Monday, 12 September 2016

My Precious Dungeon Walls!

Dungeons preventing teleport, passwall, and other magical ways around or through walls have been a design cliche since Undermountain. It's been so endemic that Bryce Lynch gives special kudos to designers who don't fall for it. But what, exactly, are they afraid of?

The hypothetical cheater who uses spells to get to the last room of the dungeon must first find the last room of the dungeon. In a sprawling underground maze this is nearly impossible. If you're just using it to get through a locked door, that's the equivalent of a knock spell, and nobody legislates against those.

But let's say you've found the last room of the dungeon, either because it's bloody obvious (top of a tower, sealed chamber in the middle of the maze with the Gallstone of Four Parts) or because you have scried it out with clairvoyance, wizard eye or the like -- another tool type often suppressed by cautious adventure designers.

Let's even forget about the mechanical possibility, in a teleport spell, of having a fatal or disfiguring targeting error happen.

What do you think is going to happen when that teleporting or flying or dimension-dooring wizard gets there? A wizard, alone? Passwall and mass teleport are more of a problem (I don't allow them in my game). But without intelligence on the dungeon, again, they're just shots in the dark.

A better explanation of the obsession with fettering knowledge and movement spells lies in a clash of game design principles.

For incremental game design, everything is a matter of quantity, hit points and resources are worn down bit by bit, and a fair fight can be gauged.

Catastrophic design, though, allows for sudden winning moves, daylight frying the all-powerful vampire, a poisoned shirt killing Hercules. Balance here is non-linear, hard to judge. Discernment, avoidance, and preparation are more important than the toe-to-toe slog. Death is sudden, not gradual. Characters with a spell can kill a maze just like characters with a mirror can kill a basilisk.

The struggle between these two views, one "fair" and one "real," determines any given gaming experience. Another front in the war: turning undead vs. anti-turning medallions.

But even if you commit to the incremental way, "can't" is still the uglest word. Recently I made a try at fixing"you can't move." The obvious fix for "you can't teleport" is for the wizard's lair or whatever to be guarded by a chaotic teleportation zone that dumps you in a random location in the dungeon or even another plane of existence.

You can turn the undead? Fine, but the undead can also turn you. "Can," not "can't" if you please.


Thursday, 8 September 2016

Not Just Ruins, But Strongholds

Joseph Manola is onto something in this well argued, erudite essay on the importance of the ruin to classic and old-school-influenced D&D. Ruins, of course, are part of the post-apocalyptic milieu. And yes, part of that genre is allowing characters to have freedom to loot and wreck without getting in trouble.

"Uh, I think they saw us coming."
But another part of the genre are the strongholds. Auntie Entity's fortified town, Immortan Joe's mesa complex. The zombie plague survivors holed up in the mall. The fall of Rome left not only ruins, but also feudal castles, and some places that were both.

An impressive number of classic adventures are actually stronghold raids. The first full adventure from the supplements, Blackmoor's Temple of the Frog. The Giants and most of the Drow series. The Slaver cycle. Even Castle Ravenloft, although its mood is very different.

Quick break for a definition. The difference between a stronghold and a ruin is that the walls of the stronghold enclose a nominally unified fighting group. Sneaking through, avoiding raising the alarm, isolating the different groups, thus becomes part of the adventure. A ruin may have sub-areas held by organized groups, but either they are working against each other, don't care about each other, or they are but a nugget within a larger disorganization. So, adventures like the Village of Hommlet's moathouse or the Keep on the Borderland's Caves of Chaos don't really count as strongholds, even though they have stronghold-like areas.

True strongholds are challenging, and you'll notice they were all written for medium-to high-level characters. They are crafted to overwhelm players who come without subterfuge or tactics. In fact, if the importance of strongholds in gaming has faded, this may be because the hobby has drifted apart from its wargame roots. Early D&D grew, via Chainmail, from miniatures wargaming scenarios involving sieges or spying against organized opposition, like Bodenburg and Braunstein.

