level, glamours are of indefinite duration and last until the Elf dies or the glamour is dispelled.


Damage
Although the Elf can seem to injure someone with his glamours at quite low levels, these seeming can not do any actual damage.  Anyone subjected to an illusory attack makes the appropriate Save (depending on what system you are using).  If the Save succeeds, the subject believes himself to have avoided the whatever it was; if the Save fails, the subject takes damage as normal depending upon the attack (a sword, a fireball, etc.), but all of this illusory damage is recovered as soon as the glamour is dissolved and the subject has a chance to recover.

However, as the Elf advances in power, his glamour achieve more and more reality.  At 4th level, 20% of all damage done by a glamour (minimum of 1 point) acts like regular damage for purposes of recovery (however that works in your game of choice).  This increases by an additional 20% for every three additional levels (meaning 100% at 16th level if any Elf should be so fortunate as to rise to that height).

Obviously, this needs more work.  As much as I like the more laissez-faire treatment of spells in older D&D, illusions just seem to call for a bit more guidance.  For example, there may be a need to describe area of effect (I don't think a 1st level Elf should be able to make an illusory mountain).  I probably need some method of adjudicating the distraction effects of illusions.  But still, the idea appeals to me more than the standard illusion spells.  Has anyone ever done anything similar?

Wednesday, April 6, 2011

Ability Scores in OD&D: Use 'Em or Lose 'Em

The central idea of character generation in D&D is picking up some six-siders and rolling some stats.  This act is so central to most of our thinking that it sometimes comes as a surprise how meaningless abilities are, by and large, in the original iteration of that game.  That abilities have become more and more mechanically important over later iterations only reinforces the notion that stats matter.  But when you look at the LBB's, abilities do only two things: a high score in a prime can give an experience bonus and Charisma affects the maximum number of hirelings. And that's about it.  No modifiers to melee or missile combat; no modifiers to armour class; no modifiers to Hit Points.

[The estimable Sham has rightly pointed out that I got a little carried away here.  Abilties in the LBB's do more than that.  For the record, here's what they do:

  • Low or High score in Prime Requisite modifies experienced gained (from +10% to -20%).
  • DEX 12+ gives +1 with missiles, while DEX 9- gives -1.
  • Very high (15+) or very low (6-) CON adds or subtracts 1 from each Hit Die.
  • Most interestingly: all CON scores in between those extremes affect what will later be called "survival shock", from 40% at CON 8 to 100% for CON 13+.
  • CHA establishes the maximum number of hirelings (from 1 to 12) and high or low score modify their loyalty base.  I'd note here that these later modifiers are far and away the largest in the game - CHA 18 gives a whopping +4!
  • Finally, the text suggests some other uses but does not codify or explain them.
    • STR "will aid in opening traps" (?)
    • INT allows addtional languages to be spoken (but doesn't explain how many)
    • DEX "will indicate...speed with actions such as firing first, getting off a spell,. etc. (but, again, no mechanics.  I assume that this is where Holmes got his initiative rule)
    • CHA (perhaps most famously and certainly most amusingly) "is usable to decide such things as whether or not a witch capturing a player will turn him into a swine or keep him enchanted as a lover....charisma will aid a character in attracting various monsters to his service."]

I have no idea if the original crew ever thought that was strange - why is it so important to roll CON if it doesn't do anything?  I have to assume something like that went through the minds of Gary et.al. as Supplement I: Greyhawk quickly added to the mechanical meaning of abilities.  And a scant few years later, the Player's Handbook increased the role of stats to an almost overburdensome level (I never used all the mechanics associated with abilities such as "system shock" or maximum spells per level).  As James M. discussed recently, it is rather amazing to see how far things had come in the Dungeon Master's Guide, the last piece of the AD&D trifecta, with the discussion given to various dicing methods to produce superior abilities (or, as I like to call it, "cheating").

But let's go back to the original game for a minute.  The increased importance is certainly one valid way of dealing with the largely irrelevant abilities, but it isn't the only way.  I have often considered taking the alternate route: eliminate abilities altogether.  "Heresy!", you say.  "Is it even D&D then?", you ask.  Well, maybe so and maybe not.  The very intriguing Platemail presents a strong case that rolling abilities isn't a sine qua non of Ye Aulde Game.  What have always been the really meaningful stats in D&D are Class and Level and it's perfectly reasonable to say that anything else is needless complication.

