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Showing posts with label Musings. Show all posts
Showing posts with label Musings. Show all posts

Thursday, May 24, 2018

Goodbye and Good Luck



Well some of you may have noticed this blog has been down, restricting access for some time.  For various reasons I've decided to step away from the OSR and the tabletop gaming web community - possibly permanently. Part my decision to withdraw is personal, I find myself with insufficient time and desire to write about games but I also have the sense that the 'OSR' scene this blog is devoted to has become a rather disgusting place where crass commercialization is strangling a formerly creative amateur community, and where destructive 'alt-right' views are becoming increasingly prevalent, even among some of the more significant publishers in the community.  This isn't to say that there aren't still wonderful creatives and writers within the OSR community, and that I don't consider many of those I've met there real friends.

My longtime favorite Dave Trampier piece from the 1st edition DMG
To put it another way - the OSR isn't fun for me anymore, and as such I will be officially shutting this blog down.  I've been asked to maintain the site as an archive for others to use, and will do so - though I'm shutting down the comments.  I still appreciate that the blog's many readers have enjoyed it over the years and I've enjoyed comment discussions, but don't wish to keep up with trimming the spam.

So Goodbye and Good Luck, thanks for reading.

- Gus L.

Monday, March 5, 2018

Balance, Challenge & Antagonism when Running Dungeons & Dragons


D&D Cartoon Dungeon Master - pretty friendly
CHALLENGE RATING AND D&D AS A CONTEST:

The concept of Challenge Rating in D&D, a means of balancing encounters can detract from open world, location based, sandbox play - even if it is useful for tactical combat focused games.


The 5th Edition of Dungeons and Dragons has a system I find strange coming from playing earlier editions almost exclusively - the Challenge Rating ("CR").

It may seem odd, but I've never run a game where I tried to determine numerically if a combat encounter would be too dangerous for my players - this isn't to say that adventure design shouldn't require some consideration of enemy strength compared to that of the party, but really it's not an issue that older editions obsess too much on, even if it is treated as an absolutely core system to newer editions of Dungeons & Dragons. I fear that the reliance on a mechanical system to assure "balance" and "fairness" both shows a corrosive distrust of the Game Master and encourages a less open more competitive style of play.

It appears Challenge Rating started as a concept somewhere in the mass of publications that was D&D's 3.5 edition, but in 4th edition it really became a key component of Encounter Design, which itself assumed a place of prominence rather then being a small subset of Adventure Design.  It's also easy to see why Challenge Rating in 4th Edition Dungeons & Dragons, and 3.5's offshoot Pathfinder, became such a profoundly important, and useful, element of running the game.  3.5 and 4th Edition are mechanically complex games where the locus of play (a term I use frequently to describe the type of play where the players are most engaged and which takes up the most time at the table) is tactical combat.  Combat encounter design becomes the focus for most GMs in these editions and games, as it is designed to be, and CR functions as a useful set of tools to provide the balance that the highly tuned, but straight-forward, combat mechanics require to make the combat encounters both challenging and potentially survivable.  4th Edition CR rules create "XP budgets" to build and modify encounters from a selected list of pre-designed (or built and modified via templates) foes, each with a combat role that adds complexity to combat encounters and defines their tactics to the GM. 

While it's popular among some who play older editions and styles of D&D to wring hands or complain about this style of play and the need for or usefulness of a CR based combat encounter construction system in 4E and Pathfinder, it's worth noting that these GM facing systems make sense for the game being played - a complex tactical combat system about direct grid based confrontation with fantastical creatures. While, no matter the system, a good GM or designer will always want to have some idea about how an encounter or string of encounters might deplete player resources, the more complex and mechanically defined those resources are, the more systems for checking if an encounter or adventure is properly challenging for players becomes useful - especially when the goal of a play session is combat, sidestepping other resource draining activities (puzzles, negotiation) as quickly as possible to assure adequate time for complex combats.  As the game itself puts it:

"[T]he D&D game is a series of encounters. Encounters are where the game happens—where the capabilities of the characters are put to the test and success or failure hang in the balance." 4th Edition Dungeon Master's Guide Deluxe. (2008, James Wyatt) pg 34.
 
It becomes clear that combat centered gameplay within the matrix of scene based adventure design can be a choice, and the designers of D&D's 3.5 and 4th editions chose to build a system whose mechanics supported this style of play.  Yet it's equally worth noting that in doing so they chose to remove or sideline other aspects of the game that made up a large amount of play in earlier editions.  This transformation of the game also has effects that go beyond mere mechanics and change the duties and conception of what a good Game Master should do and bring to the table - and they do so in a way that has the potential to be disastrous for games where the locus of play isn't tactical combat.

Saturday, January 27, 2018

Fighting Goblins in a Creative Wasteland

D&D's Goblins Started Dull
Recently Cecelia D'Anastasio of the relatively mainstream web publication Kotaku published a long piece on the subject of Fighting Goblins in Dungeons & Dragons, and how it is "The Worst".  I don't disagree with her that the sort of tedious back and forth of melee attacks until the inevitable conclusion where the victorious party of adventurers stands atop a pile of dead goblins she describes is "The Worst" of tabletop gaming, and agree that the reasons she identifies describe the problem fairly well:
  • Annoyance at a mundane direct conflict and head to head combat where the opposition does not and can not bring complex tactics to the fight and where because of their perceptions about the enemy the players don't feel risk or excitment. 
  • Boredom and frustration created by a the lack of notable or intriguing elements about the monsters to make them wondrous, interesting, exciting or compelling. 
The problem D'Anastasio identifies is thus complex and two-fold (at least) both diegetic (relating to the story or narrative and how it's told) and mechanical (relating to how the gamified rules and procedures of combat function). In D'Anastasio's game, and many others I suspect, a goblin encounter is both boring and frustrating because there's nothing interesting to learn about goblins or the setting from the encounter and there is no risk or tension in the encounter.  This first problem is the one D'Anastasio provides a prescription to and her prescription, like her diagnosis is fundamentally right, but doesn't go very far.  D'Anastasio suggests that the GM "combine the cliched combat encounter with any of those other things [puzzle-solving or story development, discovery]".  This creative impulse is good, but might not get one very far as long as "goblins" remain two-dimensional known quantities that present no threat but can only be encountered in combat.

