Showing posts with label rpg theory. Show all posts
Showing posts with label rpg theory. Show all posts

Monday, May 16, 2011

Initiative by the Book (Labyrinth Lord)

I always used to think that group initiative, especially d6 group initiative, was both incredibly boring and unrealistic.  I have used d20 individual initiative, plus Dexterity modifier, in my Mutant Future campaign, and I have been generally happy with that.

Recently, in my friend Carter's Labyrinth Lord campaign, we switched back to by the book group initiative.  The key thing that I had always failed to grasp when I read the initiative rules was that initiative was rerolled every round.  This is a ton of rolling if you are doing individual initiative, but really not hard at all if you are doing group initiative.

Short story:  I really like d6 group initiative, rolled each round of combat, ties meaning simultaneous action.  It allows the tide of battle to change rapidly, it allows dramatic things like knowing you are already dead but getting one last attack in (and the chance for the ultimate cinematic moment, the simultaneous death shot), and it actually takes less time than the mess of going around the table and recording initiative rolls and constantly having to remind everyone when it is their turn in the initiative order.

I think I am going to switch my Mutant Future game over to this system, and I am seriously thinking about switching my 4e game over as well.  I have to think about that latter proposal a little more, as there are feats that you can take in 4e that improve initiative (I am not sure if any of my players have taken these feats, but if they have, it would be cheesy to completely castrate their usefulness).  I still think I am going to do it, and may just allow players to pick new feats and or powers if they want to given this new information.

I really like the way that this simple change in initiative has made the combats in our Labyrinth Lord game WAY more exciting, and I see no reason why it wouldn't work in other systems as well.

Tuesday, February 22, 2011

Theory vs. Play Experience - I am an edition relativist

What Is "Old School Play"?

A lot of time has been spent on old school blogs over the last few years talking about what exactly the OSR is, what makes the earlier editions of the game different from modern iterations, etc.  This discussion tends to break into two main sub-topics; a discussion of the mechanics of old school, usually including fast and simple character generation, rules-lite systems, and relatively low-powered, high mortality games; and old school as an ethos, a system-less "style of play" or way of doing things.  As James over at Grognardia reposted recently, 
"We don't explore characters, we explore dungeons."  

There are definitely a lot of default assumptions as to style of play to that seem to go into most old school games, if I may broadly generalize from reading hundreds of actual play reports over the last few years here on the blogs.

I have noticed many times that my actual play experiences do not always match with the theoretical arguments advanced by proponents of mechanical old school definitions.  What I find is people looking at their actual game experiences, and attempting to explain how the mechanics of the game they are playing led to that experience.  For the purposes of a theoretical exercise, it is convenient to assume that there is a direct cause and effect going on there - the mechanics of the game = the play experience.  Of course, anyone who has ever played a role playing game knows that there is a missing variable in this equation; the face to face interaction between the players and the DM, and ultimately, how the DM as final arbiter of the rules parses the system as well.  

When you are talking about actual play experience, you are venturing firmly into the realm of the subjective; you may not even find consensus among a group as to what the play experience was to each member after a session.    So many things go into the experience for each person; how they interact with the other players, how they interact with the DM, the personal assumptions that they bring in to the game...

I Confuse Myself (and you?)

Switching gears here, I was once a philosophy major at Tulane University.  But the more I studied philosophy the less I became convinced that theoretical exercise was the path towards any kind of truth.  Ultimately I am an agnostic in the broadest sense of the word; I try to maintain a conscious awareness that I do not know anything for certain.  

That does not mean that I cannot have a discussion with somebody about the reality that we both assume each other lives in - it just means that I don't like to frame that discussion in any kind of universal terms.

Back to my point - while I would certainly agree that it would be ludicrous to suggest that game mechanics have NO impact on actual play experience, I would argue that they have such a minimal impact compared to the giant elephant of group/DM interaction in the room that it is either impossible or very difficult to make meaningful observations linking mechanics and the actual flow of play.

The reason this is true is because PEOPLE are just too damn complicated of a variable.  You would think this would be a simple matter:  IF Labyrinth Lord has fewer rules, AND 4e has more rules, THAN Labyrinth Lord will run quicker at the table.

But that does not take into account the wide variation among players and DMs.  There are groups of 4e players that have the rules internalized to the point that no one would ever have to open a book to refer to them, and there are groups playing Labyrinth Lord that have to constantly stop to refer to the rule books, or to explain how combat works, and what dice to roll again, etc.

Okay, now I am sure I have pissed off/lost a ton of people.  What do you mean there is no point in talking about mechanical differences!  How do you explain the fact that I like Labyrinth Lord and my group explores a sandbox and slays critters with alacrity, and yet I hate 4e and when I tried it it sucked; surely mechanical differences must have something to do with that!

Well yeah, sure, but...

The mechanical differences don't explain the differences in your play experience once the game is actually going.  I think there is a far more useful way to look at mechanical differences between editions.

Wherein I try to Wrap it All Up:

What the different mechanics do across the editions is they require more or less buy in from the player to be able to play the game.  Once the player has bought in (successfully navigated character creation and understands the rules), the game can be played and the mechanics may even cease to matter to the game play experience in any meaningful way (again, in my own experiences as a player and DM of old and new school systems).  If the entire group has "bought in" to the system, the group dynamic can easily cause the play experience to match the desires of the group.    Group/DM interaction is incredibly powerful and can make the lamest game rock and the coolest game suck, as long as everyone is invested in making it happen!

