Friday, May 28, 2010

Sci-Fi Armour for Labyrinth Lord

Last time I talked a bit about what I’m doing with firearms, and now I’m going to talk about armour.  Moldvay/Cook/Labyrinth Lord makes armour a pretty big deal.  But descending AC limits me somewhat, and makes the math a bit harder.  So, for my sci-fi project, I’m going to bite the bullet and embrace the ascending AC. 

May Thor have mercy on my poor lost soul.  ;)

The nice thing is, this really gives me no upper limit on AC or on attack roll bonuses for weapons.  I can get really crazy if I want to.  I don’t think I want to, but I like having the option open.

The real handicap here is that this game only has one flavor of AC.  Sure, I could create all sorts of tables for impact vs. energy vs. gravitic attacks, but I really don’t want to deal with all of that.  I may change my mind later, but for now, I think I’m going to try to hew to a single sort of AC. 

Armour is fairly vague in my Labyrinth Lord games.  “Plate Mail” can mean the articulated armour of the Renaissance knight, but it can also mean the breastplate, helm, and grieves of the classical hoplite.  I’m going to be equally vague here.

Soft Armour (+5 AC): this is woven layers of special flexible, cloth-like materials.  It usually means bulky flack-jackets, but if you’re willing to pay ten times the list price you can get stuff that can be hidden under most clothing.  Most space suits count as soft armour, especially those fashioned to be used in construction, mining, or other hazardous activities.

Rigid Armour (+7 AC): fashioned from hard plates of specialized materials.  This can’t be disguised easily.  Armoured space suits are those with rigid plates attached for additional protection.  These are usually only seen on folks expecting to get shot at, though some environments are dangerous enough to warrant their general use.

Light Powered Armour (+9 AC): Powered armour gives a boost to the wearer’s strength, stability via a rigid, robotic exoskeleton while onboard sensors provide enhanced perception.  This results in an effective STR of 18 while wearing the armour. Light powered armour is used primarily for scout units and those expected to fit into small vehicles.  Still, if the power fails, it’s nearly impossible to move in.

Living Armour (+10 AC): Living armour is a biological parasite that fits itself around its wearer, who enjoys additional protection, enhanced strength and reflexes, as well as boosted senses.  The results are a +1 to STR and an increase in the wearer's hit points by 25% (rounded down). The suit's hit points are lost first, but the loss of the last hit point doesn't kill the suit or affect the wearer's AC in any way. In addition, it can never run out of power.  To get a suit of living armour to stop working, you have to kill it.  It’s the armour of choice for those who can afford it.  Unlike other armours, it needs to be fed regularly and can be extremely particular about who wears it.

Heavy Powered Armour (+11 AC): heavier version of the light powered armour.  It grants the wearer a STR of 19 while the power lasts. Generally supplied to shock and forward assault troops, as well as the spearhead of boarding parties.  If the power goes out, you can’t move.  It typically comes with its own internal life-support, making it, in effect, a really fancy, sturdy space suit, though you’ll almost never see it used anywhere besides combat.

Ulta-heavy Powered Armour (+15 AC): really more a small artillery platform than armour per se.  Movement is slow even when it’s powered up, and if the power fails you probably can’t even get out of it! The STR of the wearer is effectively 20 while the suit is operating.

Arachnid Armour (+12 AC): a heavy version of living armour, this adds four additional limbs with diamond claws for combat or climbing.  It can be used to manhandle heavy equipment or weapons, be ferocious in melee, or travel overland at great speed, even over rough terrain.  The wearer has their hit points increased by 50% (rounded down) and the effective strength of the limbs is 18. It needs to be well-fed for optimal performance, however, and it eats like a horse.

UPDATE: Added STR and hit point bonuses to some of the armours.

Photos by ellenm1 and brava_67.

Thursday, May 27, 2010

Gauss Weapons in Labyrinth Lord

Ranged combat in Moldvay/Cook still gives me fits. Yeah, it works well enough, but only being able to shoot once every ten seconds is insane, even for crossbows. Things get worse when you start looking at adding modern or futuristic firearms.

When translating firearms to D&D, most folks start with the damage. They want guns to be as dangerous as they are in real life, so turn to tools like exploding damage dice. This certainly does make firearms dangerous to high-level characters. However, that doesn't quite work with my sense of hit points being the ability and will to continue to fight, rather than structural integrity. Traditionally, fire arms were seen as the great equalizer because they rendered strength, size, expensive equipment, and, in many respects, skill, largely irrelevant. Anyone with a modicum of training and steady hands could too easily slay a knight in the finest armor, atop the most expensive horse, and with a lifetime of training. "The good Lord made all men," as the saying goes, "but it was Samuel Colt who made us equal."

So I'm thinking of approaching fire arms from the other end, and giving them bonuses in the attack roll. These bonuses are going to be pretty hefty. Even a simple firearm like a matchlock or flintlock deserves a +1 or +2. Once you're talking about shotguns and full-auto machineguns, bonuses of +5 or more may not be out of the question. (Keep in mind that the spread of a shotgun and the spray-and-pray firing technique of an assault rifle on full auto are less about putting lots of holes in your target and more about putting lots of lead in the air in order to increase the chances of hitting something.) Firearms will likely do about the same amount of damage as other weapons, since losing hit points is more about stress, distraction, and exhaustion than it is about physical integrity and blood loss.

Because a certain someone is obsessed with gauss weapons, we'll be taking a look at those here. The really cool thing about these weapons is that they allow a wide range of ammunition types. So let's see what we can do with that:

Solid Slug - the most basic projectile. This grants a +3 on the attack roll, +5 with autofire (but keep in mind that this increases the chance of hitting something else as well). It has an effective range of 1,200 feet and does 2d4 damage.

Smart Slug - this is a solid slug with wings. It can’t shoot around corners, but it is far more accurate. It can only be fired in single-shot mode, enjoys a +4 bonus on the attack roll, and an effective range of 2,400 feet. However, this projectile requires additional gear for properly selecting a target. It also does 2d4 damage.

Explosive Slug - a solid slug that goes boom. Using the same targeting gear as the smart slug, this one actually can reach round corners. When it goes off, roll a normal attack roll for every target within a 5 foot radius, adding +3 to all the attack rolls. Those hit take 1d6damage. Autofire is not an option.

