Friday, June 10, 2016

A Dram of Glam and Duran Duran

This is fun. I'm a bit older then Noisms, but younger than the "dark metal" crowd. I got into D&D with Moldvay/Cook, Christmas of '81. So the musical background to my D&D was 80's pop laced with a dose of glam and disco. It was urbane, smooth, stylish, but also unearthly, inhuman, and fey.

And style was very much part of the substance. David Bowie as the Goblin King, Sting and Billy Idol as Sting and Billy Idol. Madonna doing her thing. There was a smooth, glossy finish to everything; even the percussively blue-collar Phil Collins crooned and powered our revenge fantasies with the slick style of "In the Air Tonight." Michael Jackson, magical and aristocratic in his so-right-for-the-times "Smooth Criminal." Everyone wanted a fedora, aviator sunglasses, and shiny silk suits, but none of us could pull it off, and we all knew we'd look like dorks in costumes.

Historical accuracy took a distant back-seat to style and fashion. We chaffed at the universal need for armor on our characters. The ultimate fighter was Rutger Hauer in his black quilted jerkin, pauldrons, and gauntlets with his too-damned-cool double-barrelled crossbow. The ultimate magic-user was Nicol Williamson as Merlin in Excalibur. The ultimate thief was Indiana Jones, with his quick mind, a friend in every town, and swift whip.

Grunge wasn't a thing yet. Urban decay was an artifact of the Carter years, distant, the stuff of fairy tales. Our Shadowrun characters dressed like punks in black snythleather and spikes chromed with neon shades. Our sci-fi characters wore mandarin-collared suits made from glittering, reflective materials, or futuristic camo in zig-zags and overlapping dots. Everyone had a trenchcoat with a huge collar, bike jacket, or a magic sword with wing-shaped crossguard and a giant gem set in the forte. We cruised through our imaginary metropoli in (air)cars that bore more than a passing resemblance to the DeLorean while listening to the hissing smooth tunes of Duran Duran and Pet Shop Boys.

Nobody was surprised when Kiefer Sutherland played a vampire who looked like a Billy Idol wannabe. And nobody was terribly surprised when '80s pop morphed into goth, and the whole melange birthed Vampire: the Masquerade. Again, style was very much part of the substance.

Grunge came as a surprise, though it was a perfectly predictable backlash to the all-synth, all-neon, all-chrome of 80's pop. I ignored it. The '90s were an era of retrenchment for me. I had no interest in Green Day, Nirvana, or Lilith Fair. I was getting into Depeche Mode and Nine Inch Nails.

But before that, the music was glossy, smooth, upbeat, and aristocratic. It was sharp suits, hot cars, tight skirts, stiletto heels, and dark glasses. It was impossible hair, neon jewelry, and highly chromed. Win or lose, the important thing was to look good while you were doing it.

Thursday, June 09, 2016

Those Who Forget History Had Better Start Writing it Down

Over on G+ (where all the cool kids are hanging out these days), Reynaldo Madriñan asked:

How long can a setting's history/event timeline go on before it's boring/useless for you? I like them a lot (I may even be working on one right now) but I think 4-6 pages is my upper limit.

My last one was about 7 pages long. It looks like this (feel free to scroll to the bottom for the TL;DR conclusion):

Because most history is written by the Elves, the following timeline is fairly elf-centric. The further back you go, the harder it is to get specific details. Here’s the Executive Summary:

Age of Myth

Onia the All-mother creates everything, then gets pissy at two of her kids for practicing monogamy. She binds them together to create the world. Later, the Elves and Gnomes migrate from the Feywild to this world.

Age of Heroes

An evil star stirs up trouble. Tiamat and Bahamut, in a rare display of cooperation, shatter it. Pieces of it fall towards the world. Most of the Elves and Gnomes flee back to the Feywild, but the Drow shelter underground because they are badasses.

When the Elves return, they discover that their Drow brethren are now darkly colored and that bits of the star gauged out a new sea they call the Asterfyli. They also find the world is crawling with monsters! Mighty heroes work to slay them all.

Over time, the Elves forge an empire and act like dicks, even accidentally starting a war with the Dragons. They kinda win the war, but Tiamat curses them with low fertility. Eventually, a human called only “the Necromancer” leads a rebellion against the Elves. He’s destroyed after nearly two thousand years of fighting, but the damage is done and the Elven Empire unravels.

Age of Chaos
Bad shit happens all over the place! The Elven Empire completely comes apart. In desperation, human pirates collectively called the “Sea Princes” make pacts with demons to stave off being swamped by goblin invaders. This will have serious repercussions later.

Age of the Tiefling Empire

The Sea Princes become the Tieflings and they start using their new butch demonic powers and warlockery to kick ass everywhere. They even manage to annoy the gods who create the first Paladins and Hasheeshan assassins in response. These lead the rebellion against the Tieflings and create the…


Age of the Holy Confederacy
The Tieflings are kicked off the mainland and driven back to their islands. A victorious paladin declares himself Caliph of the liberated lands. This is a mixed success which goes utterly to crap when they end up with three Caliphs at once, all claiming the mandate of the gods. With some “help” from the Elves, things completely fall apart.



Age of Myth

???
Onia the All-mother gives birth to Cronviach (the Moon), Gania (the Earth), Apanat (the Ocean), Bahamut (Order), and Tiamat (Chaos).