That does not mean mechanics or editions are not important.  On the contrary, mechanical and edition differences are very important!  They are so important that they can make or break the game for somebody before they ever get to the "actual play" part of the experience.  Most people can sit in on a pre-3e version of D&D and pick up the general rules within minutes of play starting.  Once the first combat starts, a few more details might need to be ironed out, but in general, there are very few barriers erected mechanically in the rules to prevent somebody from getting it.  So why would any game add rules and complications that might prevent a player from enjoying the game?  Ah, now the discussion might go somewhere besides a repetition of the same tired old song of "simple game mechanics = old school play and complicated game mechanics = new school play".  Some people shy away from a game that provides many tactical combat rules - just as many people may chafe at the lack of character options and abilities available in old school games.  There is a reason there are a ton of people playing 3e, and 4e.  The editions changed the way the have over the years because players DEMANDED more options, more rules, more mechanics!  The problem, in my opinion, is that rules lite and rules heavy are always framed as opposites.  Old School and New School are presented as a duality.  Why not have both in the same game?

  I firmly consider my 4e game "old school" - not in any mechanical way, but because the actual play experience is old school.  Unfortunately, I could never share this game experience with my good friend Carter (to pick on him for the umpteenth time today, because I know he is a good sport and is genuinely interested in this subject as well), because he simply does not like the default mechanical assumptions of 4e to the point that his mere presence at the table would grind the free-flowing game that I know and love to a halt.  I would love to get Carter to be able to experience how the game runs, but I don't think that would be possible short of somehow swapping his brain out with one of the players in my 4e game; if Carter could somehow magically ENJOY comparing the relative benefits of one feat choice vs. another, or the tactical implications of his movement in combat, he could play a session of the game and he would never have to stop to have the rules explained to him, and the game would run as it has run and he would think to himself, "Wow, 4e really is a great game, and it sure is old school!".   Well this is not the land of make believe and that ain't gonna happen, because 4e was designed with such a giant mound of potential barriers to players that many gamers will never get to enjoy what a 4e game could be like in actual play, and many others are so turned off by what was expected of them in char gen and rules mastery that they hate the actual play experience.

Why can't a game support a play style, "old school", for instance, through multiple mechanics?  Once we have accepted that different people enjoy different things, and that some people want the mechanics to be dirt simple as a player so they can just get straight to the actual play experience, and other people actually enjoy spending hours outside of the play sessions tinkering with mechanical options and choices and generally getting to interact with the rules outside of play - why can't we provide a game that gives both options to players?  Couldn't we then put the mechanical issues to bed and just focus on some good old "Old School" game experience?  

This is similar, in point of fact, to the original game - fighters were your basic dirt simple char gen, and magic users were for your "system mastery" guys.

I would love to see an old school game that includes a much more complicated char gen and combat rules set as an optional system to go alongside the basic char gen and combat that is so often assumed to be a requisite of old school games.  If you turn that default assumption on its head, I don't see why you couldn't do this.  Characters created through the complicated char gen would satisfy the players who love having multiple options to be able to fully create that character they envision; as long as this does not lead to the complicated char gen characters being more powerful in play than the simple char gen characters (and that is just a matter of doing the math right and playtesting).  I see no reason that a single game cannot both satisfy the guy who just wants to hit it with his axe and the dude who wants to make the perfect tactical choice of powers for the moment; and as long as both end up having about the same statistical chance of doing roughly the same damage, why couldn't it work?

This is actually how I suspect many old school games work anyways; players in the group that want to engage mechanically with their characters to a degree not supported by the rules usually figure out a way to do it with DM support, and this normally can go on side by side with players who put absolutely zero in outside of sessions without conflict.  This is one of the reasons long running campaigns tend to become such teetering constructs of houserules!

Anyway, I hope this long and rambling post has at least some kernel of interest that might be taken away by a reader.  I sincerely do not intend this post to be yet one more salvo fired in the Edition Wars - I am an agnostic edition relativist, and I game in peace.




Edition Differences

This is a continuation of my last post, but it originated as a comment on my friend Carter's excellent blog, responding to this post.  It is therefor written in the second person, addressed at Carter, and references some past experiences we shared (namely Carter's brief foray as a player into the jungles of 4e).

So...   @Carter:


I really feel like your frustration as a player in the one or two 4e games you played in was due to two factors:

One: The DM had no previous experience in any edition and literally started combats before giving us any options;

Two: The other players in the group liked spending time mastering the system outside of the actual session time (and had done so).

You totally failed to notice the true point of  what I was saying:  the commonalities between editions occur DURING play, and the extra work requested of players in 3e and 4e occurs OUTSIDE of play.

You did not, as a 4e player, invest the required amount of time outside of the session to understand how the game and combat worked.  When it came time to play the game and especially to fight, you did not know what you were doing, people kept telling you you were doing it wrong, kept overriding what you said you wanted to do to tell you what you SHOULD be doing, and generally made you feel like the game sucked big donkey balls.

Had you played with group of like-minded players who also spent no time outside of the session understanding the game, you would have had a much better experience - you guys could have all quite happily ignored your powers and the (actually quite simple) intricacies of what you can do on the battle field, and you could have charged in with your dwarf and hit things with your battle axe in EXACTLY the same manner that a Labyrinth Lord combat proceeds.

4e supports that; it just also supports much more.


When I say that the commonalities occur during play, that presumes that any requirements made on a player outside of play have been met.

This is a big point, and a big if, but IF you spend the time required to actually understand all of your character's abilities and how they work in combat, 4e combat feels very similar to any other edition.  I really feel that the modern editions are just geared towards a player who wants to engage outside of the session, and previous editions provided more or less no rules for this.  To me, that is the single biggest difference, and the root of all the moaning and bitching about how different 4e is. It requires a different commitment of time and energy from the player before play begins, old school players are not used to that, they do not spend the required time and energy, and therefor, they NEVER ACTUALLY PLAY 4e OR PATHFINDER (or whatever modern iteration we are talking about).