One objection to this line of thought is that all characters of like Class and Level will look too much alike i.e. have no meaningful differentiation.  That's certainly the attitude that later iterations in general - and WD&D iterations in particular - have taken, as well as one I see expressed with some frequency among what, for lack of a better name, I have to call "new schoolers".  But I don't buy it.

My experience is that no assemblage of abilities, skills, feats, talents, etc. serve to differentiate characters any better than simple, imaginative investment in the character (and often does so much less well).  I'm saying "imaginative investment" rather than "role-playing" in part because it makes me sound smarter, but also because "role-playing" is too restrictive a term, implying as it does a kind of Method Actor regime.  Imaginative investment can be that, but it doesn't need to be.  You can invest some imagination in a character even if you always refer to him in the third-person.  Imaginative investment often occurs during play in reaction to particularly notable (often absurd) events, such as when Bob the Fighter manages to miss every single shot with his bow and ends up being nicknamed "Hawkeye" and the butt of jokes for many an adventure.

I risk digressing too much here, so I'll hope I expressed my point clearly enough.  Because it was made in order to suggest that eliminating abilities might well provide even more opportunity and incentive for imaginative assessment than would otherwise be the case.   If I want to play the game, and don't just want to treat it as a war-game, moving chits around the board, there's an implicit encouragement to come up with something to distinguish "Level 1 Fighter" from every other "Level 1 Fighter".

Emphasis "might well provide" because I have never had the chance a game without abilities.  But I'm eager to give it a try.  And if any of my loyal, hypothetical readers have done so, I'd love to hear how it went.

Monday, March 28, 2011

From Hit Points to Luck Points?

It's amazing how admitting that you have nothing to say let's you think of things unsaid.  Perverse that.

I have been reviewing the rules of Under the Dying Sun as I may get a real live group to play soonish.  And I came across this: "Hit Points are an abstract measure of vitality, ability to withstand pain, defensive skill, and luck."  Nothing new or earth-shaking there, but that's actually kind of the point.  Hit Points have always been abstract, but that is one of the most overlooked parts of Ye Auld Game's system.  I mean, they are called hit point, for Gary's sake; obviously they represent how many hits you can take!  Right?  And that's why we have the crazy stuff about high-level guys shrugging off arrows, becoming immune to a knife in the throat, and easily surviving falls from high place.  Ah, the arguments in Dragon magazine back in the day; how I miss ye.

As I mull this over in my head, I think that the name may be a large part of the problem.  So what if you called them something else?  What if you called them, for example, "Fortune" or "Luck Points"?

You get this:

Luck Points are an abstract measure of vitality, ability to withstand pain, defensive skill, and good old-fashioned luck.  At the conclusion of combat, all characters who still have at least 1 Luck Point regain half of those lost in the bout (rounding down). Thus if a character takes a total of 5 points of damage, even if from different opponents, he regains 2 points once the fight ends and he can catch his breath.

Characters fall unconscious when they drop to 0 Luck Points or less and suffer from a Wound.

That's from the section on Injury & Death with the appropriate substitutions.   And I rather like it.  Instead of saying, "You are all out of hit points; you're dead", you could now say, with some brutal understatement, "Your luck has run out; you're dead."

On the other hand, that terminological shift might be a bit too much for some players.  Hit Points are a fairly intrinsic piece of the game's history.  God knows how much the shift to ascending Armour Class bothers some people.  Hmn, something to think about.

Tuesday, November 30, 2010

Rethinking Damage Multipliers

As promised - more combat mechanics for Dying Sun.  As long-time readers will doubtless recall, Dr. Samsara thought he was damn clever in figuring out how to handle differently-sized weapons in his One-Roll Combat system.  I had initially thought to have a simple addition or subtraction to the base damage for Large or Small weapons respectively.  In the comments, the estimable Mark Krawec reminded me of Over the Edge, where weapons had a type of damage multiplier instead.  I really liked that and came up with a simple table:

Tiny Weapons multiply base damage by 1/2
Small Weapons multiply base damage by 1 (i.e. no change)
Medium Weapons multiply base damage by 2
Large Weapons multiply base damage by 3
Huge Weapons multiply base damage by 4

I was really pleased with the simplicity of that.  I carried over from the earlier (separate damage roll) version that Large weapons imposed a -1 to the Combat Roll from unwieldiness.  And done was done.