Thursday, December 28, 2017

Gold for Experience in 5th Edition D&D


Classic David Trampier from the 1e
The Dungeons & Dragons 5th Edition Dungeon Master's Guide is a odd book, much like the 1st Edition AD&D guide it is a scattered confluence of ideas, suggestions and game-able content.  Unlike some past guides it seems more interested in offering play options and setting variety to Game Masters, rather then creating the one true setting and manner of playing D&D. 

This is perhaps the strongest aspect of the 5th edition brand - that makes motions in the direction of creativity and setting variation which some earlier editions refused to.  Perhaps starting in the late 80's - early 90's as TSR released setting after setting, the idea embraced in the earliest editions of the game that each table of players and Dungeon Master should create their own world (I'd argue collaboratively), was abandoned and D&D products seemed to push an orthodoxy with settings defined and each setting deadened by reams of officious petty rules and mechanics. For example, the Spelljammer boxed set (a 1989 setting about fantasy space and space faring on magical sailing ships) spends little time offering up the sorts of strange and fantastical setting ideas it's core conceit promises, glossing over some great ideas in favor of complex rules about orbits and star types that seem more appropriate to a hard sci-fi game like Universe or Traveller.  5th Edition doesn't make this mistake, or at least it hasn't yet, and while I may critique its efforts at producing adventures for their devotion to the terminally bland Forgotten Realms setting and heroic fantasy, the Dungeon Masters Guide at least suggests Dungeon Masters design settings that vary greatly and offers some rules to aid in creating settings in 'mythic fantasy' (classical antiquity/mythology), 'epic fantasy' (even more high powered and magically focused),  'wuxia', 'dark fantasy' (Ravenloft effectively), 'mystery', 'intrigue' and 'swords and sorcery'.  Sometimes rules are even offered up by the Dungeon Master's Guide to suggest how to better run these different sorts of campaigns.

The last category of 5e settings, "swords and sorcery", is largely a description of how earlier editions of D&D played (or perhaps were intended to play) - at least in my experience.  Informed by the novels of Vance and other 30's - 60's pulp writers, this fantasy is a bit grim, and darkly humorous with heroes that are only slightly more impressive then normal men (or less in the case of Cudgel the Clever), who largely seek their own advancement and survive mostly by luck and their wits.  The world is dangerous and uncaring, and if these sorts of wandering heroes become involved in an epic quest it is only by their own decision, a curse or accident.

The Little Brown Books or "White Box" are the first edition of Dungeons & Dragons - presenting a simple and somewhat muddled set of rules that almost compels a 'swords and sorcery' style setting and game (at least as the 5th edition Dungeon Master's Guide defines swords and sorcery) because the combat mechanics are high lethality, power levels flat and the exploration rules encourage caution and the accumulation of treasure rather then seeking combat.

Friday, May 26, 2017

A Swords and Sorcery Setting - Part 1



 I haven't ever really bothered with applying about Swords & Sorcery elements as setting building blocks.  Here's an attempt.  At some point the This is the World PDF may be followed by This is You, These are Your People, and This is Your Fate.  Which will contain rules for character generation, a faction/town/quest system and very short combat rules based on my HMS Apollyon rules. Don't hold your breath though.

THIS IS THE WORLD

The Sky is red at midday; light has gone out of the world, long before your unprophetic birth. In the thin light the grain grows slow, a meager harvest before the ice storms come.  Sometimes the rain is a torrent of blood or a cascade of frogs - a boon to the village, but too much salt and iron is bad the soil.

Iron is rare; the earth mined clean of useful metals so your tools and weapons are carved of bone or red oak, chipped of obsidian and jade or hammered from old soft copper.  Iron is power and steel a myth that rust in the ruins of the ancients among those lesser imperishable metals of grey or green that only grow brittle or burst into flame in the smith’s fire.

Man is no longer the ruler of this world, or presumably those that rave, sometimes blossoming with green fire in in the night sky. You are made of dirt and to dirt you will return.  Man is only a thing, among other things, Beastkind, Ghostkind and the others that hunt and creep or stride proud to seek dominion atop the ruined root-choked world.

It has been a fat generation, and there are more of the polis then the herds and crop can support, or at least there might be if the grey shivers, the raiders, and the gods are kind and overlook your people for another generation.  Thus it is no longer a crime to take your fertile flesh beyond the village palisades.  Already a mother or father, you have given your people at least a life to replace your own squandered existence. To be an explorer is still uncouth, a whispering offense, unless you return with good grey iron, trade or artifacts.

Beyond the palisades, almost a mile of traps and sharpened logs, the world to the North is ice steppe, tall dense forest to the East and West, and deserts of glassy sand to the South.   Little else is known, but lies and half-truths filter back from outlanders, traders and explorers - something must be true even from the lips of the mad.

Linked is a PDF with a bit more to help randomly generate a Swords & Sorcery Setting.

Wednesday, May 17, 2017

The Haunted West

You know you want this
in your Boot Hill Game...
A few days ago I got to play a game of Boot Hill using the 2nd, 1979, edition (which are very similar to the 1975 1st edition in its little brown book) of what can best be described as a percentile driven cowboy gunfight game.  Boot Hill's rules are simple and spare, solely designed for rolling percentile dice to mercilessly kill characters and NPCs alike.  There are very few rules about anything other then various forms of Western mayhem, and no implied setting beyond a list of statistics for famous Western gunfighters and a weapons list where the better items are listed as 'available after 1870'.