If you don't know the rules of the game, and you don't care, then you aren't playing the game.

I would respectfully venture that you have about as much basis to make an intelligent critique of 4e combat as a monolingual English speaker has of critiquing the Upanashads in their Sanskrit incarnation.

You have no idea what was happening, and you didn't like it.  That has nothing to do with how the combat engine worked, and everything to do with your willingness as a player to engage in complicated rules.

Again, I am certainly not trying to minimize differences between the edition; outside of play, there are HUGE differences!  LL character creation takes all of five minutes and I could easily spend HOURS building a 4e character!

I am just saying that in play, assuming the players and DM are all aboard with the system (which the system assumes as well), I have observed little to no differences in how the games run.  Combat takes place the exact same way in your Labyrinth Lord game as it does in my Mutant Future game as it does in my 4e game as it has done in every D&D game since the first campaign;
Initiative is rolled; players and enemy combatants go in order and say what they are doing, and roll a single d20 to determine its success.

That is it.  Period.  Just because a 4e player has many more options to choose from before picking one and rolling the d20, does not mean that the basic mechanic is different, nor does it impact the flow of combat AT ALL.  As long as the players are familiar with the abilities of the characters in 4e, combat is just as quick flowing as Labyrinth Lord.

You would just have no idea, because you never got to see a 4e game in action where the DM and players were all on board together.  Nor would you want to, because as a player, you don't want to think about rules at all, and you actively rebel against a system that asks you to.

Now... on to the second main point of my little mini-rant, which was that the final product of Labyrinth Lord (or any other old school edition of choice) + houserules is much closer to the modern iterations of D&D than most would care to admit.  That is because most houserules are aimed at exactly the same kind of player that all the extra rules in 3e and 4e are aimed at.  Many players chafe under the perceived restrictions placed on them by a simple game like LL.  At this point, you and some of your players have put considerable time and energy in your Labyrinth Lord game into making more complicated character classes, more options for players in character creation, and more options in the game in general outside of combat.  Most long running old school campaigns that I am familiar with grow and morph over time, adding in rules and interpretations, player options, etc., precisely to satisfy the same natural desires of certain kinds of players that led to 3e and 4e taking the shape they do today.

[EDIT - I first posted the following as a comment on my own post.  I think it is important enough in the terms of the larger debate that it should be included in the actual post - Carl]

Oh, and the healing surge point is utter horseshite, pure and simple. A classic straw man. All the 4e healing surge has done is acknowledge the de facto way the game has always worked. What, exactly, is the difference between a character using healing surges to heal themselves outside of combat in 4e vs. a Labyrinth Lord character drinking a healing potion? In fact, the healing surge mechanic actually serves to LIMIT the kind of totally absurd combat that can occur in earlier editions when characters are loaded to the gills with potions. Each character has a limited number of surges, and when they are gone, the character cannot be healed in combat. Each character can use one surge themselves in combat, by forfeiting their attack that round: this cures 1/4 of their total HP. Other than that, healing surges are activated by other characters with healing magic: an individual character's number of surges, then, is a cap on the total number of times they can be healed in combat. A cap that earlier editions did not have; it is ironic, then, that the healing surge is always held out as the ultimate example of what is wrong with 4e, the ultimate gamist rule.

It is less gamist and absurd than totally unlimited clerical and potion healing!

Sunday, February 13, 2011

The Internet is a Megadungeon

And there is some fucked up shit waiting to devour your soul, tucked away in a rarely visited sub-level.

I have been spending a lot of time lately geeking out on my own website - modesty never my strong suit, I bought the carlnash.com domain name a while ago and I just recently purchased hosting and started making my site.  Time spent making my site easily navigable, integrated with Facebook, findable by Google, etc., got me thinking about dungeon design in a whole new light.



My website is a small little collection of hand-carved tunnels; but it is part of a megadungeon.  There is a cave mouth in a little hill outside of town; that cave leads to http://carlnash.com/index.php - the home page - the "front door" of my little corner of the dungeon.  This cave is mostly empty, well visited, with five tunnels leading away to other chambers of my site, each tunnel mouth helpfully marked with the name of the destination chamber.

[Internet Megadungeon Feature 1: All exits are clearly marked with a descriptive name for the destination]

There are other exits as well, obvious exits, but these dive straight underground and travel a great distance before re-emerging in other regions of the vast megadungeon; telepathicdumpster.com; the kingdom of myspace; one lengthy and serpentine passage even emerges right here in this blog!

But wait!  Might there be more to the well traveled entrance chamber than first meets the eye?  Graffiti scrawled on the cave wall seems to have been left by the original cave builders, goblins of Clan Carlnash.  One scribbled note seems to be referring to a secret exit from this chamber!  The secret door is not hard to find; if the cavern wall is prodded, one section will be found to swivel on a central pivot, revealing a black portal beyond...  the portal leads to another dimension, the dark side, http://carlnash.com/darkside.php.  Anyone running their mouse over the carlnash.com home page will find the "secret link" as their cursor turns from an arrow to a selector icon when it passes over the hidden exit.  Using visual clues as to likely locations for the secret exit may speed up the search.  Those bold enough to step through the portal may not so easily find their way back; the only exits from the dark side go further into the dungeon besides one marked "Destination as yet unknown".  This unnamed portal does return to the home cave.  The dark side itself is unremarkable; it has a blacker feel and a strange image for a banner, but not much else... unless "Detect Magic" or a similar ability is used... then it is revealed that hidden messages and locked portals were woven into the very substance of the dark side during its creation (hidden messages and "shadow links" in the source code of the page).

Leaving the home cave down one of the five exits leading further into the carlnash caverns, explorers would soon find a peculiar feature of the megadungeon; most chambers within a level of the dungeon will be totally interconnected, allowing for easy travel from any point to another in only one step.