Except when it isn't.  I'm finding Large weapons to be a bit frustrating in practice.  Let's do one of my famous long and drawn out analyses.  The analysis involves one guy with a Medium weapon (let's say a sword) and one with a Large (let's say a battle-axe)


Both guys get a Combat Roll of 11.  The sword-guy does base damage of 1 x 2=2 points of damage.  It's was a weak hit.  The axe-man in this case misses, because his roll is penalized by 1.  OK, fair enough so far, I guess.

Now they each roll a 12.  Mr. Sword does base 2 x 2 = 4 points of damage.  Capt. Axe is modified down to an 11 and so does base 1 x 3 = 3 points of damage.

When they roll a 13, things finally even out.  The swordsman does base 3 x 2 = 6.  The axe-dude modified down to 12, does base 2 x 3 = 6.

From this point on, the axe-guy is doing more damage.  On a 14, the sword does 8, while the axe does 9.  On 15, the sword does 10 and the axe does 12, and on a 16, the sword does 12 and the axe does 15.

The key here is that it is very difficult to roll a 15 on 2D6.  You have to have some substantial modifiers, which would basically come from pretty high levels.  During low- and mid-levels, you would be lucky to get a 12.  Which, when add in the penalty for not being able to use a shield, makes using a Large weapon pretty much a losing bet at those levels.  The central question:

Is that a problem?

The answer: I'm not sure.  It feels somewhat problematic.  Maybe just because I've been staring at it for too long.  But the germ of this actually came up in a sideways manner when a player asked if he could do Large-weapon damage using a Medium-weapon in both hands.  I was stumped. 

If "yes", then why ever bother to have a Large weapon, if a Medium one gives you the flexibility?  Furthermore, my rationale for levying the penalty to the Combat Roll (unwieldiness) seems weird if using a nice, balanced, not awkward medium-sized weapon in two hands.   But eliminating that penalty would only exacerbate the uselessness of the Large weapon. 

If I say "no" instead (which is what I did in this case to keep the game moving), that feels strange.  The guy tossing aside his battered shield and gripping his sword in both hands to cleave his foe from stem to stern is a part of the genre.

What to do (if something actually needs doing)?

I have thought about falling back to some version my original idea: Large weapons give a bonus to damage.  I had proposed a +2, which, when you factor in the -1 to damage from the penalty to the Combat Roll, is effectively a +1 to damage.  I'm thinking now that maybe that should be upped to +3, for an effective +2.  Why?  Well, that balanced better with the loss of 2 to Defense from not having a shield and means that I could say you get an effective +1 if you use a Medium-weapon in both hands (i.e. if using a two-handed weapon, it makes more sense to use a weapon designed for it, but there is still a benefit to be had).

That's okay.  But I still don't like where that takes me with Small weapons.  Since they don't affect the Combat Roll, to make things symmetrical I would have to give them a -2.  I guess that fairly captures the d4 damage range they have in most versions of YAG, but it shifts the odds way off-kilter so that they basically always do 1 point of damage (i.e. you have to get a roll above 13 to do more than 1).  I really don't like the sound of that.  I could stick with halving on Small and addition on Large, but - dammit - that's so inelegant.

Then I started thinking more (as aside, this usually happens when I wake up at 3.00 am and can't sleep).  I could steer away from the damage aspects altogether and find another way of differentiating weapons of different sizes.  Reach, for example.  Maybe Large weapons all strike first, followed by Medium, and then Small.  That doesn't suck, but I really, really like the simultaneous nature of melee in the game as written so far (and totally stolen from the estimable Calithena, with acknowledgment).

I started coming up with some rules about relative lengths interacting.  That Large weapons get an advantage against Small weapons until the Small weapon guy gets in close, in which case the penalty flips and now the Small weapon gets an advantage.  That's attractive in that I have often wanted to have a system show the advantage of using a dagger in close quarters, but it really goes against the abstract nature of YAG's combat; for RuneQuest, it's fine.