Screamer Slug - a solid slug that whistles and then goes boom. The screamer slug has an effective range of only 900 feet. It doesn't require any special targeting equipment. However, it emits a hideous whistle as it flies through the air. It also explodes after it hits the target, doing 2d6 damage after a successful hit. The combined effect is a -2 on the morale rolls of anyone being shot at. However, the wonky aerodynamics give it only a +2 on the attack rolls, +3 with autofire.

Force Slug - a slug that pierces force fields. This is very expensive round generates its own force field designed to penetrate defensive force fields. It has an effective range of 900 feet, but is otherwise just like a solid slug.

Taser Slug - a slug that shocks. This acts just like a solid slug, but only does 1d6 damage and doesn't kill your target.

Needle Shell - a disintegrating shell that releases a swarm of tiny needles. The effective range on this is only 200 feet. The attack roll bonus is +4, +6 on auto fire. The needles can be used to inject a wide variety of toxins into the target. Usually, this at least doubles their cost.

Painter Shell - this shell splatters a gooey substance on the target that calls out to smart slugs. It adds an additional +2 attack bonus to Smart slugs fired at the same target. It only does one point of damage, but is otherwise just like a solid slug.

Am I missing any good ones?

Art by Ludovico Marchetti.

Monday, May 17, 2010

"...We Raise Our Horns in Remembrance."

Yeah, this very much reminds me of what gaming was like in my neighborhood in the early '80s.

Sunday, May 16, 2010

Expectations: Iron Man 2 and Robin Hood

A good woman will reload for you. A great woman will take up a knife and start slitting your enemies’ throats.


-Stephen W. Browne (I think)


Summer blockbuster season is upon us once more, and for the first time in forever, I’m in the theaters. Not on opening day, mind you, but still…

The big two so far for me have been Iron Man 2 and Robin Hood. I was going to see these no matter what the reviewers and all said, and now I have, so I’m going to toss in my two cents.

Iron Man 2 is at least as good, and more fun, than the original. Squaremans is right; it’s got just as much fun in the build-up without asking us to believe someone goes utterly crazy and stupid in the final act to set up the compulsory Battle o’ the Suits at the end. Tony Stark is equally fun and self-destructive (with arguably decent reasons this time), Pepper Potts is a sultry, grown-up Hermione Granger (no, really, think about it), and Tony’s driver/bodyguard Happy pulls off being comedic relief without being a buffoon. Think a less furry and taller Gimly from the movies. And any movie that bookends itself with AC/DC tunes is gonna go up a few notches in my estimation.

Oddysey has described Samuel Jackson’s role in this movie as informing Tony Stark that he lives in the Marvel Universe now, where the meager elements of the periodic table are fortified with the potent, supernatural elements of Science! She’s spot on, I still think casting Mr. Jackson as Nick Fury was inspired, and I hope we get to see more of him as these movies slowly lead us towards the Avengers flick.

Robin Hood is a lot more problematic for me. First, it’s not been advertised well. This is most emphatically not a Robin Hood movie. It’s entirely an origins story.

Ok, I need to explain that. You know how in Batman Begins, the first half or so of the movie is about Bruce Wayne and how he becomes Batman, but by the last act he is Batman and he’s busy doing Batman-y things? Ditto for the first Iron Man movie, where we get a sort of sneak preview of what Stark will do in the first act, when he escapes from the terrorists, and then he’s full-on into being Iron Man by the third act.

In this Robin Hood movie, our hero doesn’t become Robin Hood until the last ten minutes of the movie. Seriously. The scene from the trailers where the sheriff asks for a nail and the notice gets pinned to the tree by an arrow and the crowd bursts into laughter? That’s maybe five minutes before the credits start to roll.

Knowing that, the movie is ok. When it soars, it really soars. Russell Crowe continues to prove he’s one of our most underrated actors today. When he responds to a quip from King John with, “To an Englishman, his home is his castle,” it’s got both great comic timing and the gravitas of English Common Law being crafted by the poetic wit and common sense of the mythic English yeoman. When Mr. Crowe starts growling orders in that rich voice of his, and the soldiers immediately move to obey, we buy it. The man has enough presence that the movie hardly needs Max von Sydow to add weight to the film, though he’s great in his role, as always.

Unfortunately, the writing, while clever, doesn’t always seem to be up to the level of that exchange about homes and castles. I can’t tell if this is a problem with the writing or the budget of the movie. We only hear about how King Richard lost the hearts of his soldiers by ordering the slaughter of innocent Muslims during the crusades, but we don’t get any tortured, washed out memories haunting the dreams of our heroes. The battles seem tiny, the villages barely larger than a handful of hovels, and when Marion shows up at the final battle with the Scary Orphan Boys in tow, it’s barely a handful of scraggly individuals, not the scary feral mob they’re clearly meant to be.

Which kinda gets at the heart of what I think is the issue here. The movie is clearly filmed to be a very intimate piece. Only it’s about international politics in 13th Century Europe and the Magna Charta, one of the most mythic political documents in Western history. The 1964 “Becket” managed similar territory by mostly shooting a big political movie sprinkled with deeply personal, poignant moments. Robin Hood tries the opposite tack, by having a deeply personal movie punctuated by moments of grand politics and war. It doesn’t quite work.

Part of the reason for that is the odd nature of the intimate moments. Much revolves around Crowe’s Robin Longstride not remembering much about his father. The final revelation, dribbled out to keep us intrigued, is underwhelming as secrets go, and serves primarily as catalyst for transforming Lonstride from a pillaging mercenary into a champion for liberty. Which means he gets to give rousing speeches about the right to trial and the right to earn an honest living without us having actually seen any summary imprisonment or much in the way of people being forbidden to feed their families. In short, it’s a writer’s cheat, and it feels like it.