[Internet Megadungeon Feature 2: the original dungeon designers WANT the dungeon to be easily navigable]

The carlnash caverns are also connected to a parallel world, with gates to the world in every chamber... but the gates are one way FROM the world to the caverns!  The gates are plainly visible in each cavern, marked with the ancient symbols of Facebook, and invite any who know the secrets of that alternate reality to use their secret password to unlock the gate and open a two-way portal directly to the speaker's Facebook homeland.  Using a gate in this manner does leave a visible power signature that makes it possible to tell how many visitors have activated it.

[Internet Megadungeon Feature 3: many exits and other features will be password protected; prior membership in a particular organization or subterfuge may be required to gain access to passwords.  Carrying a badge of membership in an alternate reality like the Kingdom of Facebook will often unlock different content in many rooms throughout the megadungeon.  Many other actions and even the paths taken by Internet Megadungeon explorers may also impact what content will be found as the megadungeon is explored...]

[Internet Megadungeon Feature 4:, over time the dungeon will make itself appear as the explorer WANTS the dungeon to appear (cookies; the targeted ads/treasure maps and personalized content/room decorations feature...)]

Long term observers of the carlnash caverns would notice that the front cave is not the most heavily trafficked area; more than twice as many explorers come through the portals from the land of Facebook directly into various areas of the caverns than enter the caverns through the cave mouth in the hill.  The busiest cave is the vast cavern that houses the Nash Emporium.  The few vendors peddling their wares in the dark bely the bustling underground marketplace the chamber could hold.

A greedy adventuring party would soon grow tired of the caverns of carlnash; there is not much loot to be had at this point (just a few free song downloads and free art) and like almost all explorers of the Internet Megadungeon, the party likely possesses a magical warp whistle that lets them teleport to almost any other section of the megadungeon at will.

[Internet Megadungeon Feature 5: the URL bar is the magic warp whistle, and all explorers can just teleport to a known destination or use the scrying balls that are cheaply had at any general store (search engines like Google) to find a destination]

Map of the Internet!


So why does our brave adventuring party not just teleport to the biggest chambers full of loot, slay the dragon, and party like it is 1999?  Sometimes all is not as it seems in the Internet Megadungeon.  Many clearly labelled exits actually lead to somewhere completely different; many well known and previously safe chambers may suddenly become home to cunning assassins who strike from ambush, or worse yet, use tasteless, odorless gas to cripple explorers from hiding.  Countless factions live out their lives in the Megadungeon, and many vie for the attention of the party.  Come raid our caves, they hiss from the shadows, our dragon is uncensored, and our jewels are available for free download...  lies, all lies!  The dragon has a giant black bar obscuring its chest, rendering your slaying arrows impotent as they find no target.  The jewels, so carelessly scattered, vanish into vapors in your clutches as chuckling devils run out clutching contracts.  The free download is of a trial gem!  It is a worthless piece of crap crudely shaped to look like a gem!

[Internet Megadungeon Feature 6: subsequent inhabitants of the megadungeon take advantage of rules 1 - 5 manipulating and breaking them in an attempt to harm and rob explorers...]

Friday, January 14, 2011

Magical Circuitry pt. 1

I have been having a blast lately exploring how magic works in my 4e game with some very receptive players.  I touched on the foundations of a logical understanding of magic in this post a few weeks ago; last session, I introduced a new wrinkle to the subject - shadow transformations of magical energy.  The party had already figured out how to create magical "circuits" with organs that they harvested from the larval spawn of Kariki-Kalos (man, I really need to write a post about how the party accidentally freed Kariki-Kalos and started the end of days happening and all that...); if you point the energy-emitting "light organ" at the "dark organ", the dark organ converted the energy into invisible broadcast energy that could be used to power devices within range.  The two organs, when joined in this fashion to create a circuit, seemed to be capable of generating and broadcasting raw magical energy indefinitely.  As long as the light organ was within about five feet of the dark organ when it was first shined at the dark organ, the circuit would be established and the two organs would begin hovering in place.  As long as the circuit remained unbroken, the two organs moved as one and maintained the same relative position in relation to each other that they were in when the circuit was formed.  The party subsequently created some magical items that relied on this broadcast energy for power, most notably a magical propeller and air heater for the party's hot air balloon.

Last session, the party learned some much more sophisticated ways to create magical circuitry.  A tiny, very fast and very powerful magical monkey (tsoro-tsoro) that the party had rescued from certain death had been collecting spirit beetles (the most powerful single use "magical item" that I have introduced into my campaign, spirit beetles grant wondrous boons when eaten or powdered and smoked but are HIGHLY addictive) for the party in repayment.  The date had come for the party to collect on the debt, but the little tsoro-tsoro was not to be found at its sentient tree home when the party came a knockin'.  The tsoro-tsoro had left them a message with the tree though, regretting to say that he had been ordered to return to the cloud city with his entire spirit beetle stockpile; apparently the elder tsoro-tsoro sorcerers foresaw some calamity coming and were circling the wagons.  Only four spirit beetles had been left behind for the party, but this initial disappointment was soon forgotten when the tree revealed that another object had been left behind as well - a great curved golden shield, inset with an inward curving circular mirror at the top, in the center of which was a great faceted ruby.  The object, buried in the dirt beneath the forest floor for thousands of years, radiating magical energy, had caused this tree to become self-aware after hundreds of years of feeding on its energy through its roots.