Yet I enjoyed Boot Hill, I've always liked the idea of the system, murderously fast gunfights in the collective American (or possibly Italian) cultural confusion of the Wild West. Playing with the players from Hill Cantons, with Chris K running things (he's clearly run Boot Hill before) makes for a fun game and plenty of jokes about the inherent idiocy of the Western genre. While the mechanics of Boot Hill are strangely sparse, creating only a 'white room' where gunfights between faceless cowboys endlessly repeat, Cantones County (Hill Canton's Western equivalent) has already been fleshed out to a fair degree.  Best, these character generating 'Fast Packs' build character backstory almost as quickly as the quirky modifier heavy rules of Boot Hill (Really it only has 3 meaningful statistics so it's not that bad) allow for character stat creation. 

When I rolled "calico dress" as a fashion statement, several guns and a "child named William" as my character's possessions, my own fast, frail, accurate and fairly inexperienced gunfighter quickly became "Sally Murder" the last survivor of some sort of old order religious wagon train, loaded down with the guns of her dead fellows and her nine-year old son (at least this is her story, she might just be a mad murderess). The other players were able to concoct equally amusing backstories with equal speed based on the possessions randomly generated by these tables.  While this is an important lesson (one I've long embraced) that equipment and a few random items can lay the basis for interesting characterization, the world that the strange gun thugs of Cantones County exist in still seems pretty bare. 

Boot Hill's rules cover combat, exclusively and without variation.  Almost a page on the effects of exploding dynamite, but nothing sneaking past sentries in the gloaming to take up a position on a rocky outcropping and snipe the local mine boss from cover on behalf of his perturbed workforce (this was the plot of the recent game).  While articles in ancient Dragon magazines have some strange errata, mostly stats for fictional TV cowboy gunfighters, even the adventures offered are tactical map based gun battles against outlaws (and a Tyrannosaurus Rex) - individual scenes that may be fun but don't offer much variety or campaign play and suggest no space for expanding ones campaign beyond gunfights.
A famous US President as Supernatural Monster Slayer - Jason Hauser
This doesn't really appeal to me, while I enjoy Western shootouts as much as anyone who watched a lot of UHF television as a child, Marty Robbin's "Big Iron" gets old fast. It gets old especially fast with the Boot Hill rules which use a static speed and percentile rolls to determine who gets shot in the groin. My own inclination for Western gaming is the Weird Western, where supernatural elements abound, but this of course is hard to mechanically model in a system as narrowly focused on cinematic gunfights.

Wednesday, April 26, 2017

The Oldest of the Old School (part II) - Temple of the Frog - The First Module?

THE MIRE OF HISTORY
The review previous to this one is an in depth review of the adventure module S1 - Tomb of HorrorsTomb of Horrors was written in 1975 as a tournament adventure for the first Origin's Conference of July 1975.  It was not published until 1978, when S1 - Tomb of Horrors appeared.  This means that Tomb of Horrors is not the first published piece of adventure content for tabletop roll playing.  The first is likely to be "Temple of the Frog", included in the Second Supplement to the original Dungeons & Dragons (OD&D) box set - Blackmoor by Dave Arneson.  In the introduction to Blackmoor Gygax credits Arneson as the "innovator of the 'dungeon adventure' concept."

Yup that's Blackmoor
So 1975 - the first published adventure (it's unclear to me if the very different Tomb of Horrors was written first) and one that fundamentally sets the style for published adventure content - but "Temple of the Frog" is a strange thing, 19 pages long and filling the center of Blackmoor.  Most of the supplement is a scattering of house rules (stupidly complex combat rules based on hit location and height, the fragmentary Monk and Assassin classes, a monster manual very close to the Monster Manual largely focusing on aquatic foes, some rules for underwater adventure, diseases and hiring specialists), but there in the middle is "Temple of the Frog". 

I happen to have a copy of Blackmoor, so I can suggest picking up a PDF (even if it's one of the simpler Little Brown Books to find) because the type is tiny (9 point maybe) and written densely to the margins in large blocks of text.  The information design is not good...even by the standards of the OD&D box set.

Still this is apparently the first "Dungeon Adventure" which I take to mean a location based exploration adventure as opposed to a siege, battle or a campaign of sieges and battles.  This is very interesting from a historical prospective, even if I don't really find much use in game history, and in thinking about writing this review I was somewhat excited to see what is in "Temple of the Frog" that one might style recognize as the ancestor for standards, mechanics and ways for playing and producing location based adventures today.

I read the thing, all 19 pages of confusing, poorly mapped, weirdness and while "Temple of the Frog" is 'interesting' and it really does appear to have set the standard for the way adventures are designed and written, it's a mess.  "Temple of the Frog" is not the worst adventure ever written (it's not a linear combat based railroad for one), certainly it's not a good one - especially not today - but it's bad largely in the same way that a Model T Ford is bad compared to a Porsche 911 or a Prius.  Most of the right parts are included and one can see that a game could be run from "Temple of the Frog", but it might be clunky and fairly uncomfortable.  The pattern that Temple of the Frog creates invites comparison with Tomb of Horrors and a curiosity about what the original, pre-publication 1975 version of Tomb of Horrors looked like.It invites curiousity because while the adventures are practically compatriots they are so very different in mood, theme, scope and approach that they are entirely different species of adventure.