So we get a movie that’s constantly trying to be greater than it is, complete with an invasion of England by France involving 13th century versions of the D-Day landing craft and grand plots and counter-plots, and yet the movie makes it feel like you can ride across the length and breadth of England in an afternoon. Marion spends most of the movie with her sleeves rolled up, being a sort of medieval Rosy the Riveter, but when she dons armour and goes to avenge the death of her father-in-law, she only manages to bring that scraggly handful of lost boys with her, and spends a good part of the mano-y-mano fight thrashing and sputtering in the surf. Sure, I know Robin’s got to slay the baddie at the end with an arrow, but again, it feels like we’re not quite given the payoff her character promised in the beginning. (Say what you will about Tolkien being sexist, but when Eowyn squares off against the Witchking to avenge the death of Theoden, it’s Eowyn herself who slays her foe, with only a bit of help from the doughty Merry.)

Which stands in stark (pun not intended) contrast to Gwyneth Paltrow’s Pepper Potts. Not only does she run Stark Enterprises while Tony is self-destructing in slow motion or throwing together a quick particle collider in his basement, she takes control at the end of the movie, not by donning a suit of super armour and smashing people through walls, but by using the skills and resources she’s been demonstrating through the whole film to minimize the damage and take down half the villainous duo in a way that’s clean, efficient, and inside the system. Sure, fanboys will rave about Johansson’s Black Widow, but it’s Pepper who has Tony’s back through thick and thin, who keeps the lights on at swanky Stark Manor, and puts out the fires started by the villains and Tony.

All in all, Iron Man 2 gets a big thumbs-up for me, Robin Hood gets a half-hearted thumbs-up, and that’s not a bad way at all to start the summer.

Monday, May 10, 2010

What's Common?


Riffing on Oddysey’s latest posts, but going the other way, part of my world design process is deciding just what the language “Common” is. It’s a handy device to make sure everyone can talk to each other, but it also implies something about the setting. The Common tongue grows out of power; everyone speaks it because it was the native tongue of those with some sort of authority. That power could be political, but it could also be commercial, cultural, or religious.

In history, there have been a handful of common tongues. Latin, of course, is the one most folks think of. Not only was it the language of Rome and her empire, but it was bequeathed to the Catholic Church that followed. Most didn’t speak it well in the Middle Ages. It’s common to come across documents written with Latin words but local grammar, which makes understanding a real mess. And the closer you get to the Renaissance, the fewer outside the church who speak it.

A few hundred years after the Renaissance, the rise of France’s cultural power made French the lingua franca of diplomacy and culture. But in the world of the burgeoning science of geometry, the lingua franca was Greek, because so much of the work being done was based on an ancient Greek foundation.

Today, the closest thing the world has to a Common tongue is American English. While the vast American entertainment-industrial complex is primarily responsible, the fact that English is the native language of the ‘net certainly doesn’t hurt.
So we’ve got lots of models to work from when thinking about where Common comes from in a campaign. It can be the language of a great empire, either past or present, of some international organization like a church, or the language of scholars or popular culture. Which it is will define something of your campaign.

Traditionally, the Common tongue has been the language of a fallen empire in my campaigns. That fall wasn’t too long ago; everybody has family history of the days back when the empire still stood, though for short-lived humans that may have been great-great grandfather’s day. In my current Doom & Tea Parties game, Common is the language of the Second Lizardfolk Empire, still standing but also clearly on its last legs. In both cases, the collapse of empire gives the world a Points of Light feel. Pockets of civilization remain, but between them can be seen the unraveling of culture, law, and safety for the common folk, with lots of opportunities for brave (or unscrupulous) adventurers.

In a previous campaign, the Common tongue was a trade pidgin of Gnomish. The gnomes, being great traders who occupied a hilly land near the center of the continent, went everywhere and traded with everywhere. With the gnomes and their trade comes news of far-off lands and connection to them as well. The rampages of a dragon in far-off Gebelstor meant imports of iron would become rare, raising the price. Elven raids along the coast of Berian, breadbasket of the continent, might lead to hunger and malnutrition throughout the lands. There’s no end of adventure hooks for our heroes to chase as the gnomes bring word of great happenings from the icy wastes of the far north to the tropical Emerald Coast. Everything feels connected, and where that connection is mostly felt by its absence with the fallen empire, in the a campaign strung together by trade every action the PCs have can be seen to reverberate through the economic web of
the gnomes.

UPDATE: How this actually works in the real world: English becomes Globish.

Art by Jean-Leon Gerome and Hermann Meyerheim.

Saturday, May 08, 2010

Review: Gratuitous Space Battles

It says something about my computer game playing habits lately that I had to look up "tower defense game." It doesn't surprise me that people find these sorts of games fun. Tower defense was basically my primary strategy when playing RTSes, especially of World of Warcraft II. That said, RTS is not my genre of choice these days. Most of my gaming is older turn-based strategy, like Master of Orion II, Bio-Ware RPGs, and neat little things like Positech Games’ Gratuitous Space Battles.

The game is exactly what it says on the tin: really pretty (even though sprite-based) battles in space between slow crawling capital ships and swift little fighters. The backgrounds are full of the Technicolor glowing nebulae that the Hubble space telescope and Babylon 5 have made us come to expect in space. What's a little odd is the focus of the game. It's not a flight sim with RPG elements, like Elite, or 4X game like Master of Orion. It's not even a turn-based RTS combat simulator like Starfleet Command. Instead, it really is more like a tower defense game, except your towers are spaceships which crawl slowly across the screen towards enemy spaceships which are crawling slowly the other way toward your ships. You don't command ships in the battle; instead, you set things up beforehand, unleash the fleets and sit back to watch how it turns out.

So what do you do? The first stage of the game is designing your ships. The game comes with four races, three of which you have to unlock through successful gameplay. Each class has different hulls in three categories of ship: small zippy fighters, not quite so small and not nearly as zippy frigates, and big lumbering cruisers. Each hull has a certain number of hard points and slots for general equipment. In the ship creation screen, you fill the hard points and equipment slots with the gear you want your ship to have. If you need a fighter-killer, you outfit your ship with quick, low-damage canons and missiles, while another ship may be equipped with big but slow beam weapons that pack a lot of punch. Most hulls add extra bonuses towards certain stats on the ship like power generation or speed.

