Saturday, 8 October 2011

How to Remember Time in the Dungeon

By Haku, via b3ta.net
In running dungeon adventures, one thing that has always eluded me is the careful in-game timekeeping needed to judge things like torches burning down, explorers getting hungry, or wandering monster checks. It's something that's easily forgotten in the heat and fun of the moment. So that makes me suspect that draining precious attention to do a careful, minute-by-minute accounting of time would be both doomed to fail, and detract from enjoyment. This is the same consideration that led me to drop pre-announced actions from my game.

What's needed, I thought, is an insight like James Raggi's list-based encumbrance (see also the Alexandrian's Stone system). Take something players do anyway - like write down what stuff they have - and simplify the bookkeeping to follow directly from that. To be exact:

1. As with list-based encumbrance, switch to more natural units: from "minutes" to "scenes." Exploring 1 room is a scene, unless it's a huge cathedral-like space. A combat is a scene. Walking carefully down more than about 50' of corridor is a scene. Taking extra time to do something like skin a lizard or eat lunch is a scene. Each scene is roughly - very roughly - about 5 minutes. That means a 30 minute torch lasts 6 scenes, a 1 hour flask of lantern oil lasts 12, and you roll for wandering monsters every 2 or 3 or 6 scenes depending on your rules.

2. To keep track of time - this works best if you have more than 4 or so at the table - pass some kind of visible token around. Start it at a random player and say it passes to the left whenever you change scene. If you forget a scene change, just do it retrospectively. I tried this in the first test of the One Page system today with eight players at table, one of whom volunteered her toy ninja, and it worked like a charm. It's easy to remember how many times it has gone around already, and to say things like "The current torch will go out when the ninja gets around to Connor."

3. As a bonus, I found myself designating the player with the ninja token as a kind of democratic caller. This meant that the temporary token-bearer had the responsibility to propose motions on decisions, like which way to go, and put it to a vote. This tended to cure the paralysis that eight at table can cause. In combat, because I use side-based initiative, I would start with the token-bearer and ask for actions clockwise. That worked pretty well too. Oh, and finally, whoever has the token gets to roll the initiative die.

This rule looks like a keeper in my games, especially for large dungeon crawl sessions.

Friday, 7 October 2011

Skill Resolution: Red, Yellow, Green

I believe there is an apocryphal quatrain of Nostradamus that starts out

When the Cook of the Mountain returns to Wizards' lair
To beat the Old School drum, or maybe not

And the Monsters and Manuals swell to the number 78
With the crackling flames of men of straw
Then Tupac shall slay the one whose initials are JFK ... (etc., etc.)

In other words, how should dice rolls, DM rulings, and rules procedures be balanced? This sounds strangely familiar to me. But let me try and tie it all together.

What Monte Cook was proposing is simply a feature that all RPG resolution systems have. Think of three zones. In the red zone, an action fails. In the green zone, an action succeeds. In the yellow zone, more resolution is needed.

The d20 resolution system that Cook co-designed for 3rd edition lays the zones out like this, based on what's known about the action's difficulty class number (DC) and any modifiers that apply:

 1 + mods > DC           
 Any other DC/mods combination (resolution from d20 roll)
20 + mods < DC    

Going to the other extreme, a system based on DM's say-so and interaction with players looks like this:

DM says you can         
DM asks you for more questions and decisions (resolution from information provided)
DM says you can't    

 What exactly was Monte proposing in that recent article? Details are hazy, but it looks something like this:

Rules say you can (character skill > challenge level)        
If character ability = challenge level, roll dice against an ability check (resolution from dice roll) OR player describes action in such a way as to change from "no" to "maybe" or "maybe" to "yes" (resolution from information provided)
Rules say you can't (character skill < challenge level)   

 Which is not too far from the Grand Unified Model of all Refereed Gaming:

Rules as interpreted by the DM say you can (character skill > challenge level)        
If the DM finds no clear "yes" or "no" in the rules or in the DM's head, roll dice against an ability check determined by the rules, or by the DM if the rules do not cover it (resolution from dice roll). Player can describe action in such a way as to change from "no" to "maybe" or "maybe" to "yes" (resolution from information provided)
Rules as interpreted by the DM say you can't (character skill < challenge level)  
From which all else can be derived depending on the exact procedures which are privileged in the yellow box, the amount of stuff in the rules, and the amount of stuff in the DM's head.

But you know, since I started on this post earlier today I think it might have been scooped a little more elegantly.

Thursday, 6 October 2011

Who Mourns for HyperCard?

I thought I'd contribute my own gaming-and-Macintosh reminiscence on this sad occasion.

In my early years of graduate school, though I had no regular gaming group, I was still coming up with all sorts of things for gaming. One of those - lost, alas, in the mists of floppy disk breakdown and software obsolescence - was a random dungeon level generator using HyperCard.

