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Showing posts with label GLoG. Show all posts
Showing posts with label GLoG. Show all posts

Thursday, December 12, 2019

Revisiting the Original GLoG

Lost Caverns of Tsojcanth by Erol Otus

For the last few months, I’ve been running GLoG. Not rat on a stick edition or Mimics and Miscreants, but the original Goblin Laws of Gaming published in the halcyon days of 2016. Since then a tremendous number of GLoG hacks have been written and each has decided to carry forward or abandon elements from Arnold K’s original ruleset. For me it’s been valuable to experience the original rules first hand and see how my players, all new to the OSR, reacted to them. I hope to share what I’ve noticed and bring some less copied parts of the rules into the light of the GLoG-osphere again.

The Numbers

GLoG’s stat generation and its use of stealth and movement stats are used to make the game riskier in specific ways. Rolling 4d4, instead of 3d6, to generate stats lowers the maximum stat one can roll to 16, raises the minimum to 4, and makes it more likely for any stat to be roughly 10. This is a break from tradition but it works well with the roll under rules. Characters with an 18 strength have a slim chance of ever failing a strength roll made on a d20. But characters with 16 strength are still strong but doubly likely to miss their target number. The new equation for deriving stat bonuses has a similar effect, but the calculation is so fiddly that I’d much rather have a table with the values of each stat.

Stealth and movement are also not usually carried into GLoG hacks. They seem a bit redundant, many GMs would much rather have players roll dex. But GLoG wants most characters to be equally good at running away and for the odds of escape to be likely, so the base movement is 12. The same is true of stealth, but the system would prefer players to run instead of hiding, so the base stealth is 9.
Rolling the dice in GLoG is always risky to encourage players to avoid doing so. But the system’s numbers want to make certain actions riskier than others. Making ability rolls should always carry significant risk of failure, but fleeing should naturally be a little more likely to result in success.

Convictions 

I feel like convictions are a good idea but not a great tool. The way Arnold intends them to be used in the original rules makes sense. He wants to encourage more risk taking and role playing, but the application of the rule feels very narrow. Players, in my experience, won’t go very far out of their way to take risks and the conviction system doesn’t do much to help that. The design feels very carrot and stick, it tries to manipulate player psychology without adding much to play. I think I’d like convictions more if there was a table of them so at least players always started with a sense of what motivated their character from the get-go.

In play, I’ve found that convictions are more interesting if they’re used more like inspiration from 5e. If the parameters of what counts as acting to your conviction is broader then players are more interested in looking for opportunities to earn their conviction point. Personally, I like the idea of inspiration being tied more strongly to a particular character motivation instead of being nebulously awarded for good role playing. I, however, see how this approach doesn’t work for every GM’s style.

Illithid, Erol Otus, 1980

Skills

The skill system is another clever idea but a poor tool to use at the table. The 2d12 skill rolls and skill progression are interesting but they don’t get a lot of attention in play. The amount of complexity they introduce feels unwarranted.  I’m also not sure about what sort of things skills should cover. The vagueness is freeing, yes, but the guidelines in the rules only tell me what skills should not be, not what they should be. A lot of refereeing for GLoG comes down to enforcing the philosophy behind the rules but there’s almost nothing to go off of here. As a GM, the skill guidelines empower me to say ‘no’ but not ‘yes’ to player suggestions.

Classes

GLoG class design has changed drastically from the original Goblin Guts classes. In my experience, the original classes are a mixed bag. I love the barbarian, whose powers are all unique and uniquely useful, but the acrobat gets a hodgepodge of situational advantages which are nowhere near as interesting. Perhaps it was just my players, but nobody seemed particularly enthusiastic to play any of the original classes. The ingenuity of players is supposed to be more important than the power of their characters and so the classes take a back seat, seem less appealing. I’m perfectly ok with this, but I feel like the classes could use more energy, more interesting tools to use from 1st level. In my game, we started choosing classes randomly from the complete table of GLoG classes, which improved the game noticeably.

The stacking template bonuses are also an interesting feature which has become less popular. Original GLoG characters are supposed to get numerically better in many ways as they level up, their save rises, their attack rises, and another number on their character sheet usually increases as well. There’s a general consensus, I feel, that a broader toolbox is a better reward for leveling up than numerical increases but I feel there’s a good balance to be struck in the middle.