After you've designed your ships, it time to see how they actually perform in combat. The game comes with some preset scenarios. When you load one of these up it first tells you about any special conditions. These can range from the classic Wrath of Khan nebula situation where shields don't work, to logistical limitations on which pieces of equipment or hull types can be used. You are then shown a map of the territory in which the combat will take place. Maps vary in size, so small little skirmishes don't necessarily have to start with your ships crawling diagonally across a vast expanse towards the enemy for hours before the fighting actually starts. You'll see the enemy fleet already in its line of battle. This allows you to arrange your fleet in tactical response. Usually, this will probably mean some variation on the denied flank, but since you can run any scenario as often as you like, you can try out all sorts of different configurations and combinations of ships.



As you're arranging your ships, you can give them commands that they will carry out once the battle starts. These consist of which ships to engage in combat at which distances, formation and escort commands, and whether or not to attempt to withdraw from the front lines when they start taking too much damage. As with most computer-based tactical AI, the actions of your ships can be both predictable and, at times, really wonky. This does allow you to achieve certain effects in a roundabout sort of way. For instance, if you don't want your fighters to speed ahead straight for the enemy, you can assign them to escort a fragile frigate with paper-thin armor. The fighters will then swirl around the frigate as it crawls towards the enemy, and then swarm over the enemy once they've destroyed the frigate.

After you've got your fleet arranged, you click the “fight” button and watch them go. The space battles are gratuitously gorgeous, as you'd expect. Great glowing missiles leave trails in their wake, glittering bolts of plasma glitter across the screen, and laser beams rake their targets, all causing explosions and fires to erupt on the targeted hulls. Unlike other games on similar subjects I've seen, Gratuitous Space Battles actually shows you the damage being done to enemy ships. In spite of the sprite-based graphics, you can zoom in and watch the turrets on the ships turning towards the enemy and firing. You can also see them burst into flames when they are crushed by missiles and laser beams. Hulls become peppered with flaming holes that belch smoke and sparks. Destroyed ships drift as blackened and shattered hulks, bits of twisted metal floating as debris in your battle space. The whole thing is just fun to watch.

After the battle you can review reports on which ships and weapons did (or suffered) the most damage. These reports are not quite as detailed as I would like, and they don't tell you which of your ships hurt any particular ships on the other side. Or at least, I haven't been able to figure that out in the data I've seen. Still, it's pretty easy to figure out which of your weapons are effectively harming the enemy and which are just pinging ineffectively off their shields.

And that's the game. Rinse and repeat as desired. You can set up a situation and fleet and challenge others to take it on, or accept challenges others have created. It's quick, easy to get into, and fun to play. It doesn't require a whole lot of time, and if the space battles are crawling on a little too slowly, you can always speed up the action. The music is appropriately strident, full of drums and horns, but I imagine it's going to get old very quickly. Still, the music and eye-candy are surprisingly good for a game that sells for only US $10. If you do get bored with the fleets provided by the basic game, a few modded fleets (some based on IPs like Star Wars and Starship Yamamoto, a.k.a. Star Blazers) are available, as are official add-ons of new fleets to fight with or against. At the price, it's hard to argue with. But there's no substitute for downloading the free demo and trying it for yourself.

Wednesday, May 05, 2010

Red vs. Green: Taking the House Rules for a Spin

Because scottsz asked for it, and I have a new player joining our game, here's an example of what combat looks like with my house rules.  Keeping things simple, I'm going to use two 5th-level fighters.  Since I have a red d20 and a green d20, our battle will pit the Green Knight against the Red Knight.  The Green Knight has a Dexterity of 15 and the Constitution of 13.  The Red Knight has a Strength of 13.  The Green Knight has 21 hit points and the Red has 28.  Both wear chain mail and a helm.  The Green Knight wields a sword and shield; the Red Knight wants this over quick and hefts a battle ax.

As the two approach each other, we encounter the first house rule: initiative.  The battle ax has an initiative of 8 as does the sword.  However, the Green Knight's Dexterity gives him an initiative adjustments of +1 so he goes first.  The Red Knight’s armor class is 5; the Green Knight needs to roll 12 or higher to hurt him.  Unfortunately, he rolls a 3.  The Green Knight's AC is 4 thanks to shield.  The Red Knight needs to roll a 13 or better.  He rolls an 18!

Because the battle ax is a two handed weapon, it does 2d4 damage.  The Red Knight rolls very well and does the max possible: 9 points.

Pressed hard by the Red Knight's aggressive opening, the Green Knight attempts to rally.  He succeeds with a roll of 19.  The one-handed sword does 1D6 damage; the Green Knight rolls a 1.  The Green Knight’s rally has stolen the Red Knight’s momentum; the Red Knight rolls an 11.

The next round sees our two combatants exchanging blows to no real effect.  The Red Knight, however, remains undaunted and rolls a 15.  He rolls a 4 and a 1 for a total of 6 (4+1+1 for STR) damage thanks to his high-strength.  The Green Knight is clearly struggling.  Another blow like that could take them out of the fight.

He's not down yet, however.  In the next round he rolls a 13.  The roll for damage is a 5.  The Green Knight is growing desperate and his fancy sword-work is simply being power through by the stronger Red Knight.  The two knights continue their clash, with the Green Knight wearing away another two of the Red Knight’s hit points.  The Red Knight barely seems to notice and lands another telling blow on the Green Knight.

With only six hit points remaining, the Green Knight knows he's in trouble.  In a desperate bid for survival, the Green Knight throws shield up between his fragile body and the Red Knight's cruel ax.  The heavy blade shatters wood and steel, but the Green Knight emerges still on his feet.  His left arm is bruised but not broken.  He draws his dagger with his left hand as a companion for his sword.

The Green Knight still rolls only one die for his attacks and his next roll is a 14.  For damage, he rolls a 3 and a 1.  Since he's using two weapons he chooses the best of those rolls; so the Red Knight takes three points of damage.

Both knights are now feeling the strain of the combat.  They circle one another warily, testing each other with feints and sudden attacks.  The Green Knight breaks through first and drives his foe back, dealing four points of damage.  He presses his momentary advantage, doing another three points of damage.  But the Red Knight is having none of it.  He shrugs off the Green Knight’s attacks, and lets his foe walk straight into his ax for another four points of damage.  The Green Knight unleashes a furious rain of blows, doing six points of damage and reducing the Red Knight to just four points.  But the Green Knight has only two hit points, and the Red Knight’s response does seven points of damage.