The party set to examining the object, and soon were very confused by it.  It weighed far too much and was too tall to be useful as a shield in battle.  A strange tube like structure on the back seemed to indicate that the device could be mounted on something about the diameter of a telephone pole.  Two matched sets of small rubies and black pearls adorned the back of the tube, and an indented square with four circular depressions was set on the inside edge of the tube.  Two structures that seemed to be handles protruded out from the top of the tube to the edges of the shield, and upon grasping them, the party realized that the entire thing was flexible and could be twisted 45 degrees around the central tube (despite it being made of magically hardened gold).  Squeezing the handles caused a visible beam of light to emit from the large ruby in the mirror - this beam shifted slightly to fall on a startled squirrel in a tree, then tracked the squirrel as it ran for cover.  The party surmised that this was some sort of assisted aiming system, and soon verified that through further experimentation.

Tilia examined the object with her Goggles of Arcana (magical glasses she made from the small dark crystal lenses she found behind the eyes of the larval spawn of Kariki Kalos) and realized that a powerful U-shaped magical battery was inserted into the base of the tube and linked to the four small gems, and then to to the large ruby mounted in the mirror on the front of the shield.  Following the path the magical energy took from the battery, Tilia traced it first to the small rubies (two separate magical circuits, one on each side of the tube), then from the rubies to the dark pearls.  From there, the energy seemed to disappear and reappear in the large ruby; Tilia surmised that the black pearls must perform a similar function to the dark organs and broadcast power.

At first, no one was able to figure out what the four circular indentations on the inside of the tube were for - they each had a bunch of tiny raised dots on their bottom surface, which felt soft and organic.  When Tilia completed the ritual requirements to become a shabori of the fierce people a few sessions ago, she summoned a hekura to live inside her chest.  Her hekura was a nature spirit, and grants her the ability to speak with plants and animals (and take the better of two throws on Nature checks).  Tilia stuck her finger in one of the holes and instantly realized that the textured surface was some kind of mycelial structure.  Speaking with the tissue, she realized that it was a control interface with four separate "communication channels" running from the four indentations.  There was also a fungal "brain" node that seemed to contain a basic physics engine.  The purpose of the mycelial structure seemed to be to activate and control two separate functions of the large ruby; Tilia, after some difficulty in communicating with what was apparently an alien fungal species (which of course made the party think of the satellite footage they had seen while inside the energy ship under the hidden shrine of Tamoachan, when they saw mushrooms sprouting from a fallen meteor, then releasing spores which grew into yuan-ti!), determined that the object could be used both to shoot out a laser blast and to fly, and the propulsion for the flight seemed to be some kind of force ray emitted from the ruby.

Tilia was confused by this, as the ruby itself did not seem to be working any differently when looked at through arcana goggles when in flight mode or when it was blasting lasers.  Tilia could observe nothing at all different in the way the magical energy from the battery was being routed and manipulated in the object on the way to the large ruby that would explain the differing effects.  But there was that gap in the circuit, where the energy disappeared after entering the black pearl and reappeared in the large ruby...  the party had initially assumed this was simply an energy broadcaster or repeater.  But when they attempted to observe the energy as it left the black pearl, they realized that unlike the invisible energy broadcast by the dark organ (which the party could observe by detecting magic), the party could not detect any energy leaving the pearl at all.

Whatever was causing the ruby to emit propulsion rays one moment and laser blasts the next must be happening in the unknown gap in the circuit.  Now thoroughly intrigued, Beautiful Bob cast a ritual that allowed him to see five images from the objects past.  After seeing snippets of its creation, its use in battle (the strange tube part fit over the anaconda like lower body of the yuan-ti) and the spectacularly destructive last few moments of its former owners life, the party had a few more insights into the yuan-ti artifact.  The party had observed yuan-ti scientists carefully using dark-crystal implements to weave shadow sigils over the dark pearls.  

Tilia got out some incense that (in addition to creating a long lasting euphoric and mildly sedated state) granted bonuses to Arcana and Religion and soon followed the magical energy into the spirit world.  Looking beyond the spirit world for the first time into the shadow world, Tilia realized that the energy was leaving the pearl and going into the shadow realm, where it traveled down one of two different paths before returning to the physical world in the ruby.  The shadow sigils traced by the yaun-ti artificers had laid down the path that the energy traveled on, and that path transformed the energy as well as transported it.

At that point the session broke down into a think tank, as the party rapidly grasped the promise of this shadow circuitry and started planning on what they were going to do with this new magical "technology".  But first they would have to get their hands on some more black pearls...

Monday, December 27, 2010

Where does magic come from, Pa? (And how does it work?)

As much as I am a free-wheeling, seat-of-the-pants, gonzo, over-the-top DM, I actually have an underlying desire to have it all make sense.  I make up the weirdest monsters you cannot imagine, but there is always a perfectly reasonable explanation for how they came to exist and what they are doing where the party ran into them.  Evolution is a crazy thing - give it enough time, and throw magical abilities and pressures into the mix, and everything is fair game.

At the same time, I try very hard not to let any more slip out about the method in my madness than the characters would have learned in play.  I love nothing more than listening to the group after a session as we are all wrapping things up, getting our stuff, grabbing another slice of pizza, finishing the beer and soda... I love testing my poker face as they throw hypothesis after hypothesis out there, sure that THIS TIME they have finally figured it all out.

I don't care if the players know how it all makes sense, and sometimes they don't either.  But sometimes they do, and they start prodding and asking and pretty soon they start figuring out that there are underlying logical principles and secrets to uncover.  This is especially the case when it comes to magic.

I have never been willing to accept "its just magic" as a good explanation for magic.  I need something that is not self-referential.  I need to fit magic into the logical framework of my rpg multiverse in a way that can translate across different systems.  I need magic in the Mutant Future to work the same way as it does in my D&D 4e game.

Magic is a name for the ability to manipulate energy directly without bothering with a stage by stage transformation of the current form it is taking.  You and I have to painstakingly flake away wood with a knife to carve a perfect miniature poodle - a magician can just cause the energy forming the wood to take the form of a wooden poodle.  Or the energy in the air to take the form of a living poodle.