If you never had the chance to use it, HyperCard was an incredible application for the Mac, with aspirations to be a kind of object-oriented operating system within an operating system. It let you program hypertext, create databases, and much more, using a very simple, intuitive language. HyperCard was quickly picked up to create such point-and-click adventure games as Cosmic Osmo (pictured), by the Miller brothers, who would go on to create Myst. I used HyperCard to create an academic article database and keep addresses in, but also screwed around with creating games (where the "pieces" were buttons that moved around and could be clicked on) and the dungeon generator.

HyperCard had an easy, snap-to-grid function  that let you draw rooms and corridors with ease, and I eventually figured out how to randomize the size, shape and position of generated room objects. Over on the side, the program spit out a key with features, monsters, treasures, tricks and traps for each room.

All this, of course, was before the Internet as we know it existed. If I'd been able to post the stack up and share it with the kind of community that visits this blog, it wouldn't have died an obscure death, and I would have had the motivation to make it a lot better than it ended up being.

Look to the right, and see my downloads: "PowerPoint Mapping," "Old School Dungeon Encounters," "Endless Bag of Tricks," "Bag of Problems." Those are just the fragmented and worked-over pieces of that lost HyperCard stack. Where now, indeed, are the bytes of yesteryear? Who will put HyperDumpty together again?

Wednesday, 5 October 2011

The Bard as Hireling

So ... if all a bard character does is strengthen your morale and make you feel at home in the wilderness and know lots of semi-useful trivia, maybe you're better off having a bard as a retainer instead of playing one?

Think of the precedent. African kings with their praise singers ... Brave Sir Robin's bard. Xena's sidekick Gabrielle was a bard, and it's hard to think of the roles being reversed, isn't it?

The bard, then, can be seen as a luxurious accessory for a pretty accomplished party of adventurers. Wages for a bard are a base 100$ (gp) a month, with an additional 50$ for each bonus point the bard's Charisma and Intelligence scores give. What do you get for all this? Well ...
  • The bard can sing in a wilderness or dungeon camp. This increases the natural healing rate by 1 for characters 2nd level or higher. (I houserule that you only heal 1 hp/night in camp, but 1 hp/level/night in a safe location such as an inn).
  • The bard with exceptional Charisma, can sing and play at any time to give all other hirelings and henchmen a Morale bonus on 2d6 equal to Charisma bonus; if no bonus, a bard's playing still negates 1 point of any morale penalties in effect. 
  • Some bardic traditions instead give enemies a like Morale penalty. These are the ones that come equipped with bagpipes.
  • The bard can create a spectacle of entertainment as the party enters or wanders around a settlement. This creates a certain notoriety, both for good and bad: urban encounters are twice as likely to happen, and the party is twice as likely to come to the attention of local authorities. This also gives +1 to reaction rolls in situations where a song is appropriate and the audience is receptive to the bard's style, but -2 if the style is disliked. Finding out the king's tastes is very important.
  • The bard can sometimes act as a sage on matters of history and legend for the cultural tradition he or she knows. This translates to a 50% chance of answering a general question in that field of history or legend, 20% of answering a specific question and 5% of answering an exacting question, plus 5% per bonus point in Intelligence the bard has. Chances are cut by 1/5 for a cultural tradition that only borders on the one the bard knows. 
  • If using the carousing rules, the bard increases by a factor of 1.5 the amount of money that can be converted to experience, as people flock to the party trail.
Mere musicians can also be had for 50$ a month, with none of the "sage" or "morale" abilities, and thus no bonus for exceptional scores. Musicians, however, often show poor morale when heading into danger (2d6 morale score 1d6+1) whereas bards are more inquisitive and made of sterner stuff (morale score 2d4+2).

Tuesday, 4 October 2011

Why the Bard is Meh

Great PC games, shame about the class
The Bard character class, currently being considered by J-Mal and FrDave, is a notorious target of fantasy adventure jokes. Despite perennial efforts to reboot the class, it carries a heavier burden of affliction than Marley's ghost. Let me count the chains:

1. First and foremost, when bards use their bardy powers, the player says something like "I sing away your cares and worries!" or "I strike up the lute with an epic lay that sets the foes to flight!" The thing is, when any other class casts a spell, the other players don't care what the mumbo-jumbo is. With a bard, though, you expect to hear an actual song, against all reason, and that creates a nagging itch.

NO, bard player, do not sing at the table. Not even if you're good at it - not unless everyone signed up for an adventure game that every now and then becomes an awesome singer concert. Nor should you specify that you are singing some made-up fantasy song like "The Ballad of the Owlbear and the Hive of Bees." That's still way too damn twee. It's embarrassing, like having two players describe how their characters are making out.

2. Wizards can cast a spell, clerics pray, and the effect happens. But a song should last longer than a one-minute combat round and especially longer than a ten-or-six-second one. So fire-and-forget bards are unsatisfying and need-to-stay-on bards are no fun to play.