That reduces the Green Knight zero hit points.  He must now roll on the Table of Death & Dismemberment.  The 2d6 turns up 7: knocked out for 2d6 rounds, unless wearing a helm.  Luckily for the Green Knight, he is wearing a helm and is only stunned for one round.  Even luckier, the Red Knight is so shocked by his success that he fails to follow up on it by rolling a 3.

The Green Knight recovers from his stupor and swings at the Red Knight.  He rolls a19, and then a 1 and a 5 for damage!  That brings the Red Knight to zero hit points, and he rolls a 9 on the Table of Death & Dismemberment.  As he's also wearing helm, the ringing blow to his noggin only knocks him down.  He forgoes his next attack to get back on his feet; otherwise, he'd be at -2 to attack and the Green Knight would be a +2 to attack.

But no sooner has the Red Knight regained his feet but the Green Knight thwacks him again!  There is no need to roll for damage; the Red Knight can never have fewer than zero hit points.  So we go straight to the Table of Death & Dismemberment.  The roll is a 3: fatal wound.  Die in 1d6 turns.

The Red Knight is in no shape to continue the struggle.  Under some circumstances, I might let a PC fight on if there is a compelling reason to believe they would struggle on in spite of this grievous wound.  The Red Knight, however, is done for.  The Green Knight takes mercy on his foe and uses his dagger to provide a coup de grace, ending his agony.


Art by Frank William Warwick Topham and Gustave Courbet.

Friday, April 30, 2010

Free Comic Book Day is TOMORROW!

So don't miss it!

I'll be headed to my friendly neighborhood Tribe to enjoy the festivities. The store seems to be going strong and they have a great collection of the usual books, lots of indie titles, and, of course, gaming stuff as well. And I'll probably swing by Half Price afterwards to see what goodies I can find there. Last time, I snagged a copy of "Best of White Dwarf Articles III" from 1986. Never know what you might find there.

Monday, April 19, 2010

Ok, That's Just Spooky...



I am a d10


You are a d10: You are analytical, rational, and logical. You see the world around you as a succession of problems that can only be navigated via insightful and elegant solutions. You insist on precision are often forced to waste valuable time correcting others. Your attention to detail is extraordinary, and will sometimes focus all your attention on details that others consider unimportant. You are not so interested in doing the right thing, as you are in finding the best way to do it. In other words, you're a complete nerd.
Thanks to Jeff for pointing this out. Troll-vault, indeed...

Take the quiz at dicepool.com

Sunday, April 18, 2010

Cry Havoc, Trollsmyth-style

OdRook asks, “In your own campaign(s), what rules do you use for two-handed weapons and two-weapon fighting (assuming you allow this one)?”

I’m going to take advantage of OdRook’s question to post a quick overview of my combat rules. One-handed weapons do 1d6 damage. Two-handed weapons do 2d4 damage. Fighting with a weapon in each hand (or using a quarterstaff) does the best roll of two six-sided dice. So if you’re fighting with sword and hand-axe, you’d roll a pair of six-siders (say you rolled a 2 and a 5) and you’d do the damage indicated on the higher roll (in this case the 5). You still roll only a single d20 for to-hit, however.

I also use individual initiative, but don’t roll for it. Instead, it’s dictated by your choice of weapons:

WEAPON
DAMAGE
INITIATIVE
NOTES
Bastard sword
1d6
9
2d4 when wielded two-handed
Battle axe
2d4
8
Club
1d6
2
Dagger
1d6
4
Hand axe
1d6
3
Lance
1d6
9
Double damage on charge.
Mace
1d6
6
Pole arm
2d4
8
Short sword
1d6
7
Spear
1d6
10
Double damage when set to receive charge
Staff
Highest of 2d6
7
Sword
1d6
8
Torch
1d6
1
+ 1d4 burning damage
Two-handed sword
2d4
7
War hammer
1d6
5

This is where things get a bit complicated. Highest number goes first, and you do add your DEX modifier to the number. This makes spear-and-shield a pretty good combination, with high initiative and the additional protection of a splinterable shield. And you’ll want to wear a helmet as well, just in case you end up rolling on the Table of Death & Dismemberment.

That’s the how and here are the whys: 1d6/2d4 damage is quick and easy. Players remember which die they need to roll. It also means that magic-users don’t need to be limited to daggers so much; I even allow them to use quarterstaves, but still no shields, two-handed weapons (other than the staff) or weapon in each hand. (Granted, that still leaves things open for magic-users getting their hands on magic swords. I’m less worried about that, honestly, since they’re extremely rare in my games.)

Not rolling for initiative means one less roll needed in combat, which speeds things along. Dice-rolling is my least favorite activity in RPGing, so I try to minimize it as much as I can anyway. (Yeah, I know that’s blasphemy. ;) ) It also means a real difference between swords and spears and daggers in spite of them all rolling the same d6 for damage. Spears, quite frankly, are an incredibly flexible weapon for adventurers. They can be set to receive charges, held in one hand for stabbing, thrown, or even used as prods and levers when exploring.

The Table of Death & Dismemberment means heroes are less likely to die without sacrificing much in the way of tension, makes helmets important, and serves as something of a critical-hits table. In spite of the example I give, I do not allow the CON bonus to affect rolls on this table. It just wasn’t necessary. I think in a year of play we’ve rolled six times on this table, with one death, two lost hands, and the rest were stunned-for-one-round. My players are crafty and sly, and try to avoid “fair” fights whenever possible, for which I heartily commend them.

Art by Eugene Delacroix and Constantin Hansen.

Wednesday, April 14, 2010

Playing with the Sword-and-Board Fighter

Ian over at the Swashbuckler's Hideout has a neat new variation on the "shields shall be splintered" house rule. It's considerably more attention-intensive than mine, but he also has very different goals:

My goal for this rule was to make defending with a shield an active, rather than a passive, ability and to create a large difference in play styles between the sword & board and two-handed combatants.

I'm really looking forward to hearing what his goals are for his game. Everybody plays the game differently because everyone gets their fun in different ways. So what follows should absolutely not be seen as a criticism of Ian or his rules. That's not my goal here at all; I'm really looking forward to seeing what he has in mind and why he's doing things the way he's doing them.