The question isn't where does magic come from, it is where does energy come from?  And while I have answered that in my own campaign cosmology, I don't believe it needs to be answered once magic is understood to be simply another form of energy manipulation that follows rules (albeit different ones) just like dropping a ball or lighting a match.  You don't need to know where energy comes from to accept that there is energy in the universe and it can be manipulated.  You just need to know how to do it.

There are many different forms that energy can take.  There are many different ways to manipulate it directly.  These are magical traditions.  Some claim that the ultimate source of their power is divine, others that it comes from hours of meditation on musty tomes, memorizing arcane formulas.  Some promise magical power at the cost of sacrificing your immortal soul.  Most cultures have at least one cooking tradition that imbues magical properties into food.  There are those who have taught that magical energy can be manipulated through controlled physical activity, graceful movements that trigger magical effects.  Others invite ancestral spirits inside themselves and assert that the spirits are the ones doing the magic.  All are correct.  Each is one way to manipulate energy, one small facet of the truth.

I have created and explored many different optional magical systems for characters in every edition of D&D that I have run.

Creatures often have magical powers as well.  Where does the magic come from in this instance?  Intelligent monsters have their own cultures and are little different from humans in that regard.  Magic often comes from diet in the case of animals, and from the land in the case of plants.

Animals feed on magical plants and seek out magical elements and trace minerals to lick at.  What they do with this magical energy, how they evolved the ability to perform that particular manipulation of energy and why that ended up being a competitive reproductive advantage varies from species to species.  The greatest diversity in form and magical function is to be found (not surprisingly to those in the insect know) in the Insect Kingdom.

Plants absorb energy directly from the sun and the earth.  Plants contain more genes than animals.  Many of these genes code for plant structures that produce magical effects; plants are always the greatest factories of the multiverse, both chemically and magically.


When I create creatures or jot down notes on areas for my campaign worlds, I also might jot down some notes about organs and their uses in the case of animals, or uses for various plant parts.  These components can be discovered and eventually utilized by the clever player.

As a result of this, the last few sessions in my 4e game I have seen my players dissect several genetically engineered, partially-robotic insect warriors, harvest their energy-retaining cell tissues, remove the blasting systems from two insect-robot legs, hook the cell-tissue up to the "dark organs" that they had harvested sessions ago from the larval spawn of an elder god to create a magical energy circuit (they had already discovered that the dark organs would accept energy in almost any form as an input, and would then generate invisible broadcast power that could be used to power devices within a short range), in an attempt to make two laser cannons (the bugs shot off a nasty blast of energy when they were alive, and the party wanted in on that action once they were dead!).

Roll your Nature and Arcana checks, guys...

Of course they succeeded wildly.

At the end of last session there was talk of mounting what have proved to be rather unwieldy and impractical weapons for melee combat (although they certainly did a ton of damage the couple of times anybody ever managed to get a shot off that hit anything) onto the party's hot air balloon.  The party is talking of recruiting some of the Yanomamo to accompany them as gunners on the hot air balloon.  Oh shit.  I just realized that I never posted about the session Beautiful Bob talked a bunch of lonely miners into making him a hot air balloon.  Maybe next time...

Friday, March 12, 2010

Houserules and Dice Fudging - at what point are you no longer playing D&D?

In the comments to my last post many people made the point that D&D is never played RAW, and each group will come to a consensus together on how the game should be played.  My post was about PC mortality, and Rob Barret even went so far as to state,

"In all the years we played Moldvay, Mentzer, and AD&D, I don't think we ever had a character die.  Ever.  Same for 2nd edition and 3rd edition for that matter."

To me, that suggests either some serious houseruling to reduce the lethality of these games or some serious dice fudging or both.  Houseruling I totally understand, being a big proponent of this myself.  The urge to tinker with the rules runs strong within me, and sometimes I have to consciously hold myself back from making unnecessary changes just because a particular mechanic seems a little wonky to me.  Lately, I have been satisfying this urge by just writing my own rulesets, and that has been a ton of fun.

Dice fudging is a little more alien to me, on either side of the screen.  As a DM, if I am not comfortable with the idea of PCs dying, what am I doing running a game that has an abstract combat system like D&D where the falling dice determine success or failure with very little room for player skill to influence the outcome?  I think a lot of DMs roll their dice behind the screen, so no one would ever be the wiser anyway.  As a player, sure I can understand the desire to roll well, but half the fun to me is when you get that awesome critical hit in after a long string of pathetic rolls.  Still, I guess a lot of people out there do practice dice fudging.  Heck, I was reading a thread on rpg.net the other day about how one of the top sellers on an online RPG store were the loaded d20's!

I would hazard a guess that both houseruling D&D to decrease lethality and fudging dice rolls are a product of the desire to make D&D more of a storytelling game.  Them may be fightin' words in some circles, but I feel that the desire to play out a storyline involving the PCs as the Heroes of the story precludes the PCs dying from being a very real possibility.  Many people don't want to play a game of D&D that involves their characters dying.

More power to 'em, I say.  People should play the game they want to play.  I guess what has been bugging me when I think about this is the nagging feeling that this isn't really D&D.  I keep going back and forth about this; the rational side of me knows that houserules have been mentioned and encouraged in every edition of the game (as Kevin reminded me in the comments to my last post), but my gut reaction just keeps being that a game with no chance of death just isn't the game that I call D&D.  It may be as simple as that - there is no monolothic D&D, and what each person thinks of as D&D is really a unique creation of how she interprets the rules and how she has bent them to her own ends.