I wish you'd prove me wrong...
3. A cleric can bash while brandishing the holy symbol, "a Dios rogando y con el mazo dando" as the Spanish saying has it. A wizard isn't supposed to fight. We imagine the bard as being able to fight, although in a kind of effete way, all with puffed breeches and a feathered hat and a jaunty little Robin Hood sword. This compensates for magic abilities that are less versatile than a wizard's ... perhaps. But the fact is, you can't fight very well while strumming a lute. Especially considering that ...

4. That lute is also as sensitive as a baby's bottom and with one misaimed blow, one dunking in cold water, there goes the bard's meal ticket. Unless you go all munchkin and demand to play a cast-iron vuvuzela bard, a triangle bard, or the ultimate in powergaming: an acapella bard.

5. At the end of it all, if I go back to my analysis of miracles, the bard's most characteristic powers just make him or her a secular cleric. Dispelling evil ... calming storms and savage beasts ... swaying minds ... even the fortifying effects of music can be seen as healing if character hit points represent some amount of confidence and morale.

So maybe the bard works best after all as a cleric? Oh, and not to forget this decidedly historical version of the bard class for Old School systems, envisioned as a kind of rogue/faceman/sage hybrid by Dave Baymiller. Yeah, I stumbled across it while searching for embarrassingly effete bard pics online, what of it?

Anyway, I've said my piece. If anyone wants to stand up for the bard, let's hear it!

Monday, 3 October 2011

Page Two of the One Page Character Sheet

I thought I'd put this up to finish off the character sheet, as prelude to the "starting equipment" one-pager. The main notable feature is the encumbrance system, and even that is a boiling down of the brilliant list encumbrance system from LotFP. You incur -3 move penalties as you take on more items, and start on a line that's higher up depending on your strength.


Dwarves, by the way, can't really carry as much as He-Man. They just start up there because they start at 9 move, and stay there for a longer time as they take on load. Their effective encumbrance ends several lines form the bottom, because at -9 to move they are stationary.

Finishing character generation for the OPP (One Page Project) takes on a new urgency these days. I have made contact with my university's Adventure Game Society and there is some provisional interest in a floating Old School dungeon delve...

Sunday, 2 October 2011

Resonant Meaning in the Fantastic

Let's get back to the jewelled mosaic of perfect little scenes of wonder and fascination that I last examined as a replacement for the naturalistic churn of monster races and by-the-book magic in D&D.

The problem with that mosaic is that without some underlying sequence  to it, it eventually grows meaningless and dull. The cure for that, then, is to arrange the tiles in some sort of scheme that has resonant meaning.

1. The Initiatory Progression. This is the hidden thread connecting the "levels" of the standard adventure dungeon. The rootless monsters, pointless tricks and riddles, sadistic deceptions, and weird environments have out-of-frame meaning as initiatory challenges to the followers of the Dungeon Mystery Religion. As the players progress, the challenges become harder and more varied, and they acquire level titles and cultic secrets like good Mithraists or Freemasons. It's this lurking text that explains why even the most random gonzo collection of levels exerts a narrative pull. But imagine the flow of meaning that opens up when some of the other techniques are layered onto it ...
2. Mock-Naturalism. A naturalistic initiatory progression behaves like a film noir; with progress comes revelation of the hidden web of corruption, the material ironmongery underneath the noble ideals. Mock-naturalism, though, commodifies the intangible in a whimsical and mysterious way, without reducing it to solid matter. The goblins steal dreams from sleeping children, which they then weave into pixie-nets and sell to the muffled merchants from Mars. Demons traffic in soul coins. What this is not, though, is demystification. If the magic sun gems are really radioactive rocks, we leave the fantastic entirely.
3. Power Struggles. Trade and production can coexist in the fantastic with the other common structure of the naturalistic world: struggle. A war between day and night, between heaven and hell, between mountain and sea has the potential to fix in place all manner of combatants, neutrals, vacillators, turncoats. Each side has its own style and esthetics, and there need not be only two. The discovery of these hidden powers is itself an initiation.
4. System of the Cosmos. An expedition to the southern polar land reveals unthought-of abysses of history that conclusively dethrone man as lord of the earth. The initiatory path reveals the mystic meanings of the ten numerals, tracing the zigzag path of creation back from World to Essence. The sins, the planets, the spectral colors all reveal a comforting and powerful structure to the universe. And the horror genre reveals instead a system that is malevolent or wholly uncaring. The goal of this knowledge can be power, godhood, immortality, the salvation of the earth, or merely to know the truth, which is reason enough for many.

I strongly believe that looking back in a few years' time, the prize for the best mega-dungeon, super-campaign or whatever will go to the experience that weaves the most of these elements of meaning into itself.