And that's where I am.  Maybe I should forget this entire line of thought?

An Idea for One-Roll Combat for Percentile Systems

I mentioned previously that I have recently gotten ahold of the new Runequest II and have been quite favourably impressed.  The most notable "wow factor" is probably the Combat Maneuvers; I was impressed enough to be inspired to do something along those lines for Under the Dying Sun.   I reread the book again over the holiday weekend (note for non-Yanks: we celebrated our Thanksgiving holiday last Thursday, making it a four-day weekend for most) and found subtleties to the system that I hadn't see before.

But that never stops me from changing things up.  It's what I do.  The idea that popped into my head was to do a One-Roll Combat System, along the lines of the one I came up with for Dying Sun.  I call it one-roll in that "to hit" and "damage" are both factored into the same roll; there are frequently several rolls required in RQ so this term isn't completely accurate.  But good enough.  Oh yes, I do know that there is the thing called the One-Roll Engine.  It doesn't work for me.  It just doesn't, so don't suggest that I check that out. 

Before I present the idea, I think a bit of background maybe in order.  RQ's percentile system is a type of black-jack system, where you want to roll under your skill number, but still roll higher than the other guy.  It's only implemented sometimes, but it's what the core of the system is (or should be).  Thus, in an opposed contest of whatever sort, if both actors make their roll, whoever rolled the higher wins.  This means that having a higher skill value not only gives you a better chance of success (one is more likely to roll on or under 70% than 35%), but also a better chance to make the higher roll (a roll of 60 is a success for the guy with 70%; the guy with 35% can't beat that roll at all except in the slight chance of a critical hit).

Unfortunately for me, RQ has never implemented that core idea as elegantly as I would like.  This particularly irks me in the cases of critical successes, which are achieved not by rolling high, but by rolling low (10% or less or your base chance).  Is that a bad mechanic?  No.  But it's so aesthetically unpleasing and we all know how important that is to me.  So, in addition to making a one-roll, I also want to drop that "roll high except when you want to roll low" business.
That all said, here's the basic idea:


The tens-die tells you how much base damage you have done.


Our first guy from above has "Sword & Shield" at 70% and roll a 27; his base damage is 2.  Had it been 57, his base damage would be 5.

What I like about this idea is that it plays on the blackjack system: you want to roll under your skill, but as high as you can under that.  It also continues the hidden benefits of having a high skill as the more skilled guy can get better base damage than someone less skilled; if you only have a 35% in "Sword & Shield", you can never get more than 3 base damage.

In this system, each weapon would have some sort of damage modifier that works off of the base damage.  I don't know exactly how I would set-up the modifier: whether it is a multiple (as Dying Sun is for now (hint, hint)) or just a straight plus/minus.  Whatever it is, is doesn't involve rolling dice (since that would defeat the point of the whole exercise).

With this idea, the quality of the roll effects the quality of the success.  And frankly, you could leave it at that, but RQ has always had the idea of critical successes.  I have two thoughts on this, one simpler and one that does plays better with the RQII system.  The first idea is a simple critical hit/miss system:


A success that is a doubles, doubles the damage.  A failure that is doubles is a fumble.


So, back to our two foe men.  The guy with 35%, can get a critical success on rolls of 11, 22, and 33, with the resultant base damages of 2, 4, and 6 respectively.  His opponent with the 70% skill, gets a critical on rolls of 11, 22, 33, 44, 55, and 66.  On that later roll, he would do base damage of 12, which is pretty hot.    But if he had rolled 77, 88, or 99, he would have fumbled (and RQ has always had fun with fumbling).

I have to be honest, I find calculating 10% of a skill on the fly somewhat difficult.  Yes, that may be pathetic, but it is what it is.  So this idea makes me happier.  Plus, what we get again is that the higher the skill, the better the chance of getting a critical success, the better the quality of the critical successes, and the less chance of getting a fumble.  That later one pleases me as I have also never cared for RQ's fumble calculations either which is roll low, but not too low, but not too high either".