Friday, December 30, 2016

Spelljammer - Rocks of Shardspace

The day singers of Chapel Crag sing the World Lay in ten hour shifts, rejoicing and wallowing in the beauty of the world when it was whole: water, air, greenstuff and plenty.  The toilers along the Crag's terminator take solace in the songs as they cut the pumice soil with worn hoes and nurse every seedling with monastic care.  The night singers face out apertures in the opposite side of the towers of song to cry the Dirge of the Fall of Man into the unforgiving night. The Dirge's endless re-imagining of the great shattering, and the first childlike cruelty of the infant god's hatching, echo from the slumbering ruins and cracked cold earth, haunting the dreams of scavengers and outcasts who struggle on the Nightside.

 
Aiming for not Quite Fantasy, not Quite Sci-fi
- Chris Foss

 
My ship, "The Groomsman's Demure", floats among the rocks and crags, it's old hull of spun night silver over hard iron ribs, a frigate cut down, razee to a 24 port sixth rate, 89 souls aboard, but well founded and with sturdy tanks, newly tarred to allow us to cruise long among the shattered crags of the Shardcloud.  A letter of mark from Brawl Rock gives us the justification to seize what we will, but more it is a pass to travel where we wish, and pick the rich bones of the shattered world.  We seek rare prey, Dread Spindral or Boward's Luck, a bastion world of the 3rd Arcane Integrem, plundered once in a cursory manner 80 years ago by Captain Boward of the "Lark", before retreating again into the deadly cold space of the Licheside. The Spindral hurtles back now on a long elliptic and with Boward's notes, the services of a Red Sage, and the visions bought dearly from the Night Singers, I know where she'll cross the Green Belt.   

Sunday, December 18, 2016

Total Party Kills, Death Saves and Character Mortality

ALL MEN ARE MORTAL
I was recently exchanging comments with a Dungeon of Signs reader regarding the use of dragons and other extremely scary high-level creatures in low level adventures.  I'm for it, but my interlocutor made the point (a decent one really) that for new players character death, especially a total party kill is a really discouraging thing and might discourage someone from tabletop roleplaying.  This got me thinking about "Total Party Kills", and I realized that I've never run one, and never experienced one as a player, at least since returning to games as an adult. The very next time I ran a game though there was a furious animated furniture based massacre of the entire party, and everyone felt pretty good about it.
Edger Samuel Paxson - Custer's Last Stand (1899ish)
This general lack of 'TPKs' may seem shocking, especially as I run and play games using older systems, or retro-clones that have a reputation for being exceptionally deadly to characters (Like LOTFP - which actually has lenient death rules).  It's also not to say that characters haven't died with frequency and finality in games I've run and played with - even beloved characters, nor to say that this isn't upsetting.  I was quite aggrieved when my Hill Canton's character, the Eldish renegade "Tizzird" died from the single blow of a strange fractal demon thing.  His replacement "Killer" Ponzi the mob enforcer is somewhat less enjoyable.  Yet despite frequent character deaths, things never seem to come to the dread Total Party Kill, and I think this has a lot more to do with play-style and GM attitude then ruleset.  

In the past I've suggested that the death of characters and even entire parties is positive to the tabletop roleplaying experience - and I stand by the idea that character development is more fun when it happens through play cooperatively with setting development, and that the death of characters is part of this development.  This may seem contrary to a lot of players and GM's experience, and I've seen plenty of discussions about how character death is campaign destroying.  So the question becomes, why one would want a game where character death is a regular risk and how to do so without having problems or spoiling the fun of the game.

I think the why is very clear.  Games are more fun when there is a way to lose or when there are setbacks, and for a story of fantasy adventure character death is a clear loss condition.  It is also a way of signalling a loss that has little impact on the other players in a group.  If loss results in a negative effect to a character (turned to stone, sucked into a dimension of punishment) reversing this effect or rescuing that character almost always becomes the other players' goal, unless the player whose character has been negatively effected insists otherwise.  This can be a fun element of a tabletop game, but it should be rare and not the dominant result of in-game failure, because it prevents the players from completing or working on their own goals and plans.

ATTITUDE AND FAIRNESS
The Saint of Killers is a vary boring Player Character
One of the key things to legitimizing character death is to make sure that everyone at the table thinks it's fair, and recognizes that it's the result of informed player decision or risk taking, rather then GM fiat, trickery or malice.  This means that where there is high character mortality, non-adversarial play is even more important then ever.

What do I mean by "non-adversarial play"?  It's pretty simple, playing tabletop role-playing games as a cooperative game or story telling venture between everyone at the table, but especially between the GM and the players.  The GM is not trying to 'get' or trick the players into losing, but rather attempting to create and environment/setting for the players to explore and adventure in.  The best way to do this while including terrible monsters, deadly traps and  this is to be a magnanimous GM and remember that the players are operating only based on the information you as the GM are giving them.

First it's good to assume that when a player has their character do something seemingly self-destructive (say leap into a very deep well) that they misunderstood your description.  Always double check and even re-describe the danger.  Something like "The well vanishes down into the blackness, it looks like a really long drop - do you really want to jump down it?"  More often then not the player will reveal that they misunderstood your description (i.e. they thought the well was a five foot drop to water or something) and change their plans.  If the character still does the seemingly suicidal activity, then it's not as if anyone at the table can reasonably feel the GM tricked a player into killing their character when the inevitable happens. That's being fair to one's players and it goes as far as giving the players reasonable clues about traps and how dangerous monsters appear, even when they don't specifically ask.  Remember that as the GM you control the entire subjective experience of the characters.  If you say "There's this big lizard in the room, and it looks cranky" the player may envision an iguana, while the GM knows this thing is closer to Godzilla.  Use description, and if you're terrible at that, even provide a clear statement that the enemy is dangerous. Remember the character certainly knows a 30' long lizard can likely swallow them whole, even if the player hasn't been given enough information to recognize that fact.