That said, I see in Ian's rule a tendency I see in myself and most other designers. If we want one choice to "play differently" from another, we give them new dice rolls. I see two issues with this. First, modern game design loves its central mechanics. The whole point of the central mechanic is to make every procedural dice roll similar in execution. This makes the game a lot easier to master. Learn the central mechanic, and you've pretty much learned the whole game. Of course, this means that relying on dice rolls to make classes play differently doesn't work very well. If you're using a central mechanic, all your dice rolls are going to be extremely similar. Ian’s starting with an older version of D&D I believe, so this isn't as big an issue for him as it is for some of us, but it's something to keep in mind.

The other issue is something I've been harping on lately: when you're rolling the dice, you're not playing the game. Dice rolls are what happens when the game stops and we wait to see what sort of curveball randomness is going to throw us. People think dice rolls are the game because that's mostly what we see in the books. But games are about making choices, not rolling dice; the game of craps is in the betting; rolling of the dice only tells you who won.

So as an exercise in what-if, let's take a look at Ian's goal of making the sword-and-board warrior play differently from the two-hander. In the faux old-school game Mazes and Minotaurs, there is a rule that gives warriors in a shield wall bonuses in combat, specifically giving them a +2 defensive bonus.

If we import this rule, or one very much like it, we can see that it will encourage the sword-and-board warrior to fight with other sword-and-board warriors, shoulder-to-shoulder in a shield wall. One way to do this would be to have other fighters in the party also fight sword-and-board. That would work well for a large party, but what if the party's very small or the other players don't want to play sword-and-board fighters? It might be best for our sword-and-board warrior to instead rely on retainers, hirelings, or henchmen to fill out a shield wall. This gives us a very different sort of warrior. Now we've got a character for whom Charisma is not a dump stat. He needs that high morale bonus to keep his guys in the shield wall. He is also a lot more worried about logistics. He's got a crew to feed and transport and arm. The other warriors in the shield wall need arms, equipment, food and their own share of the loot. Our sword-and-board warrior is now more commander and leader and less of a lone-wolf like his two-hander swinging counterpart.

So now we have a sword-and-board warrior who plays very differently inside and outside of combat. The interests and concerns of the player are noticeably changed from those of a generic fighter. And we did this without adding a single dice roll, just a simple rule that modifies certain already-existing combat rolls. I suspect this doesn't do Ian much good; this is probably not the direction he wants to take his game at all. This is just a fun little exercise in thinking outside the box. Often our first instincts are spot on, but it's useful to poke around and see if they are other and better ways to accomplish our ends.

Art by Walter Crane.

Monday, April 12, 2010

New Look!

The new header is by Ravenconspiracy of Drawings & Dragons. There's a lot of excellent work there, and I believe Ravenconspiracy is still available for commissions. The cost was more than fair and you can see the quality for yourself.

Saturday, April 10, 2010

More Neoclassical Social RPG: Mass Effect Musings

Josh of brilliantgameologists.com recently asked about making a Mass Effect pen and paper RPG. Gamefiend responded as follows:

First thing you need to define is what makes ME compelling in the first place. I thought it (and Dragon Age) were compelling in it forced you build relationships between characters and to make hard decisions. Everything else, from the combat to aesthetics, could be interchangeable with something else. But the relationships and difficult decisions really are what I would seek to emulate more than anything else.

What followed was a fairly traditional implementation of social mechanics in modern RPGs. What I'd like to do is take a look at how a neoclassical game might handle similar challenges. (Do keep in mind I have never played Mass Effect. So the ideas I'm proposing here might not work for a game that is modeled on it.)



First, the neoclassical mantra: the rules reinforce the theme obliquely. That is, a game about exploration (like D&D) has rules that reward exploration, but not directly. So in our science-fiction game based on relationships of hard decisions, are rules are going to play off these themes without touching on them directly. We're not going to have mechanics that quantify relationships or play off those numbers.

Instead, what we'll craft is a series of mechanics that promote the building and maintenance of relationships. So our combat rules are going to give bonuses for having a lots of people helping out. Things like cover fire rules, overwatch mechanics, or air support and orbital bombardment which encourage players to build the sorts of relationships that allow them to call in all sorts of resources. Our more generic resource rules, things like gold pieces in D&D, are going to be based on your ability to call in help from various organizations. Your relationship with other law enforcement agencies, or even underworld types, give you access to people, information, and equipment you might not get otherwise. Finally, our basic mechanics for adjudicating uncertainty will give lots of really big bonuses for cooperation. Expert advice, hands-on assistance, and maybe even inexpert aid or even just the well wishes of others will give large bonuses to success.

But we won’t have any hard numbers to measure your relationship with others. That is up to you and the GM. It will probably be fairly binary; if you have a good relationship with these folks then they will help you. If not, you're out of luck. Of course, this leaves a lot to the discretion of the GM, but that's a fairly standard hallmark of the neoclassical style. It also gives players and GMs a lot of leeway in defining how relationships work, who you can have a relationship with, and how strong those relationships are. What we're interested in as crafters of the system is the utility of these relationships, not so much the relationships themselves. Some things are fun just as they are and don't need the extra help.

Hard decisions are like that. Again, we’ll leave a lot in the hands of the GM. The hard decisions come from the adventures and the situations that the PCs find themselves in. In a well-networked social space, these will invariably lead the PCs to choose sides. In making these choices they will almost certainly annoy some of the factions from whom they could get resources. Hopefully, the same choice will reinforce the relationship with another group. But that's not necessarily the case. Sometimes, doing the right thing angers everybody. Whether or not some recognize the virtue of these sorts of difficult choices is entirely up to the GM. But if you're simply moving back and forth on a sliding scale of being liked by group A or being liked by group B, that's not really a hard choice. Eventually, the players will decide that one side or the other can serve him better, and just max out their "faction" with that particular side. Really tough choices involved sacrificing something in return for doing the right thing, even when the right thing is not likely to win you points with anybody.