From all this, I think I understand much better why certain parts of the original GLoG rules have not been widely adopted by hacks. Maybe there’s a campaign out there where the original rules all make perfect sense - a game with plenty of temptations for convictions and high risk dungeon crawling – but it is not the game I run. Still, there are parts of the original rules which remain valuable or interesting and have not been translated into hacks.

This post is dedicated to Sam Vimes

Sunday, June 16, 2019

Dungeon Inspector

Dungeons often seem like the domain of chaos, full as they are of monsters, danger, and opportunity for profit. But there's still some order and it is maintained by the D.S.C. (that is, the Dungeon Standards Commission). The commission supplies traps, wandering monsters, and design advice to wizards, evil overlords, and dragons of all varieties. The commission's regulations apply to all lairs, ruins, tombs, and forbidden temples. But the D.S.C needs boots on the ground, constantly peering into the homes of its clients to make sure everything is done according to code. You have no salary. You have no clear route to promotion. You have almost no authority. You are a Dungeon Inspector. And you are expected to submit a report about each dungeon you encounter.

Remember, this business is not pretty, but it can take you far...
Portrait of Georg Giese, Hans Holbein the Younger, 1532

Note: Sewers ALWAYS count as dungeons

Level 1: Dungeon Research, Friend of Vermin
Level 2: Deputize, Machine Code
Level 3: Enforce Regulation
Level 4: Increased Justification

Dungeon Research
You can spend a day doing research on a dungeon in the D.S.C archives. Roll 1d6 + your Dungeon Inspector Level + 1 for each extra week you spend researching. Divide the result by 2, rounding down. You may learn about a number of features of the dungeon equal to the divided result.

Dungeon Features:
-A treasure
-A monster/faction
-An entrance/architectural feature
-A trap/hazard

Friend of Vermin
Unless you provoke them directly, non-sentient dungeon dwelling creatures (such as slimes, rats, bats, carrion crawlers) will prefer to attack creatures other than you first.

Deputize
You can force a sentient dungeon denizen of roughly grunt rank to do your bidding. It is not obliged to attack its own kind. You are responsible for this creature's well being, if it dies you will be charged a fine equal to the creature's HD x 10gp.

Machine Code
Most dungeon machinery operates on standard principles known to all D.S.C technicians. By examining a machine or other type of mechanism in a dungeon, such as a switch or system of gears, you can figure out what the machine is and does.

Enforce Regulation
Once per dungeon, you can declare a feature of the dungeon to be in violation of the D.S.C code.
If the feature is successfully declared to be in violation, it is immediately scrubbed from the dungeon. Monsters are removed, treasure is liquidated (you get 25% of the value), traps and parts of architecture are moved back into storage. Your deceleration has a your Dungeon Inspector Level in 8 chance of being accepted by the commission. This chance can be increased by 1 in 8 for each specific violation you cite. The council (i.e the GM) has final say over what counts as a violation but feel free to argue. Expect new features to replace ones found to be in violation if you ever return to the dungeon.

Code Violations:
Universal Violations: Does not fit the dungeon's 'theme', Uninspired design/too generic
Treasure: Not hidden well enough, value too high in relation to ease of finding
Monster/Faction: Too aggressive/refuses to negotiate with adventurers
Entrance/Architectural Feature: Reveals nothing of the dungeon's history/present goings on
Trap/Hazard: Impossible to detect preemptively, Impossible to overcome

Increased Justification
You have achieved a high enough rank in the D.S.C that you may treat any multi-floored structure as a dungeon for your purposes.

Skills: 1. Drudgery 2. Bureaucracy 3. History

Starting Equipment: 1d6 sheets of paper, ink and quill, a burlap sack, 20ft of hempen rope, a letter confirming your identity marked with the seal of the D.S.C

Portrait of the Oboi, regent of  the Kangxi Emperor

This post is dedicated to the High Commissioner Lin Zexu 

Sunday, April 7, 2019

Mechanics for a Viking Campaign


I've decided that my Viking Campaign (better name tbd) will be set in the same world as the Meager Country. The setting was originally inspired by Ahmad ibn Fadlan's account of his chance encounter with a group of Rus merchants on the Volga river. It's unknown if these merchants were actually from Scandinavia, but I think it's natural to approach the setting from the perspective of the other group involved in Fadlan's encounter. Naturally, there will be more places to explore than the Meager Country proper, and that part of the world will seem a lot less meager when approached from the north rather than the south.