Adversarial, "killer GMs" have another terrible habit beyond withholding information about dangers, they also demand that the players provide 'perfect' responses to dangers.  The classic example of this is a swift moving underground stream. A killer GM will make the players roll a series of saves to avoid being swept away and drowned unless the players carefully describe their efforts to cross the stream - doffing armor, setting up ropes, using poles to prob the stream bed etc.  Now a non-killer GM might make the players make the same rolls to avoid being swept away, but only after letting them know about the risks, because their characters, being competent dungeoneering types, would spot that the swift moving water was dangerous to enter without removing their armor, or taking some other precautions.  GMs should assume character competence. Does a beast look diseased?  The characters will notice the acidic puss dripping from its jaws, before they have to save v. death when it bites them.  Does the rope bridge look ancient and frayed?  The characters will notice that it might be unsafe, before plunging into the depths. Is the narrow bridge above the lava made of slick obsidan, characters will notice and cross slowly and carefully - without the player telling the GM. Again, by giving both players and characters the benefit of the doubt, and accepting that errors in player observation are most likely errors in GM description (boxed text makes this worse as often neither players nor GM pay attention to it).

This same tactic works for traps and similar engines of character destruction - the key is being consistent.  Whenever a player says "I open the door" for example, I always confirm - "You reach out and grab the handle to pull it open?"  Usually the player adds something else, usually about using a 10' pole with a hook on it.  That means they survive some simple door traps, but are far less likely to complain when the door opens to reveal a howling vortex into the depths of space because as a GM I have been playing fair with them (howling space vortexes make for very chilly doors if you ever need to check for them).

Both of these ideas, confirming if players want to commit to potentially dangerous actions (or any serious action really) by making sure they have all appropriate information, and assuming character competence, go a long way toward making sure that player choice leads to character death not confusion, GM vindictiveness or bad GM description.  Yes, as a GM you can present situations where almost all choices are deadly, and this isn't adversarial - as long as you provide hints, clues and signs of danger, and don't prey on player's failure to explain simple precautions as the mechanisms that lead to character death.

SETTING NOT STORY
More then making character death or a total party kill feel like part of the game rather then the end of the game, one needs to treat them as such.  This is one of the dangers I see with narrative based campaigns.  If the heroes of the story die it is very hard for the story to continue.  Yes, sandbox players develop plans, discover world-wide NPC schemes and build backstory - but they do so without the baked in expectation that these elements are the focus of the campaign, and because the setting is designed around setting, not narrative, changes, including character death, are much easier to incorporate.  This isn't an attack on narrative play, or it's not intended as such, and it's not something novel - Dragon's of Despair famously requires the GM to keep canonical characters alive to keep the adventure path's story moving forward.  It's just that in a narrative based adventure structure (where adventure moves through a branching set of story options) character death is extremely undesirable, and forces unanticipated, drastic rewrites of the core game structure - the narrative.  This seems especially true in D&D based games where the mechanics aren't really built around narrative progression as much as exploration.  It may be much easier to work out in different systems that are built for narrative play.


Tuesday, October 25, 2016

Monster Design and Necessity

So D&D 5E is about to put out a new monster manual... Volo's Guide to Monsters  it might be awful, and it might be really cool.  It sounds like they are focusing more on unreliable narrators and ecology to tell a lot more detail about the monsters in the book, rather then just provide a cacophony of statistics.  Now I fear Volo's Guide will not amuse me, though it is definitely taking cues from Patrick Stuart and Scrap Princesses "Fire on the velvet Horizon", but only because I don't think Elminster flavor text can be anything but dreadful.
Arthur Rackham
(because one needs better goblins)

Still there are things to be said about monster design, and I agree with Mike Merles and 5E when they want to focus on the intangibles of their monsters: their behaviors, ecology, hooks related to them and similar inspirational information for the GM - up to a point.  Monsters are iconic and a central theme to table top fantasy, and doing them well goes a long way towards doing a game well.  The issue is - what's really useful and necessary in a monster design, especially one published as a supplement.  For this I think to the games I've played recently and what makes encounters in them good.

I'm been playing in Ben of "Marazin's Garden's" Dreamlands game a bit and I have noticed that one of the things I enjoy is that we've yet to encounter any monster from a book, at least as far as description and characterization goes.  To me this is a mark of a good campaign and good world building. 

Using unique monsters means among other things that the GM needs to describe them and that the players need to think about them as more then a reference to a Monster Manual.  One of my major complaints about published modules, and even the 5E Monster Manual, is a lack of description for monsters, beyond dull formalities.  There is a balance in designing pre-made monsters, somewhere between several pages of (likely dull with Elminster invoked) of genre fiction the Volo's Guide promises and the terse statistics based descriptions found in the Little Brown Books. I'm not sure where exactly it lies, certainly Fire on the Velvet Horizon is pretty lyrical in its monster descriptions, but its a fun read because its descriptions are full of evocative detail that gets a GM thinking about how to use the monsters described within - and of course anything done well is better then the best thing done badly.

Personally however I have little use for Monster Manuals, even good ones.  For me, the aesthetics of monsters aren't hard to think up and design, and the most important element about an encounter is that it makes sense in the setting.  I tend to run non-standard settings, and making monsters that fit those settings, tell stories about the setting and generally provide a point for player interaction, wonder and decision making is often far easier then fitting monsters from other sources into a non-standard setting.