And our neoclassical sci-fi cop game handles this very well. Burning bridges means fewer resources. Fewer resources raise the difficulty of achieving your ends. We don't need to add anything in the mechanics to make certain choices difficult. We may offer some guidelines for the GM on how to handle such situations, but the mechanics handle their end of things pretty well all by themselves. This is the beauty of neoclassical game design. We don't have a whole lot of rules to memorize or look up in the middle of the game, but the ones that we do have reinforce our themes.

Wednesday, April 07, 2010

Freedom!

In the Doom & Tea Parties game one of the PCs recently had a conversation with an NPC about freedom, or the lack thereof. They discussed how choices are made for them by society (like parents, superiors in their organizations, and just social custom), and how choices were curtailed by past choices. This may seem unusual for an old-school campaign. After all, the whole point of sandbox play is ultimate freedom for the players: freedom from railroads, freedom from plots and storytelling, freedom to explore wherever and whenever they want.

Life, however, doesn't always cooperate. As players explore the sandbox, and the players and DM together fill in the blanks, roadblocks begin to appear before the players. Mostly these are social. Sometimes they are physical, like mountains, oceans, or other impassable or nearly impassable terrain. Specifically right now, however, I’m talking about social constraints. As the players rescue prisoners, fence the loot, and complete little jobs or big jobs for the Powers That Be, they began to entangle themselves in the social network of the setting. As they acquire power the Powers That Be will take notice of them and may in fact act to entangle them in the social network of the setting. This only makes sense after all, since they want the PCs, especially as they grow in power, to be on their side.

However it happens, the PCs will find that certain actions come at a cost. Allies become important, enemies seek to block their actions, and the PCs more and more have to weigh their own goals against the social costs of their actions. Do note, however, that the players are not forced to take actions or follow a plot. There is still leeway in their still choices. However, unlike at the beginning of sandbox campaign where the players can do pretty much anything and there are no real consequences for them, now their choices begin to cost them. The operative word here is "cost." They still can choose to do the socially expensive thing if that is their wish. Freedom is still there. It's just that now there are consequences for the things that they do, consequences they understand and, if everyone's been working together to build the setting and to tie the PCs into the setting, consequences which they understand and which are meaningful to them.

This, in my opinion, is when a campaign really starts to sing. At this point the world is real to the players. The players know where their characters fit into the world, and how the world interacts with the characters. The DM's job becomes a lot easier as well. Finding motivation for the players is nearly no longer an issue. The players will create their own motivations based on that social network. They want their friends and allies to be stronger and safer. They want to thwart the goals of their enemies. In fact, the primary job of the DM at this point is to keep the ball rolling so that the players are always scrambling to keep up with their own plots, their own goals, and missions that they create themselves.

Things might be different in a West Marches style sandbox. I haven't played one of those yet, but it seems to me that if you have a wide diversity in the people who show up from game to game, there's going to be less of this buy-in into the setting. Also, West Marches games tend to deemphasize time spent in the city, which makes it harder for the characters to get entangled in the social web of civilization. That said, they are very likely to get entangled in the social networks out in the wilderness or in the dungeons. Alliances with humanoids, relationships with certain powerful monsters, and attempts, much later in the game usually, to clear the wilderness and settle it, will create something like these same networks of social interactions and social entanglement, but outside of the city, and out in the wilderness or in the dungeons. Again however, if the group is different people every time, this is less likely to happen. This sort of play really requires frequent play by a consistent group of players. As the players learn the world and who the movers and shakers are, and develop relationships with them, they began to build their own networks and find their places in this world. Players who don't put in the time or the effort to learn how the world works socially are not going to have this sort of involvement or investment in the campaign. Instead, they are much more likely to just skim across the surface and focus primarily on the assumed things like killing monsters, exploring the wilderness, and collecting loot.

Which works best for you and your group, of course, really depends on you what you’re after. I myself love this kind of play, and as I said, really think campaigns take off at this point. Other people see it as distraction, or disruptive, especially since it means certain players may start to dominate the game, leaving the rest to twiddle their thumbs while the more socially aware and interested converse about the NPC’s families or recent gossip or things like that. If you're going to allow this sort of thing to happen in your campaign, or even to encourage it, all the players need to be on board or at least be willing to tolerate the sort of interactions with NPCs that may take time away from dungeon-delving, monster-murdering, and loot-gathering.

Art by Giulio Rosati and Konstantin Makovsky.

Monday, April 05, 2010

Having Fun

What’s up with the recent rise in interest in the OSR?

There certainly seems to be a lot of it. That’s a good thing for us and for the gaming blogosphere in general I think. Doesn’t answer the why though, but I think if you spend some time comparing OSR blogs and more general gaming blogs, it’s not too hard to find a likely answer.

A lot of the general gaming blogs out there appear to specialize on advice for GMs. This advice is largely about handling problems that are assumed to be wide-spread in gaming. (Even if the problem isn’t necessarily wide-spread, it behooves the blog writing about it to imply that it is, for obvious reasons.) So you get a lot of talk about all the troubles cast in the path of the erstwhile GM: problem players, getting a group to meet regularly, integrating newly published material into an ongoing campaign, 4+ hours of gaming and prep for 30 minutes of fun, and, after all that, GM burnout.

You don’t see much of that in the OSR. There’s a lot more “hey, we just played and you won’t believe what they did this time” and “look at this new thing I made” or books and stories from the age of pulp you might have missed but should really read or wacky things to do with old monsters or brand new spells and stuff like that.

In short, the folks blogging about the OSR sound like they’re having fun.

Ebullient enthusiasm plus cool toys is pretty much the backbone of Games Workshop’s marketing juggernaut. The new minis are always “wicked cool” or whatever the phrase is this week, and the games are always great fun. The tournaments are always jammed with massive crowds of folks having fun and enthusiastic about this or that army, the forums are always brimming with eagerness to see the new toys and arguing about which are the best in the heat of tabletop battle.

I’m getting something of the same vibe from the OSR. Folks just like you are making adventures and settings the likes of which nobody has really seen before. Folks just like you have pooled their skills and enthusiasm to make new games or new magazines or new companies to showcase their skill. Or your skill, since the DIY attitude invites you to join in.

Watching other people having fun is enticing. Being invited to join in on the fun is only more so, and when there’s actually fun to be had, it’s addictive.