But let me conduct a little thought experiment: surely there must be some point past which you cannot push D&D and still have it be recognized as D&D.  Let us imagine a hypothetical gaming group.  This group has decided that they like D&D, they like the races and classes and character creation, but they don't like the way combat is resolved, they don't like the non-combat skill system and they don't like the magic system.  So they make a houserule - each player simply narrates what her character does, and the DM narrates what the NPCs do.  If there is a conflict between these narratives, the group as a whole must come to a consensus as to what happened before play can continue.

Is that still D&D?  Or is it a group storytelling session with some elements of D&D thrown in?

Where would you draw the line?  Give me some examples of what, in your opinion, would push a game beyond "D&D" into the territory of something else entirely.

Thursday, March 11, 2010

Character Death = Function of Play Style?

In the middle of another controversial post, Faustusnotes tosses out that character death rates have nothing to do with system and are actually dependent on the style of play.  Taken to the extreme, I suppose I would agree; if the "play style" of the group is to stay on the farm and not go out adventuring, I guess the death rate would be pretty low!

At first I thought this point was a no-brainer.  In the comments to his post, I said the following:
In OD&D every class had between 1 and 6 HP at first level! You could be a FIGHTER, for crissakes, the guy who is supposed to be able to kick ass and take names, with 1 HP! To be felled by a single rock thrown by a kobold!
Lets contrast that with 4e, which (just in case your answer to my two questions was no, you have never read or played 4e) starts characters out with their Constitution score worth of HP + a sum of HP determined by their class AND lets you heal yourself during combat once per combat AND lets you heal yourself more or less at will outside of combat AND says you do not actually die until you reach a value equal to negative one half your HP.
Faustusnotes responded with a comment that made me think a little about styles of play and the effect of the system on leveling up.

Carl, I wasn’t thinking just of first level in either of these games – D&D characers double their unkillability at 2nd level, then it goes up by 50% again at 3rd level, and so on – they quite quickly become proof against a few sword blows.
But more specifically, I was thinking that the rate of PC Death really depends on the DMs decisions about what and how many monsters to use, what kind of encounter settings to use (for example, whether the PCs get a chance to plan for combat), and so on. Obviously if you run encounters as simple stand-up fights without preparation or warning, strictly according to the random encounter rules, with the appropriate level-balanced monsters, at 1st level D&D and D&D3.5 are much harder to survive in than 4e. But I don’t think many groups do that, and they certainly don’t have to do that. It’s about style.

There are several problems I have with this statement.  The first is that in every edition prior to 4e, HP were rolled randomly upon leveling up, while 4e awards a set amount of HP based on class at each level.  So for instance, your 1st level Labyrinth Lord character with 3 HP could roll a 1 for HP upon attaining level two.  Far from doubling her unkillability, it would have gone up by a mere 33%.

The second is the unspoken assumption that the character is going to level up at all!  While it is true that even in OD&D (definitely the most lethal version of the game in terms of mechanics, because there are no bonus  HP for high Constitution and all classes use the venerable d6 for HD), a character becomes much more durable at mid to high levels, I would argue that it is much rarer for a character to advance to these levels in OD&D or its ilk than 4e, for instance.  It isn't just the increased HP that 4e doles out or the healing surges; it isn't the fact that multiple stats now can modify AC, or that feats can be used to increase HP; it isn't even the whole death does not occur until the character drops below her negative bloodied value (negative 1/2 total HP); it is the way that 4e is designed as a system to make sure that a party composed of the different roles works together effectively in combat, with the leader restoring lost HP, the strikers dealing out the damage, the defender drawing the attacks... 4e is designed for a the party to be a well oiled machine, each character performing a vital function.  I would argue that this mechanical aspect of 4e design creates a strong pressure on the DM to keep characters alive.  Unlike the old OD&D scenario where a character drops and her player just takes over one of the hirelings, if a member of a 4e party dies the whole game kind of grinds to a halt or at least works much less optimally because one of the party roles is no longer being fulfilled.

Compare that to OD&D, where both in my experience and in the actual play reports I have read of others, it is not at all uncommon to have more characters die before reaching 2d level than not!  I think that is the crux of it; sure, if you survive to 3rd level or higher in OD&D you have a much better chance of not dying from any nick or scratch, but just getting to that point is an accomplishment that is worthy of praise.  This also gets at the actual subject of Faustusnotes post (story based gaming) - in OD&D and other older editions, any character that actually makes it past the most deadly phase of the game already has a story, has already gone through adversity and probably has already had some lucky near death escapades.

Getting back to the subject of play style, it really does not matter if a party has had a chance to plan before being shoved into combat, and it certainly does not matter if the monsters encountered are balanced to the party's level: OD&D is just flat out more deadly at 1st level.  The best laid plans of platemail clad fighters can be laid low with a single roll of the d20.  The absolute lowest AC that an OD&D fighter can have is AC 2 (that is AC 17 for you ascending AC heads), which means that there is still a decent chance of getting hit by even the lowliest of attackers.  Every time combat is engaged in, no matter what the circumstances or the play style, players of OD&D characters hold their breath a little because they know that they are one unlucky roll away from death at any moment.

One final point about leveling up:  4e has a very clear and well defined number of encounters (10) that it takes to reach 2d level.  Lets look at Labyrinth Lord style XP for a second - at 15 XP each, a party of four would have to kill something like 500 orcs to level up!  To level up in ten encounters at that rate would require killing 50 orcs an encounter!  XP for GP helps this somewhat, but it still takes a much longer time to level up in older editions of the game, prolonging the sweet agony of the "sudden death" levels and making Faustusnotes position that PC mortality is a function of playstyle even more untenable.

Saturday, March 6, 2010

How to DM - Play to your strengths


I have a feeling that the one thing that all successful DMs have in common is that they play to their strengths.  The old maxim "be true to yourself" is kind of what I am getting at here.