Sunday, March 6, 2016

Fallen Empire - Rules of Setting Creation


SETTING RULES FOR FALLEN EMPIRE

Thinking about settings and the generic assumptions of fantasy games and where I want to place "Fallen Empire", my current online game, within those constraints made me realize I need more than just a vaguer sense, I need some ‘rules’ or ‘truths’ about how the setting works at a high or conceptual level. I visualize the setting as my version of 'vanilla' fantasy, a sprawling world of jumbled faux-medieval, classical and renaissance bits where dragons and unicorns exist (likely in a twisted form - but still there).  In order to make the setting consistent I want to create some core ideas, and I want them to be interesting, ideally running against some of my least favorite fantasy archetypes.

This is complicated by a couple of factors, first I abhor vanilla fantasy settings, and second classic settings are already ably represented by numerous products, many of them far, far slicker then anything I could ever deliver.  Consequently I want a setting that is high fantasy, but not derived from Tolkien, Greyhawk and The film Excalibur. Even dispensing with the obvious influences, high fantasy settings come with their own problems – principally really high fantasy is sprawling, better suited for heroic games of conflict between great forces with players acting to pursue world changing adventure.  The titanic conflict between forces of good and evil, order and chaos don't really work well with the rule sets I like, which are at their best providing when a game is about exploration and trickery and picaresque adventure for personal gain. An open world is therefore essential, with room for the players to scheme and explore but there is very little open world left in many high fantasy settings. High fantasy games of great empires, kingdoms and might wizards logically leave very little of the map to explore – there problems aren’t on a human scale, they are epic: ancient evil awakening, barbarian invasions from the realm of nightmare or conflicts between stately pantheons of deities.  OD&D doesn’t really support that sort of game, and while running a version of Journey to the West about reformed demons and pagan gods fighting back against the bureaucracy of heaven and sometimes on behalf of an upstart populist religion has an appeal – it’s not the game I want to run right now.

I find having high level setting truisms helpful keeping my setting and adventure design focused, for creating expectations and building a sense of how the game should works.  One traditional way of doing this is to focus on a monster manual for the setting - what are the common creatures encountered?  A world where goblins are on every random encounter table is radically different than one where dragons are.  An abundance of either implies something about both the world and the goblins or dragons involved.  I want to do this for fallen empire - define its singular monsters (I’ve been doing this in my Monster Archeology posts), but more I want to create a few other ‘truths’ that define the setting.  While it's likely these setting constraints will grow and change in play, it seems useful to set up specific guidelines for everything I produce for Fallen Empire so that it has a distinct look and feel.

While a good chunk of that look and feel is purloined art from Roger Dean and other 70’s/80’s progressive rock album cover artists, I want that to be a bit more than an aesthetic draped over a standard D&D game.

Rodney Matthews (Not Roger Dean) - so smooth

Sunday, January 10, 2016

Monster Archaeology - Lesser Undead

SKELETONS AND ZOMBIES

I'm not sure if the animated skeleton is the most iconic Dungeons & Dragons monster, but it's certainly close.  Interestingly there are few undead in Tolkien (other then the Ring Wraiths who are a clear inspiration for the wraith in D&D), but plenty in the other Swords and Sorcery inspirations for Dungeons and Dragons. In the Monsters & Treasure undead are broken down by power level, but unlike humanoids each variety has some variation in abilities and a variety of statistical differences.

Interestingly, Skeletons and Zombies are grouped as a single class of enemy with only minor indications that they might be considered different sorts of monsters.  The taxonomic mania of AD&D is less fully evolved in the earliest editions of Dungeons & Dragons, with monsters having a variety of Hit Dice or types within a larger class and with almost none of the detail and ecology that defines later monster manuals.  While this doesn't go as far in building a default setting for the game, that is a blessing of sorts, encouraging GM creativity and interpretation of these monsters and by extension the fiction they inhabit.

The description for Skeletons and Zombies is long on behavioral description by Monsters and Treasure standards and provides some interesting ideas:

SKELETONS/ZOMBIES: Skeletons and Zombies act only under the instructions of their motivator, be it a Magic-User or Cleric (Chaos).  They are usually only found near graveyards, forsaken places, and dungeons; but there is a possibility of their being located elsewhere to guard some item (referee's option).  There is never any morale check for these monsters: they will always attack until totally wiped out.

The statline for Skeletons and Zombies (or animate bodies more generally) includes Hit Dice and Armor Class distinctions allowing for 1 Hit Dice(HD) or 1/2 HD and Armor Class of seven or eight.  Possibly, or even likely, these distinction are meant to be the difference between Skeleton or Zombie as separate creatures, but such limited variety seems far less interesting then a mere random variation between creatures.  Other more bizarre or interesting reading are possible, even if utterly unsupported by the text.  One could reasonably use the higher stats for undead thralls that are undamaged, but the weaker set for ones that have been damaged (knocked to zero HP) after they get back up or reform.  Another option would be to use the higher Hit Dice and Armor Class for creatures directly under the control of their creator, rather then left as guards.  

Also interesting in the description of skeletons and zombies is that they are the same creature, animated dead bodies.  There's no reason to make a distinction between the amount of bone vs. flesh on the horrifying shambling corpses (and the do shamble with a move of 6 rather then the 9 for most humans).  For a GM this is a nice change, breaking free of the overly taxonomic approach to monsters that table top games seem to relish sometimes, and encouraging the GM free creative reign.  The real limitation here is that Skeletons/Zombies are mindless undead, raised and controlled by magic.  While Monsters and Treasure grudgingly acknowledges that they might be left as guards somewhere it almost demands that a wizard or evil priest is controlling the flock of stumbling corpses - this makes skeletons and zombies far more interesting, not because it effects them much, but because it implies that all undead encountered outside of the thrall of some sorcerer are something else - wights or mummies seem the logical candidate

The animated dead in Monsters & Treasure are also something designed for use as war game opponents - figures on the field rather then narrated enemies in a table top Role Playing Game. Skeletons and Zombies are the bodyguards or an accompanying unit for evil priests and wizards rather then an enemy on finds while disturbing a tomb.  These creatures chance of being in a liar is listed with a 'Nil' (Nil being one of those D&D anachronisms that while originally a shorthand slang for not on list and the Latin for nothing, has returned thanks to Gygax's esoteric brand of pedantry and autodidact's vocabulary).  What this means it that Skeletons and Zombies are never in their own location, and never have treasure of their own - they are purely automatons, created and commanded by others.

