It’s been a while since I’ve discussed neo-classical gaming. The basic idea is made up of two components:
- - The core activity of playing games is
making decisions, primarily about how you’re going to use your limited
resources to achieve victory (however that’s defined).
- - Thus, when you’re rolling dice, you’re not
playing the game; you’ve paused the game while you wait for random chance to
tell you what the new situation is going to be.
So while lots of RPG design theory says, “If your
game is about exploration and danger, you should have an Exploration and Danger
stat,” neo-classical gaming is more about building mechanics around exploration
and danger so the players are making decisions that lead to exploration and
danger. (To see a good modern example of
a neo-classical game built around exploration, check out Numenera.)
What’s brought this to mind recently is discussion around WotC new upcoming book, Strixhaven. The book is odd, to say the least. Strixhaven is a wizard’s school, and the adventures revolve around the PCs being students. There are no villains, but your characters might find an NPC classmate is a “frenemie.”
It’s a far cry from crossing wits with Count Strahd
or banishing kaiju-sized demon-princes back to the Abyss. Even Hogwarts had its Voldemort. Still, I think the idea is that you’ll drop
Strixhaven into existing campaign worlds that already have their own epic villains. The ad copy certainly implies that one
suggested use of Strixhaven is as a level 1-to-10 prequel to a full-blown
campaign.
But what would a darker, more adventurous version of
Strixhaven look like? I ran a campaign
using 2e D&D where all magic-users got their powers from pacts with demons
and devils, and the school where these pacts were made was a recurring
element. Starting from that, what would
a neo-classical game about such a place look like?
The classic tropes of the pact-with-a-devil genre,
from Dr. Faustus to Elric of Melniboné, include the tug of temptation to give
more and more to the devil and the dangers associated with that. Slippery slopes and dangerous assumptions
abound, as well as pitcher-plant style traps that are pleasing to fall into but
difficult to escape from. (Now that I
think on it, these stories have a lot in common with the American gangster
genre.)
So what springs to mind is something akin to
Numenera’s mechanics, which use a death-spiral to push the characters to use
their Cyphers. But instead of Cyphers,
the students of the Shadow University would instead be tempted by sweet-but-poisoned
deals.
Our stats are going to be the sort that define
college students: Athleticism (to cover everything from physical combat to how
much you can drink without passing out), Wits (native intelligence,
book-learning, and cleverness), Intuition (seeing beyond the surface of things
and ferreting out lies and half-truths), and Charisma (charm and
deception). There will also be a
class-ranking number which measures both your academic standing versus your
classmates and social position in campus culture.
The bulk of the game would be opportunities to raise your Ranking or threats to it. If it ever falls too low, you’ll likely end up being sacrificed by one of your classmates to a devil.
The Eyes of Satan are Upon You...
The stats are represented with a die; d6 is average, d8 is noteworthy while d12 is exceptional. (We’re skipping the d10 here.) There’s one lower, the d4, which represents an impaired stat. When you try to use one of your stats to overcome a challenge, you roll you die and try to beat a target number:
2+ : a routine challenge; you’ll succeed unless luck,
exhaustion, or some other outside influence trips you up.
4+ : an educational challenge; this one might
stretch you a bit. It’s akin to a pop-quiz
in a class or a game versus an equally-skilled opponent.
6+ : a daunting challenge; for most, it’s possible
to succeed, but only with a lot of hard work and maybe a little luck. This is the final exam from that prof who brags
about how many students fail his class every year.
8+ : crushing!
Native talent is unlikely to be enough, and you’ll have to exert yourself
to even have a chance at success.
10+ : harrowing!
Only the most gifted or foolish will tackle this challenge with out prep
and support.
The higher the challenge, the better the chance that
success will move your Ranking.
If you roll and fail, your character can exert
themselves to put in extra effort. This
causes your stat to reduce to the next smaller die, but you get to add the max
roll possible on that smaller die to what you rolled. So if your character’s Athleticism is d6, and
you roll a 5, your character can exert themselves, lowering their Athleticism
to a d4, but also automatically adding +4 to the 5 for a final score of 9.
If your stat is down to d4 already, your character
is too spent in that area to exert themselves effectively.
Replenishing your stats involves wallowing in
vice. Wrath might involve smashing
something expensive or useful, Pride might require you to abuse a hireling or
sacrifice a relationship, etc.
Or you can make a pact and sell your soul for
power.
And just to twist the knife, the longer you can go
without making a deal, the better a deal you can make. It’s push-your-luck all across the board.
Then we just sprinkle the calendar with all those
school-fun events, from freshman initiation streaking to midterms to dances. And all will be twisted to either challenge
the PCs or give them chances to indulge their vices.
5 comments:
Your proposed system sounds very much like Savage Worlds with a dark setting.
I'm a big fan of the Black School genre.
That being said...hasn't this thing kinda' been done already?
I'm a little...not sure "surprised" is the right word...at the audacity of WotC for even suggesting such a game/setting/variation. I mean...
Oh, never mind.
Dsurion: there's absolutely some overlap with Savage Worlds, but there are two big differences that set the respective tones.
Savage Worlds is a game of heroic action, and the dice mechanic reinforces this two ways. First, Savage Worlds has the Wild Die, an extra d6 that you roll whenever you make a check; you can use the Wild Die's roll instead of your actual roll if it's better. Second, Savage World's dice explode. Combined, these encourage the swashbuckling, risk-taking style of the genres the game is attempting to emulate.
Second, being very much a product of its time, Savage Worlds doesn't include a death spiral. Injuries don't kick in until the PC has been taken down by Wounds, and there's no difference between Wounds until the last one. Again, this encourages risk-taking of the sort you expect in heroic adventure stories, action movies, etc.
JB: Mearls is out at WotC, and with him gone, so is all restraint. The Suits have demanded that they make the most of D&D's current popularity by releasing ALL TEH BOOKS!1!! Since WotC also owns M:tG, we're seeing a flood of M:tG settings translated into D&D. It's less audacity and more digging deeper into their IPs to see what's a fit but doesn't conflict too much with existing D&D stuff. We're not likely to see a D&D version of Innistrad, for instance, as it would conflict too much with Ravenloft.
And yeah, I really suck at neverminding. ;p
Ah. And here I just figured they were trying to milk the Harry Potter fans in the 5E audience.
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