It’s not all sunshine and free pony rides, of course. We have our stumbles as well, and our occasional little flame war. But the majority of OSR stuff I’m reading is upbeat, optimistic, and having fun. We don’t say, “Damn, wouldn’t it be great if they made box sets like they used to?” We say, “Hey, who wants to see this awesome boxed set I’m making?” So long as that can-do spirit continues, the OSR will have a bright future.

Art by Jean Charles Meissonier.

Thursday, April 01, 2010

A Theoretical Framework for the OSR

The Old School Renaissance has been getting some notice just lately (more on why I think that is later, no, really, I promise) and that means new readers to our little cluster of blogs.  Unfortunately, this means we find ourselves having to repeat ourselves; questions that we chewed on and answered to our satisfaction two years ago are coming back up as new readers and new ideas enter the discussion.  Which is awesome, but necessitates the writing of this post.

We haven’t needed this before because it wasn’t really a priority; we’re more about playing than theory in the OSR, so more practical tools like the primer, the retro-clones, the adventures, the houserules, and the magazines have been more useful and a bigger priority for us.  In many ways, the OSR is a play-now-and-figure-out-what-it-is-we’re-doing-later movement.

“Later” is apparently today.  Here’s a brief outline of what I see as the central theoretical principles that underlie the OSR.  (And I welcome comment and disagreement; it’s not like I’m the OSR pope or anything. ;) )

D&D is Always Right
And speaking of “damn it, I’m not the Pope of the OSR” this one comes from Mr. Maliszewski and started as a tool for analysis of the old games.  By this, he meant to take the games in their own terms.  Rather than come at them assuming he knew what they were about, he studied them under the assumption that the designers did, in fact, know what they were doing and succeeding in producing the games they meant to write:
The "D&D is always right" principle means that many times you're left wrestling with things that simply don't make sense or at least whose meaning is obscure. There are two ways to resolve the confusion. The simplest one is simply to assume that the original text must be "wrong," which is to say, that the author had no idea what he was talking about and that you can safely substitute your own preference in their place. The more difficult approach is to step back and assume the author actually intended something and that, simply because that something isn't immediately obvious, it isn't any less real.
And this has lead to all sorts of interesting discoveries.  Like if you actually inspect how EXP works in the pre-2e editions of D&D you realize that the original versions of the game were not about tactical combat (which was risky, dangerous, and offered piddly rewards) but about strategic exploration (which minimized risk while offering the greatest opportunity for finding the unguarded hoards which were the real key to leveling up, especially at lower levels).  And this leads to all sorts of fascinating discoveries, like the role of rust monsters in an adventure and how to maximize the strategic possibilities of your mega-dungeon.

(Addendum: This is not about saying that any version of D&D is the perfect game, or that Gygax, Arneson, etc. were infallible gods of gaming or anything like that.  Heck, it's not even really about D&D.  It's about leaving your assumptions at the door and investigating the rules on their own terms, to see what they actually do and how they perform at the table, without prejudice or prejudgement.  As Mr. Maliszewski adds in the comments here:

FWIW, my point was simply this: don't start pulling at loose strands in the tapestry until you've spent the time figuring out which ones really are loose and which ones only look that way and that, if pulled, will unravel the whole thing.

It's most emphatically not about treating D&D as a holy text or viewing Gygax or Arneson as infallible. Rather, it's about rejecting the notion that just because a rule looks "broken" to you, it really is. )
And all of this reinforces the point that…

System Matters
In spite of arguments to the contrary, 4e and 1e are very different games.  In many ways 3e and 4e were attempts to “fix” the fact that the original versions of D&D were not about the tactical combat (“killing things and taking their stuff”) that everyone has always assumed the game was about.  This isn’t to say that 3e and 4e can’t be fun, but it is to say that they favor very different experiences from BECMI or 1e.

The Old School Renaissance is a classic Reformation movement.  For most of us, RPGs stopped being as much fun as they’d been.  Wondering why, we jumped back to when they were fun in an attempt to find out what happened.  Some of us didn’t have to go back as far as others, but in almost every case, it’s been an exploration of how style and rules work together to create the experience of play.  We’ve gone back to the way things were to explore paths not taken, opportunities we passed on, to try other ways of doing things.  Once you understand how the games actually work (insight which comes from adopting the “D&D is always right” attitude) and you also understand what sorts of activities you actually enjoy, you can meld the two into a more perfect experience for you and your friends.  Which then leads to…

DIY
Because, really, we’re here to play games, not just think about them.  And once you know what you want, you can build a game and a campaign to make it happen.  Honestly, my love for Moldvay/Cook/Labyrinth Lord derives in large part from them being so easy to tinker with.

So if you hate XP for treasure, that’s easy to fix, and now you know what sort of effect that will have on your game (hint: you may want to take a good, long look at what 4e has done to tackle the challenges that creates).  Some of us want more saumurai and ninja in our games.  Others want rayguns.  Others want to really freak people out.  Yeah, there are a few around here looking for that “pure” Old School experience, but most of us are about the wahoo-fun of tossing in everything cool from our favorite Saturday-morning cartoons to musings about the historically significant cultural meanings behind the monsters we use in our games.

If you are new to the OSR, this is an easy place to jump in.  There are lots of projects underway even now to create new versions of these old games.  We’ve already beaten out a number of different OGL versions of those old games, whether your preference is for 0e or 1e or one of the many others now out of print.  The challenge now is to see just how far these games can be pushed.  Feel free to join in the fun; play some games and offer to test out some new tweaks to the rules.  Make your own rules or a dungeon and get it published in Fight On! or Knockspell.  Start your own project.  There’s more than enough room for your vision in our crazy little corner of the intrawebs.

UPDATE: Mr. Benedicto weighs in over at Eiglophian Press. And The Nine and Thirty Kingdoms drills a little deeper.

And tavisallison at "The Mule Abides" gets it, and demonstrates by an example of "D&D 4e is Always Right."

If you're still confused, you might see what Herb has to offer, which includes a very amusing baseball analogy.

UPDATE the SECOND: Greetings, visitors from the Lands of Ara! Yeah, I know, there's a lot of links in this post, but if you're new to the OSR, they'll make good compliments to Mr. Soles' lists.