Something very like the Viking age is going on in a place not quite unlike early medieval Scandinavia a few dozen years before any Besharan diplomat would step foot in the Meager Country to parley with tattooed Rowing People or plunder the tombs of Seluk Khagans. But put a pin in that, the precise details are to come.

Burial of a Varangian Chieftain, Henryk Siemiradzki, 1883
Siemiradzki's image of a viking funeral is also inspired by ibn Fadlan's account

Last time, I wrote about the characteristics a Viking campaign's setting should have, now I'll spend some time talking about how I plan to evoke the period mechanically and handle some important Viking activities in the game.

I've decided to use GLOG as base system for the campaign, mostly because of the huge amount of class options written for it and how easy it is to hack in good bits from other old school games. Particularly, I'll be taking a lot of inspiration from The Nightmares Underneath  and also some of the rules from Lukomorye.


Classes and Leveling up
In Viking age Scandinavia, the intuitions which controlled power in the medieval period (e.g the Church) were yet to be fully adopted and local institutions (such as the numerous local legal assemblies called 'Things') had less power than the structures which would come later. Power was held more by persons than by structures.

 So, instead of being the member of a class or calling to gain new abilities, you must find a person to instruct you in that class who is a higher level than you. To get fighter 3, you need a mentor who's Fighter 3 already and he can't teach you Fighter 4. Leveling up will probably take a week to a month of training, double that if you're picking up a new class. At home, there will probably be only 3-4 classes available. To find more, you'll need to venture out and interact with the other peoples of the world and find mentors among them. Some classes may be unique, mastered by 1 individual who will not be interested in sharing their knowledge without good reason. Also, having to spend a long time abroad may make achieving mastery of your class difficult. You may find yourself in a place where you are the only Fighter may have to adopt a local tradition if you want to benefit from a level up.

Gaining Experience
Gold for XP makes a lot of sense to use for a Viking campaign, but I think more could be done. For instance, it might be best to give xp when goods are exchanged for precious metals so furs and other valuables can be used to gain levels. Also, I may consider implementing non-combat xp awards so journeys which are commercial failures still have some value to players.

Death, Dismemberment, Retirement 
I'd like characters to retire semi-regularly so that players could try playing the new kinds of people and the new classes they'd discovered on their adventures. Vanilla GLOG usually maims characters instead of killing them, I might move the needle closer to kill or make getting dismembered more debilitating to encourage retirement. Also there should probably be a benefit for retiring characters. Maybe they'll be allowed to level up while retired, manage domains, and return to the game at a later date.

Technology
Most medieval fantasy rpgs assume a decidedly late medieval or early modern level of technology. There's usually a lot of pole arms, sometimes basic gunpowder weaponry, and abundant plate armor. I'd like to keep things  earl medieval, especially in the arms and armor department. 

These will probably be the only weapons: Sling, bow, knife, long knife (basically a short sword), axe, spear, battle axe, sword (a rare status symbol)

In terms of armor, the shield will be the most important piece. It should be subject to breaking frequently too. Body armor, such as the classic leather and chain varieties, should be pretty rare. Most armor will be assembled piecemeal (I'll probably be drawing heavily from Lukomorye's body armor and accessories system). 

Here's some other notes: there is no glass, potions come in waterskins or ceramic jars. There are no lanterns. Your torch creates lots of dirty smoke, candles don't produce much light either. Everything and everyone is generally covered in mud and soot. People live in houses made of mud and straw. In Scandinavia they mixed it up and put the mud on the roof instead to invent the glorious turf roofed house.