The ultimate proof of the importance of strongholds comes from the "win" condition of the game, right through AD&D: get together enough men, moolah and mojo to build your own. The victorious player ascends to the Dungeon Master's throne, using the iconic graph paper not just to snail-creep a copy of someone else's dungeon, but to plan and build a stronghold and delvings of their own. Some old-school revival games, most notably Adventurer Conqueror King, hold on to this goal. And it's surely no coincidence that ACK's meta-plot of rising through the ranks of an organization by doing their dirty work can lead in turn to more stronghold busting than you might usually see in a modern-day campaign.

As a final example of the yin and yang of strongholds and ruins in gaming, consider the vast and uncompromising amateur PC game, Dwarf Fortress. You can play in two modes. First, dig and maintain a dwarven town complex underground, mining and crafting treasures and defending it from enemies. Then, after it is overrun (near-inevitably) by demons of the magma layer or invading zombie hordes or simply collapses in civil war, play in Adventurer mode within the same world, as a wandering figure bent on exploring its ruined fortresses, defeating their occupiers and looting their wealth. For sooner or later, every stronghold becomes a ruin...

Sunday, 4 September 2016

Sorcery World

Five more to go in a highly irregular series of 36 d20-based encounter tables. Roll d20, read straight across, or roll 2 d20's and connect the two columns as best you can using the verbs for inspiration.The bold, italic entries are things that can be left behind in a site with currently other inhabitants. This one's about wizards and their doings. For more of these look under the GENRES tag.


Thursday, 1 September 2016

Victor Hugo's Les Misérables: A Review For RPG.Net

Les Misérables
Author: Victor Hugo, 1862 (tr. Norman Denny)
Publisher: Penguin Classics
System: System-neutral/free-form
Setting: French social realism/pre-steampunk

Let me just start with the elephant in the room: If you like GM-PC characters; if for you the whole point of Forgotten Realms is to rub elbows with Elminster, and you would willingly mount a campaign in the world of Conan even though it means the characters are either going to be Conan or someone who isn't Conan, then "Les Mis" is your bag.

The pachyderm in question is Gary ValStu -- sorry, I meant Jean Valjean. He strides through this sourcebook, soaking up attention in every scene he's in. And make no mistake, in spite of the system-neutral descriptions, he's clearly 18 Strength:

"In physical strength Jean Valjean far surpassed any other inmate of the prison. On fatigue duties, or hauling an anchor-chain or turning a capstan, he was worth four men. He could lift and carry enormous weights ..." (p. 99)

But the stat carnival continues:

"His dexterity was even greater than his strength" (p. 100)

So, 19? Book learning-as-dump stat aside,  he's a super-high level rogue who climbs walls like a staircase, bowls people over with force of personality, and survives death plunges. His disad's are many but they're of the kind that only add to his cachet: some kind of helpless dependent or other, false identity, wanted, hunted, and above all a nitpicking adherence to Chaotic Good alignment.

But is alignment really a disadvantage when the book lays out ways and means to weaponize it? Yes, if you stick to your Good behavior even when it would do you great harm - even when your beneficiary is a scoundrel - even when they are actively trying to rob you - even when doing the right thing would ruin thousands of people - Hugo describes benefits ranging from forced alignment change in the target, to confusing and paralyzing adversaries, even to the point of suicide.

Valjean, then, works best as a benefactor for hard times, striding in, doling handouts and plot coupons - but you can't escape the temptation to put him in the hands of a player, if only for the fun of seeing them play him "sensibly" and never attain the full potential that's sitting under their noses.

Then we have the arch-villain NPC, Inspector Javert, Lawful Neutral over into Evil. Say one thing about this guy, he's the absolute right way for the GM to handle a persistent adversary. As much as he's unbelievably skilled and lucky at hunting down his prey - he finds Valjean twice from a cold trail in completely different cities of France - he also will make that little fudgey mistake that lets the players get away, assuming they haven't made any serious mistakes themselves and don't actually (like Valjean) want to get caught.