Saturday, December 12, 2015

The Miserycrawl, Negadungeons and Killer GMing.


THE COMPLAINT

I've occasionally seen some table top gamers and bloggers denigrate "miserycrawls" as an OSR aesthetic, usually this is largely the typical litany of boring and traditional complaints and stereotypes about the OSR as a pack of neckbearded haters of innovation who relish in the unfair slaughter the player characters and the gruesome aesthetics of heavy metal album art.  As dull as this critque is, it did get me thinking about setting feel, adventure design and why I like both low fantasy settings and high lethality games.

I advocate for a low fantasy settings when using a Dungeons & Dragons based system, especially the early editions, where simple, quick combat that tends to leave even strong characters dead sometimes because these settings work with these mechanics.  When one is using the lethal saving throws, low hit point totals and the high probabilities to hit that one finds in white box style D&D (negative AC is an artifact of later editions and it can ruin mid-level play) letting players know that they are not invincible, or even the toughest people in the local area, tends to be important - hence the low fantasy, or grim fantasy setting.  The feedback between mechanics and setting are important for letting players understand how to 'play' in the world and help build player comprehension of both ruleset and setting expectation. Low fantasy settings (though whimsical 'gonzo' settings also work very well as failure becomes part of a narrative of slapstick black-comedy) become especially important now, as they reinforce the rules and set player expectations that character death is more likely then in more modern systems, or games with player facing narrative.




Retreat from Moscow - the Scenario (Painting by Adolphe Yvon - 1856)

Wednesday, June 24, 2015

Monster Archaeology II - Nomads, Pirates, Cavemen & Mermen





MONSTERS & TREASURE
BEASTIARY AS SETTING “MEN” PArt II


In an earlier post I considered some the first half of the 1st and longest entry in the 1970’s Whitebox edition of Dungeons & Dragons from the perspective of bestiary as implied setting and with an emphasis on how I would model these foes in my own Fallen Empire setting.  Monsters & Treasure contains several other types of “Men” as adversaries, all in large numbers and all more or less fitting into two mechanical categories the “Bandit” model for an average combatant and the “Berserker” category for exceptionally dangerous types.  It’s noteworthy that the real deadliness of these “Berserkers” is far greater under the original Chainmail rules in that they receive a huge bonus (or extra dice – it’s unclear to me) when fighting normal soldiers.  A band of berserkers can tear through a normal Chainmail unit. This ability is less when facing adventurers, but the danger of a +2 bonus in Original Dungeons and Dragons is not to be underestimated.  There are also cavemen, but cavemen are strange, something distinctly outside the rest of the "men" entries.  Reading this list of human foes I also suspect that the miniatures available to Gygax were a major influence.


MEN (DERVISHES, NOMADS and the Rest)
Maybe this guy can lead those nomad raiders?

Nomads are an uninteresting addition to the list of monsters in Monsters & Treasure, and like Buccaneers and Pirates seem to be a way of placing bandits on different terrain encounter tables.  Nomads of course are horse focused bandits riding out of the desert or plains. Nothing especially interesting, just another element of Gygax’s “Celestial Emporium of Benevolent Knowledge” (look it up) approach to monster taxonomy that focus on the weapon mixes of identical enemy units with a wargammer’s specificity. 

Though when thinking about the earliest editions of Dungeons and Dragons and their monster lists it’s worthwhile to remember that the game was envisioned as a variety of fantastical miniature battle and at the time of the White Box fantasy miniatures were hard to come by. Miniatures for Arabian riders, Mongols and bandit types were likely far easier to find, or already at hand.  This lack of fantasy miniatures is taken to its amusing peak in the December 1975 Strategic Review (issue 5) article “Sturmgeschutz and Sorcery” where Gygax provides a plan report and conversion rules for a game involving a WWII German patrol encountering the monstrous retinue of an evil wizard.  Nomads and the general focus on ‘men’ and humanoid monsters as enemies in the White Box are likely the result of this lack of monster models.


However, this isn’t to say that humans shouldn’t be a common enemy in contemporary games.  Most fantasy table top game settings present humanity as very common in the game world, with cities, empires and villages, while monsters skulk in ruins or crouch in the hinterlands.  With the number of humans in game worlds, and their evident power to keep their lands mostly free of monsters it makes sense that a large number of encounters in the wilderness will be with bands of armed men. I personally don’t find that making these encounters fit with stereotyped historical models is especially useful.  Just as not every mob of Berserkers needs to be Norse raider rip offs, not every Nomad has to mesh with Arab or Turkic/Mongol models.

Saturday, June 20, 2015

Making a Beast - Making Large Monsters More Effective



MAKING A BEAST
One of the things I’ve noticed in running and playing classic tabletop games for some time is how ineffective large dangerous ‘monsters’ are.  Fantastical beasts such as Owlbears and even Dragons are often less dangerous to adventurers under the older dungeons and Dragons rules then a pack of humanoids or bandits. 