What we don't get here is a clear blackjack mechanic.  Does that matter?  I don't know; I kinda like this doubles thing.   But we also don't have Combat Maneuvers here, so one might change the idea so as to say that rolling doubles makes critical success and drop the doubling of damage thing as that is folded into the Maneuvers system.

Maybe once we finish this DC Adventures game, I'll try out RQII with these rules.

Tuesday, November 2, 2010

Back in September, I posted about my dissatisfaction at the asymmetry of the my Psychic Combat Modes.  In play-testing the other day, a thought hit me: most of the physical combat rules assume that you are using deadly force, but all of the psychic combat rules are based on that assumption.  The one really big difference is that there is an option for non-deadly physical fighting i.e. grappling.  So, perhaps a psychic grappling might serve as the solution to my aesthetic dilemma?  Instead of doing direct Ability-damage, like the other Attack Modes, a successful psychic grapple would freeze you into inaction.

What I particularly like about that option is that as normal grappling is STR-based, I can make psychic grappling CHA-based and fill that one missing slot.  Kallos, baby!  The grappled guy has to make a CHA Throw to escape, just as the wrestled guy has to make a STR Throw.

Of course, there are still some details to work out.  In physical grappling, the attacker has the option of squeezing the victim on subsequent rounds to do damage or to throw the victim.  Should mental grappling have the same options?  Although it sounds dangerously asymmetrical, my instinct is to say "no", but I'm not quite sure why.

Another thought is the applicability of the mental grapple.  This touches on a subject that has been bothering me for some while: should there be some kind of Attack Mode that works against the non-psychics?  YAG provided for that possibility (through some ridiculously complicated rules).  I decided against it fairly early on and was working from the idea that having psychic sorcery was, potentially, as much burden as benefit, because it opened you up to the possibility of psychic combat.  And I still like that idea.  

But, something else that came out of play-testing brought this up again.  You will doubtless recall my struggles over Scorpion Man benefits and drawbacks.  One of the ways that I have addressed that is that I have removed psychic potential from the Akrab.  They are now the only playable species that can't have sorcery.  That was a suggestion from Drew and make so much sense I kind of had to wonder why the hell I hadn't thought of it.  The alien bug-men have different brains that the humans?  Shocker.  But, going back to the past paragraph, that isn't as much of a drawback as it might seem because it makes them invulnerable to psychic combat.

So, I'm considering making psychic grappling the one Mode that can affect anybody.  That then brings up another consideration.  The Psionics of YAG had it that every psionic would get the Empty Mind Mode.  So should Mental Grapple be the automatic first Attack Mode that all sorcerer's get?  Or do you just take your chances?

Hmn.

Thursday, October 28, 2010

The Mind-Saber: An Elegant Weapon For a More Civilized Age

Inspired by this wonderful thread on rpg.net of re-imagining Star Wars if the original movie was the only canon -  i.e. exactly what you did from 1977 to 1980 - I present this little Artifact from under the Dying Sun.


Mind-saber
The Mind-saber appears as a tube of metal covered with electrode touch-points.  This Artifact only works in the hands of one possessing psychic powers; it is simply a hunk of metal to anyone else.   If a psychic holds the device with a bare hand, he may focus his sorcery into the tube, which creates a shimmering energy-field resembling a sword-blade.  Various tubes produce blades of various colours and lengths and no one has any idea why.

The Mind-saber is amazingly responsive to the psychic’s thoughts, allowing even a physically-frail individual the potential to be a combat force.  The wielder of the Mind-saber may use his CHA to modify his Combat Roll, rather than his STR.  Furthermore, the ‘saber can be moved with such ease that it also provides a Defense equal to the user‘s INT Modifier.  The “blade” slices through objects with unnerving ease and is extremely harmful.  It has a Damage Multiplier of x3 and the following modifiers vs. Armour Class:
AC 0: +4
AC 1: +3
AC 2: +2
AC 3: +1
Should the wielder lose contact with the Mind-saber, it will shut off.  No one has ever been able to figure out why a psychic cannot project his mind-force across space into the weapon, but it only functions when in physical contact with flesh.  In addition, because the weapon feeds off of the user’s psychic power, anyone wielding a Mind-saber suffers a penalty of -2 to all sorcery rolls, including using Disciplines and Psychic Combat.