There actually aren't that many other NPCs for a 1200 page book. This is due to Hugo's habit of having coincidental meetings pop up routinely, so this new person is "none other than" someone we met 200 pages before. Paris and indeed all of France thus behave in Hugo's hands like a village of a couple hundred. Corny as it may seem, at the table this is actually a great way for both GM and players to stay emotionally invested in the developments. Frankly, too, it's easier to remember a plot with six or so recurring names than with thirty-six of them. Those that are described, in more or less detail, are very good - the Patron-Minette gang, with its varied characters and capabilities, almost begs to come to life as a player character party.

Fortunately, the characters, their doings, and other things "storyline" take up only about half of Les Misérables. The rest is great sourcebook material: minute descriptions of buildings, neighborhoods, and historical adventure sites like the Battle of Waterloo, the 1830 barricades, and of course the sewers of Paris; long essays about politics, necessary if you're going to understand 19th century France with its parade of monarchies, empires and republics; and quirky sidebar material like the analysis of convents in France, or the description of Parisian thieves' cant.

Pretty much all the locations are gameable, whether as sites to loot, PC hideaways, or places of intrigue (the scenario where PCs have to help a convent carry out an illicit burial and at the same time help Valjean escape is a tense masterpiece.) Infuriating, though, to see a complete lack of maps and illustrations - the GM will have to dig up historical ones or rely on the "theater of the mind's eye" to fill in. Fan material online can't quite compensate for this crucial flaw.

More of this, please.
Overall, while Les Misérables is a worthy sourcebook, it also takes a lot of work on the GM's part. I understand the limitations of system-neutral, but at times it seems the author feels the need to narrate rather than describe happenings in a systematic way the GM can use.  Less plot railroading, less of the author's own political rantings (fortunately, these are contradictory, half pro-Republic and half pro-Napoleon, so it's not as annoying as it could be), multiple system stats, and above all maps and encounter tables, these would take this product to five-star territory.

Style: 2
Substance: 4

Saturday, 20 August 2016

Waiting Out Sleep (etc.) Non-Boringly

A good game-runner, tester, designer, stays alert to the signs of boredom around the table. Like the rules that everyone forgets, the experiences that don't lead to fun or meaning need to be identified, diagnosed and dropped.

One non-fun experience in D&D and its ilk is the use of enemy powers that take a player's character effectively out of the game. Who has not succumbed to the touch of a ghoul, the tentacles of a carrion crawler, or the icy grip of a hold person spell?

All these paralytic effects, however, last longer than the typical combat does. (Actually, AD&D never gave durations for monster paralysis, but 2nd edition has ghoul touch lasting 3-8 rounds and carrion crawler paralysis lasting at least 2 turns.) This mean the affected character is warming the bench until the combat ends. Visible boredom results.

Taking paralyzation effects out of the game is not an option for me. They're an important part of the monster arsenal, much more forgiving than save-or-die, but still scary and threatening. One of my players who was concerned that his combat-machine character might be unbalanced received a healthy reminder to the contrary, when in the midst of pitched battle a hold person spell overcame his puny save against mind magic. A relentless press turned into a chaotic retreat, with the other characters having to manhandle the stiff body of the hapless warrior. The stuff of legends!

Why wait ten, twenty, thirty game minutes for the stiff to wake up can be turned into a procedure, a very simple game.

During combat, the player rolls a new saving throw against paralyzation each combat round, keeping track of successes, and also keeping track of rolls of a natural 5 or less.

  • A natural 20 means they roll again, keeping only success. 
  • A natural 1 means they roll again, keeping only failure.
  • After three successes, the paralyzation ends.
  • After three 5-or-less rolls, the paralyzation sets in and lasts for 10 minutes.

Taking the character out of danger (by ending or successfully fleeing the combat) means the character is no longer *trying* to wake up, and takes the full 10 minutes. Also, you can rule that each roll to wake up costs the character 1 hit point. This is not terribly unfair; usually attacks that paralyze don't do a lot of damage.

This rule give s a character the potential - if very lucky - to get back into the fight almost immediately. More importantly, it gives hope and something to do in what is otherwise a deadly boring situation.

