Thursday, June 14, 2018

Elite: Not So Dangerous

The Thargoids are here! For definitions of “here” that are limited to certain locations in the game Elite: Dangerous, anyway. And ObisidanAnt, premier journalist of the game, asks, “Does anybody care?”

The short answer is that some do, but most don’t, and I’m pretty sure this is on purpose. One of the sacred cows of these sorts of games is, “Don’t impact the fun of the players.” For the most part, this gets translated into, “Whenever you add some new content to a game, make sure people can ignore it if they want to.”

This makes sense. After all, if you’ve got tens of thousands of players having fun, you don’t want some new, untried, and experimental content harshing their buzz. But it also traps the game in its current state. Nothing momentous can happen because truly momentous things can’t be ignored.

ObsidianAnt observes that, while everyone thinks the Thargoids wrecking space stations and leaving them on fire is cool, not everyone is gung-ho about hauling the massive list of materials needed to repair them. And why should they be? Let’s be honest: a burning station is far cooler to fly past than another perfectly normal and functioning station. Sure, you can’t really get all the normal services at a wrecked station, and they can even be hazardous to dock in, but that’s not a huge deal when there are almost certainly other stations and even planetary bases elsewhere in the system to dock at. And these invariably have not been affected by the Thargoid attack. Because if the Thargoids could disrupt an entire system, then players would have a harder time ignoring them.

This should bring to mind Jeff Rients’ Broodmother Skyfortress. That game is all about blowing things up: favorite taverns, political alignments, even the very mechanics of the game the players have come to rely on. When the Broodmother shows up, you can’t ignore her and her brood. It’s do-or-die time and no matter what you do, your campaign will never be the same.

And it is AWESOME!

Granted, it’s far safer to take these sorts of risks around your table. Your players are probably not paying you to play and you’re not relying on them to keep the lights on. And if some change really does the dead-fish belly-flop at your table, you can always retcon it out of existence. Frontier Developments don’t have that kind of flexibility or security. But if Elite: Dangerous has a problem it is this: nothing really matters. You can wrack up your various scores (ships in your stable, credits in your account, prestige titles, etc.) but there’s little you can do with that stuff that’s meaningful to the game as a whole. For good or ill, it’s difficult to have any sort of visible impact on the world of the game. Which means your fun is unlikely to be interrupted, but it also means once the fun is over, there’s really nothing left to hold your interest.

For something like the Thargoids to matter, they have to have some impact. And for them to truly have an impact, something needs to be at risk. And risk is far easier to pull off around your kitchen table than it is on a triple-A computer game.

Tuesday, June 12, 2018

Whither Weather?

Over on the GeePlus, Steven Menteer asks: How do you make weather meaningful both in terms of story and game mechanics?

He’s asking this in the 5e group, but I’m going to answer mostly generically here. Story-wise:


  1. Weather Reflects the Story: dark, heavy clouds hang oppressively over the lands of the tyrannical evil baron. Mischievous autumn winds catch up the motley leaves in a wild and playful dance through the streets of the halfling village. For miles around the dragon’s lair, the land is barren, the wells dry, the creeks choked with dust, and even the warmth of the sun is sucked away by a persistent haze, until only a dull, bloody glow permeates the veil of dust.
  2. Weather as Antagonist: this can be implied, as in the stories of Jack London, or some degree of literal, as in Caradhras in The Fellowship of the Ring or the darkness in Veins of the Earth. Nature is trying to defeat you somehow and the weather is one of its tools to do so. Passes will be snowed in, damp wood refuses to light or only allows weak, smoky fires, deep fog hides the movements of enemy troops, ice breaks underfoot, rocks or even entire trees fall on you, snow and mud reveals your tracks and slows your pace, pollen clogs your nostrils and stings your eyes, gales howl or winds refuse to blow and becalm your ship… The possibilities are endless here.
  3. Weather as a Weapon: like above only possibly more limited. Lots of “epic” critters have Regional Effects they can invoke along these lines, such as the kraken’s control weather ability and the chilly fog or swirling blizzards that surround a white dragon’s lair. Druids and other spell-slingers can also mold the weather with their spells aggressively.
  4. Weather that Marks the Passage of Time: spring rains, muggy summer nights, crisp autumn evenings and icy winter mornings help set the scene and let your players know that they’re exploring a living, breathing world. And you don’t need to stick with the standard weather patterns either. You can have exaggerated weather patterns (“Winter is coming.”) or more extreme weather patterns (dry vs. rainy season of the Serengeti, tornado season in the Great Plains, the monsoons of India and Arizona, etc.) and the cultural events that surround them.

As for rules, 5e makes this pretty easy. Even if you don’t use the exhaustion rules on page 291 of the PHB, it’s easy to include the effects of weather as advantage or disadvantage on a roll. Heavy rain or howling winds or smothering fog impede your perception checks. Rain or snow can obscure footprints. Strong winds can push arrows and javelins off target or diminish their effective range. Being forced to sleep in the open while bands of cold rain sweep over the moors could prevent the PCs from enjoying the benefits of a long rest. If you’re feeling really nasty, persistent rain could soak the PCs belongings, ruining maps or mildewing spell scrolls (a survival check could dictate how well the PCs protected their belongings from the insidious damp).

That all said, I probably wouldn’t invoke rules on weather unless it served your game. This sort of thing is a no-brainer in survival-focused Old School play, but if you’re all about the super-heroic epic conflict, I’d probably not even bother with the weather except as set-dressing unless it was actively being involved in things by some power interested in what the PCs were doing or attempting to thwart. Weather-as-nuisance is a thing that happens in real life and totally fits when the PCs are trying to scrape a living from a harsh and uncaring world. Weather-as-nuisance is just annoying when the PCs are all about thwarting the Arch-lich’s plans to replace the High Queen with a transformed red dragon right in the middle of her coronation ceremony.

Art by Pierre Auguste Cot.