HMS Apollyon Diabolic Abomination - A "Starfish" - Beast Candidate
I remember worrying one time about a ‘brown bear’ encounter being the first encounter by a new party in ASE.  There were four adventurers against a bear with 4 HD or so and a couple of dangerous attacks.  I figured it’d be a fairly tough fight.  It took two rounds before 20 odd HP of bear was being skinned and the choice cuts buried to take back to town. The party was smart, they peppered the innocent beast with arrows and bolts while it was standing near its lair and growling – displaying deadly claws (just as the ‘mildly hostile’ roll on the reaction die suggested it might), and then the adventurers charged in to surround the poor injured thing and cut it down before it could attack.  This sort of tactics and results might make sense for big mundane animals like a bear, it’s pretty much how are ancestors hunted the things after all (also with dogs, but that’s a murder hobo staple as well), but it seems awfully anti-climactic for mythical beasts of legend to go down in a couple of rounds, mobbed under by a pack of bec de corbin wielding hoodlums.

HOW SHOULD FIGHTING A BEAST FEEL?
The ravening power of an enraged mythological beast should be a near unstoppable torrent of violence and ferocity, and even with group tactics the creature should be dangerous, faster, stronger and more tenacious then any normal creature and especially the sentients that have invaded its territory.  It don’t want the giant dangerous creatures my players face to feel like stacks of HP to be whittled down, I want them to be frightening and worthy of respect, requiring cunning to overcome commensurate with the wealth in magical hides, teeth bones and meat that they provide.

Since a beast is something that is not especially intelligent, I would like to make out thinking these monsters the real trick.  Luring them into enclosed spaces and traps for example rather than simply slugging it out with them.  Slugging it out should be very dangerous.

Tuesday, June 9, 2015

Thoughts on Fantasy Africa

SOUL & SORCERY - CHARLES R. SAUNDERS "IMARO"

A Current Cover of Saunders' Imaro - Pretty Swords & Sorcery
I recently had a chance to discuss 'bad fantasy novels' with a friend and he mentioned that he was interested in the Soul & Sorcery genre of fantasy, something I had no idea even existed.  Soul & Sorcery is a genre of Sword & Sorcery pulp fiction written by black authors starting in the late 1970's as an alternative to "Western" Fantasy with it's use of Celtic, Norse and Arthurian mythology as world-building tools, and also as a way to counter some of the retrograde racial attitudes and depictions found in Sword's & Sorcery - like those in Conan (which was written mostly in the eugenics obsessed 1930's).  Soul & Sorcery, or at least the Imaro stories I read, doesn't really feel, or perhaps it shouldn't really feel, like a genre of it's own - it's simply a Sword & Sorcery tale set in a mythical Africa, rather then a mythical Europe. 

Soul & Sorcery is an interesting sub-genre of fantasy in that it is both very different from standard Sword & Sorcery and very much the same.  I picked up "Imaro" by Charles R. Saunders - a collection of the first Imaro stories available for kindle and fairly cheap. Imaro seems to have been the birth of the genre, with the first Imaro story published in 1975.  Imaro the character and the stories involving him are very much a homage, reworking or retelling of Conan stories.  The title hero, Imaro, is in the Conan mold - "massively thewed" and a dangerous fighter with a somewhat gloomy outlook and tendency towards anger. Imaro battles sorcerers, their necromantic creations and dangerous animals, but the savannahs and jungles he wanders are very different then Conan's forests and icy plains.  Saunders has taken effort to make Imaro's world distinctly African, and this provides the interest in what would otherwise be fairly formulaic (though quite readable) Swords & Sorcery stories.  Imaro represents a "reskinning" (perhaps that's not the best term here) of Howard and his imitators that is pretty charming because it is different.  I also suspect Imaro is as light on historical/mythological fidelity to it's East African source material as Conan is to it's Northern European, but that's likely for the best given that Imaro is a straightforward set of stories about triumphing over evil wizards.

Imaro is set entirely in a fictitious fantasy Africa, about as closely linked to the real world as Howard's fictionalized Fantasy Europe/Hyboria, where the hero begins in a fictional Southern or Eastern African (seemingly a fictionalized fantasy Masai/Bantu/Zulu) and moves Northward though various African biomes and broadly sketched fantasy version of historical African cultures.  It is interesting to compare Saunder's fantasy Africa to Burrough's fantasy Africa, and note how much more alive Saunders' feels.  Burroughs' Africa is a set-piece jungle and occasional set-piece savannah inhabited by cookie cutter 'savages' of the noble and good or cannibal and evil variety.  Ignoring how these stereotypical depictions are a mark of the era of Burroughs writing and how this aspect of the Tarzan stories might be off-putting to modern readers, I think there's a useful lesson about world building here.  Saunders clearly had more knowledge about Africa the place and historical African peoples then Burroughs did, and it shows to his advantage in depicting a fantastic version of the place (or part of it - part of Burroughs problem is imagining an 'Africa' that is a single jungle filled expanse rather then a huge continent).  Now I'm not suggesting that Imaro can be looked at for any historical facts, any more then Conan will tell you about the Celts, but having taken the time to look at the technology and culture of the ancient peoples he is modelling his fantasy on, Saunders can add context and details that makes sense - the savannah folks are nomadic hunters and herders who live in easy to transport hide domes and value cattle greatly while the jungle people live mostly by fishing and gardening along the riverbanks and reside in conical houses of clay and thatch.  These details, seemingly pulled from historical sources, make sense and so can be readily understood without having to remember a great deal of fantastic vocabulary or world specific oddness. They are also details, and so give the reader a better understanding of Saunders' world building then Burroughs endless villages of huts built around a giant cooking pot.

Thursday, May 21, 2015

What do you want to see on Dungeon of Signs?

This blog has been about for a while now and I'm curious about my reading public so there's a poll upon the side of the Dungeon of Signs main page about what sort of thing you enjoy reading.  I'm not saying it'll effect my writing, but I guess any response from readers is encouragement.

If you want something that isn't on the list let me know in the comments below.

Also above is a drawing of an Owlbear for the Fallen Empire adventure I am (very slowly) plugging away at.