Monday, 4 July 2016

Flying Monsters

In a recent session in the Castle of the Mad Archmage, the Muleteers went to retrieve the bodies, dead or alive, of a couple of rival party members who had gone missing, sent running by a fear gas trap in the middle of a series of rooms full of bats. This meant fighting giant bats, lots of bats. It was actually my first time dealing with lots of flying attackers and I improvised, inconsistently, a number of rules solutions to represent their menace.

After thinking things through I created this one-page rules sheet for the 52 Pages system. It covers where and how flyers can move, and what happens when they attack. Their ability to charge and overfly, surround and disorient, add to the tactical challenge.


One other things: a critical hit that wounds a flying creature in "arm"or "leg" brings it down for good, showing up the greater vulnerability of wings.

Release the bats!

Tuesday, 21 June 2016

Tekumel: The P'raka

(The scenario on the home island of my Tekumel party comes here for general use; next, a short report of how they handled it.)

To while away time until Captain Tarshar's arrival, the elders have taken the unusual step of adding to the dwindling food supply by hunting the p'raka, a low-slung six-legged beast like a wild boar, covered in porcupine-like quills. Which happen to be saturated with a flammable oil.

The plan is for the more useful members of the tribe to circle the p'raka grazing ground in the waist-high, dry whipgrass, and for the vocally talented hunter, Kemune, to imitate the attack cry of the flying serpent Ben'gega (known on the continent as Vringalu). Ben'gega is the only thing the p'raka fears more than fire. In panic, at least one beast is expected to bolt across a low ridge, to where the soon-to-be-exiled PCs are tasked with catching and killing it.

The elders figure that if the PCs fail to catch the beast, it is a bad omen and ample pretext to send them off in shame and oblivion. But if the PCs succeed, this is proof that She Who Hides Behind the Sun smiles on them.. Their quest to find the Greater Eye of Shaping the Earth will be praised and feted, and the elders will give the Keeper twenty well-knapped red-flecked obsidian stones to take along, each the size of a fist.

A warm wind blows steadily from the southwest. The party has about an hour to prepare their ground. If the chasers are successful, the p'raka will burst out of the tall grass between a great red sandstone rock and a stand of thorny-leaved kema bushes. In front of it will lie a 200' wide by 400' deep flat expanse of ground mostly covered with dense, short, dry clawgrass.

The savanna is dotted with 5-8' tall um'hehue trees, about one per 20' area, unclimbable by p'raka but easy climbing for people, with boughs of thorn-edged disk-shaped fireproof, glossy, green-black leaves. At the same frequency are bare patches of stony red sand, tangles of twiggy bushes that can be broken off and woven into fencing, and jutting rocks that block a 5' area or 5' side. Somewhere in the area is a patch of a dozen or so oil-melons, whose slimy internal tissues are very flammable if inedible. The PCs should be encouraged to improvise traps and ambushes, under time pressure (figure one person, in 10 minutes, can alter one 10' x 10' area, dig a 3' cube, or do twice that if skill succeeds.)

HELLO
The p'raka (3 HD, AC 13 spines, MV 12 with 3 round bursts of 18, attack tusks d6+1) will run out of the grass on the second round of one of its speed bursts, covering 60', then 180', then slowing to 120', then off the map. It will only stop for fire unless restrained, breaking out of cages or nets on a 5-6 on d6. Even faced with fire it makes a morale check on 2d6: 9+ it runs right through, being set on fire, taking half a d6 damage for 3 rounds and doing a full d6 extra if it overruns someone; 5- it turns around and runs in circles looking for someone to gore; other results it seeks a way around the fire.

Complications on d6, 1: The wind changes direction suddenly and blows blustery, fanning and blowing any fire unpredictably; 2: The p'raka emerges from an unexpected area on the map edge; 3: Two p'raka! 4: If someone is up in a tree, there is a blood snake there, 1 HD, attack 1 damage + poison, AC 12 (speed) 5. Unexpectedly, Kemune's call is echoed from behind you - a real Ben'gega is out there hunting! 6: Roll twice, ignoring further 6'es - except if you roll 5/5, 5/6 or 6/6, the Ben'gega arrives on the scene in d6 rounds...