Exploration
Wilderness exploration has always been difficult to do well in D&D. The space it takes place in is too abstract, too large, for the usual techniques which make dungeon level exploration work to be successful. There can still be wilderness dungeons which exist on a slightly larger scale than is typical, but trekking through the wilderness should be done differently. I may just rule that the party will need a guide, or perhaps learn the route from another source, to start out on a journey into the mostly unexplored wilderness with random encounters along the way. Still, I'd like the player's to have some freedom in deciding where to go, some chance to stumble across unexpected locations in the wild. 

Exploration by sea will also have to be accounted for. Sailing isn't very interesting by itself, but there should be encounters at sea. I think I'll need pretty robust rules for ships getting damaged and repaired, fighting on deck, and also rules for calculating how much cargo a ship can hold.


Raids and Skirmishes
Raids involve a lot of moving parts. A team of raiders, a settlement with a bunch of buildings, hundreds of inhabitants, a defense force quickly mobilizing, the actually party itself, and a whole lot of chaos. Big skirmishes with 20-50 on each side and pitched battles are not represented well at the scale of D&D combat. Good raiders will avoid this kind of battle, but they still may happen regardless. The whole raid should probably run more like a dungeon, at the scale of 10 minute turns, with the actions of raiders away from the party abstracted to a single dice roll (i.e do they succeed in doing X in the turn) 

A raid may last for hours and see the players going after large objectives, temples, places where goods are stored/produced, treasuries, the homes of the rich, while their team tries to scatter the defending forces and extract valuables from the populace. 

The party may also end up occupying settlements for days, maybe months to continue finding loot or in an attempt to establish the settlement as a beachhead for further raiding and eventual conquest. This will eventually lead to a pitched battle with a larger force of defenders brought in from the surrounding region, the only question is how long it will take for such a force to be assembled. 

In any case, exploration and raiding should make use of a morale system, I'll be using Luke Gearing's. I also need to figure out how xp and gold are distributed among all the members of the raiding party. 

Tribes 
The last time I visited the Meager Country, the different peoples of the Meager Country gained different bonuses from their spirit guardians while the Besharans were divided by religious practice and belief. I'm considering blending these systems together for this campaign.

 For belonging to a certain ethnocultural group you'd get a small bonus but have to abide by certain group practices. For the example, you couldn't continue to be one of the Untamo after violating the sanctity of the sauna, the heart of spiritual life for this particular tribe. Players would usually have no qualms about killing a person in a sauna. They're naked and not on guard, it's a perfect plan. If the violation of a taboo is involved though, and the loss of a mechanical advantage, it may give the players pause. Of course, if we've established that violating the sauna is a grave crime they may exhibit the same pause, but I think using mechanics to underline the importance of these taboos and habits can help get players into the setting. 

Economy
I don't have enough time to do extensive research into the exact value of silver in the Viking age economy and compile accurate price lists. However, I think I'll be able to get away with stealing the great item lists from the Lukomroye player's guide. I'll probably be awarding precious metal by
 weight rather than in coin values at first and use some of the information from Nightmares Underneath to figure the exact value of a gram of silver. I'll also probably be using the inflation rules from Nightmares and the item availability ones from Lukomorye. I may also increase the price of arms and armor by a few fold.  

Institutions 
Institutions are a great place for players to invest money from Nightmares Underneath and would make perfect sense for a Viking age inspired campaign. Though, I will probably have to write more setting appropriate institution types. I think the institutions can also be easily folded into domain play. Here are some more appropriate Viking age institutions. 

Temples, Trade routes (mostly building trading posts), Fortifications (for protecting the trade routes and securing domains), Blacksmiths (for arming large contingents of soldiers), Great halls (for receiving guests and drawing fame), Shipbuilders.

There should probably other institutions which you can learn about abroad (i.e the capital C Church)

Downtime 
I'd like there to be a lot of downtime between expeditions. Winter is long, the season for exploration is short. What happens during downtime will probably be most determined by whether the players are more focused on the world abroad or that at home. There will be feasts and festivals to attend, assemblies and trials to see, and perhaps battles between factions to win or lose. Ships will also have to be resupplied, information about newly discovered routes will need to be acquired, fresh rowers and raiders will need to be recruited.

So that's the rough outline for my campaign, at least mechanically. I'd love to get some other perspectives on what I've presented here, especially the part on tribes.

This post is dedicated to Lawspeaker Torgny, who brought peace with his great harangue