When I was much younger, I tried very hard to run my games in a similar style to Alexis over at the Tao of D&D (this post was inspired, in part, by this post by Alexis, this response by G. Benedicto and this response by Trollsmyth - it actually grew out of a comment I left on Trollsmyth's blog).  I desperately wanted to create these incredibly detailed worlds with all this background information and prep work and I ended up spending a lot of time working on what amounted to a mediocre final product when I actually ran the game.  You see, I am just not very good at meticulous world crafting.  I want to be, but I lack the self-discipline and commitment.  I have great ideas spilling out left and right, but when it comes to fully fleshing them out and setting them in stone before a session, I just suck at it.  And when I tried to do this, I tended to flounder around at the table paging through my notes looking for the place where I wrote down whatever pertained to what the PCs were trying to do.

Now that I am a little older and wiser, I have come to realize what my strengths as a person are.  I do my best work, in RPGs and elsewhere, when I am under the gun.  Deadlines motivate me.  Getting something done at the last minute is not just my style, it is my forte.  I do better work when I have less time to do it in, possibly because I quit over-thinking things and just trust in myself and everything just flows out.

I have a ton of experience in improvisational speaking and acting - I went undefeated my senior season in high school in competitive extemporaneous speaking, and I was named actor of the year all four years in high school.  Extemporaneous speaking requires that you be able to structure your improv, to format your speech with an attention grabbing intro, a quick bullet point list of what you are about to say, a structured speech that hits those bullet points and then a conclusion that wraps it all up.  Improvisational acting requires that you not only be creative yourself, but that you play off the creativity of your partners and allow their input to shape what you do next.

Combining my speaking and improvisational skills and my last-minute under-the-gun get 'er done skills, I have come to my adult DM style:  Some last minute prep work (making sure not to spend too much time over-thinking things) and a ton of improvised details during the session.  The sort of prep work that I like to do is notes on possible NPCs that the party might encounter and their motivations, and maybe a few brief sentences on locations that the party is likely to be exploring during the session.

This probably would horrify someone like Alexis, but the truth of the matter is that is how I get my best work done.  And the truth is also that if Alexis tried to run a game like this, it might very well suck hard.  He may not have the same unique set of strengths and skills that I do, just like I do not possess his meticulous craftsman like approach to worldbuilding and running a game.  You see, the spontaneous details that I come up with in the heat of the moment are great.  They are pure gold. They are better than what I come up with when I try to lay out it all out before hand.  I take notes during the session of what I am spouting out, and I never end up contradicting myself or painting myself into a corner.  Play flows very smoothly and I never have to stop and shuffle through notes.  I am organized while I am improvising in a way that I am not when I am trying to work from something previously fleshed out.

From conversations with my players outside of the game, I know that they never have a clue how much of my games are improvisational on my part.  One of my favorite tricks (and one that I talk about in this post) is to listen to what the players are saying and include it in the game.  If they ask if there is a ventilation shaft in the ceiling, why not?  If they are asking around to see if anyone has found any other strange stone heads like the one they found at the edge of the swamp, why not?  Old Traggert over there is an amateur archeologist in addition to a hopeless alcoholic, and would probably fill your ears with tales of stone heads if you would just buy him another round!

I reward the players for their creativity and include them in the world building process.  My players love it, I attract new players to my games constantly because current players can't stop talking about all the cool stuff that is going on in game, and I find that I have the time to run two different weekly games and play in a 3rd while working full time, writing two blogs and writing reviews for a gaming website.  Not to mention spending time with my fiancee.

I could never do this if I hadn't figured out what my strengths were and played to them.  Awesome DMs come in many different flavors.  Find out what your strengths are and play to them.  Don't try to emulate what someone else is doing, because no matter how cool THEY are when they are doing it, you are not them.

Are you experienced?

This was prompted by this post and this post at the Tao of D&D - a thought provoking blog if you haven't checked it out.

Sitting on the toilet at 3:30 AM last night after returning from the first 8 hour D&D session I have had in a long time, something crystallized in my mind.  I realized why I have been struggling for so long with the way D&D rewards experience primarily for killing things (and taking their loot in the earliest editions).  It boils down to semantics.  If instead of "experience points" they were called "combat points" or "martial prowess" or some such bullshit, I would probably never have had this problem.

The word "experience" brings to mind a whole host of things.  By the time we are conscious beings, we have had more experiences than we could ever enumerate and each one has helped shape who we are.  This process of course continues until it stops (or doesn't depending on your beliefs) at death.  The word itself implies that anything that happens to you is an "experience" because you "experienced" that thing happening.

I truly believe that this has been at the root of my long standing practice of disregarding the rules as written when it comes to awarding XP.  You simply cannot convince me that someone only becomes more "experienced" by killing something.  I have killed very few things more complex than an insect (and no humans, demihumans or monsters to date!), yet I am far more experienced now than I was when a child.  I dare say I have leveled up a few times, even.  You cannot explain this away with my acquisition of wealth because I have not been terribly successful in this regard.  So my subconscious reaction to the word "experience" has made it very hard for me to not award XP in a game when players obviously have just undergone some life-changing events, taken actions that would have grown them as people and spent time and effort outside of combat accomplishing things.

Now over at the Tao of D&D, I think Alexis has looked at this from the other side of the equation.  He has looked at the mechanical changes that occur when a D&D character levels up, and sees those changes as a steady progression of getting better at killing shit.  When you frame the problem like that, D&D experience makes sense.  I may just change the word I use for "experience" in my D&D games and become a traditionalist.

Nah, who am I kidding, my way is the one true way and everyone else is going to hell.  Repent, Convert and Bathe in the Glory of My Light!
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