???
Gania and Apanat forsake all other lovers for each other. Onia punishes them by binding them together into the world Emhain.


c. 100,000 years ago
The first Lizardfolk Empire clashes with the Dragonborn kingdoms.


c. 80,000 years ago
The Elves and Gnomes migrate from the Feywild to Emhain.


c. 70,000 years ago
An evil star attempts to enslave its siblings. It is shattered by Tiamat and Bahamut. Pieces of it crash into Emhain, some of which create the Asterfyli Sea. The Great Sundering as most of the Elves and Gnomes flee to the Feywild, but the Drow remain behind. The Lizardfolk Empire is destroyed in the resulting chaos.
Age of Heroes


c. 68,000 years ago
The Elves return to find Emhain ravaged by strange creatures, spawn of the Evil Star. The mightiest among them hunt the monsters down, greatly reducing their number.


c. 60,000 years ago
Elven monster-hunters accidentally spark the Dragon Wars by destroying a clutch of Tiamat's eggs. Founding of the first great elven cities.


c. 66,000 years ago
Dragon Wars end with Dragons greatly reduced in number and elves cursed with low fertility by Tiamat. Elves forge an empire of their own.


c. 50,000 years ago
Elves found more cities, including A'kyma-oum (present-day Kyma). The Second Sundering as a third of the Elves turn their backs on the cities and Empire and seek freedom in the old ways, splitting Elves into High and Sylvan.


c. 46,000 years ago
The human Korvus Wordthief steals the rules of wizardry from the Elves.


c. 30,000 years ago
Successive waves of Human barbarians invade from the east. Most are enslaved. This is Prelude to the First Goblin War: armies of Hobgoblins march out of the east. Some elven cities are sacked but the Elves triumph when the Bugbear Emperor, his three brothers, and their mother are slain.


c. 12,000 years ago
The Trolls rise from the Ocean and attack the Elven Empire. Many cities are sacked, including A'kyma-oum. Last Great Alliance between all three races of Elves leads to victory over the Trolls when their nine Warlock-queens are slain.


c. 8,000 years ago
The Necromancer leads a rebellion of humans against the Elven Empire. Through careful diplomacy the Sylvan Elves are kept ambivalent.


c. 6,000 years ago
The Necromancer is finally destroyed, but the Elven Empire is already collapsing, surrounded by new Human kingdoms.


Age of Chaos
c. 5,800 years ago
The Second Goblin War begins. Humans and Elves fight together to push back the hordes. In desperation, the Sea Princes make pacts with demons.


c. 5,600 years ago
The First Orc War mends much of the breach between Sylvan and High Elves even as it spells the end of the Elven Empire.


c. 3,500 years ago
The War Against the Giants: Giants invade, conquering many human kingdoms. They are eventually pushed out over the next 300 years.


c. 2,800 years ago
Brief war between Elves and Dwarves (spawned by a drunken beauty contest) ended by the beginning of the Second Orc War.


Age of the Tiefling Empire
2,253 years ago
The Sea Princes, now the Tieflings, invade the mainland.


2,220 years ago
Tieflings capture Kyma, forge their own empire. Humans fleeing west into the Stonelands first encounter the monastic traditions of the Dragonborn.


2,186 years ago
Tieflings bring the Orcs of the Volgun Swamps to heel, turn their eyes on the Elves.


1,900 years ago
Tieflings capture three Elven cities, sack and pillage one. The rest sue for peace and offer tribute. Sylvan Elves flee to the deep woods.


1,788 years ago
Tieflings complete capture of all lands and cities on the shores of the Asterfyli Sea.


1,724 years ago
Year of the Great Plague


1,676-74 years ago
Third Orc War. Sylvan Elves ally with Tieflings in exchange for forests they were driven out of.


1,643 years ago
Tieflings reneg on deal with Sylvan Elves, some forests burned, many Sylvan Elves slain or enslaved.


1,432 years ago
Tiefling Empress Katarina the Viper attempts to make war upon the Dwarves. This disastrous war gives the Sylvan Elves the opportunity to liberate much of the forests and some of the lands along the eastern coasts of the Asterfyli Sea.


1,406 years ago
Katarina the Viper's granddaughter, Iskra the Sly, murders her, takes the throne, and reclaims all the coastal cities liberated by the Sylvan Elves, if not quite all the forests.


1,200 years ago
Tiefling Empire invades the Stonelands. 300 years of ongoing warfare result of the destruction of two of the original seven Dragonborn monasteries. Dragonborn pay tribute to the Tiefling Empire, but remain unconquered.


876 years ago
Tiefling Empress Iskra the Serrated invades the Goblin Lands, probably pre-empting a third Goblin War. First contact with the Sorcerer Kingdoms of the Eastern Barbarians made.


692 years ago
Asad, Chosen of Xithras, becomes the first paladin. Asad liberates the Temple of Phaedre at Ar which rallies the hidden ranks of the Phaedre's warrior-priestesses to rebellion against the Tieflings.


689 years ago
First Hasheeshin citadel founded on the edge of the Stonelands.


652 years ago
Second Hasheeshin citadel founded deep in the Volgun Swamps.


638 years ago
Alliance between the Rebellion, three of the Dragonborn monasteries, and the Sylvan Elves forged.


622 years ago
High Elves join the Rebellion. Gnomes return to Emhain.


589 years ago
Dwarves openly join the Rebellion after Tiefling Emperor Vladislav killed by Hasheeshins in his own palace.


580 years ago
Tiefling Empire forced out of all lands north and east of the Asterfyli Sea.


576 years ago
Paladin Ghazi forges the Holy Confederacy among the liberated lands. Is crowned the Confederacy's first caliph.


562 years ago
In spite of High Elves withdrawing to their cities, the Holy Confederacy captures Kyma, last Tiefling possession on the mainland.


558 years ago
Last Tiefling Empress, Zaria the Arcane, murdered in her bed. The Sea Princes turn to fighting one another over the succession, sundering the Empire.


Age of the Holy Confederacy
520-513 years ago
Fourth Orc War and the last great alliance between Humans and the Sylvan and High Elves.


502 years ago
Kyma withdraws from the Confederacy over the legality of necromancy and transmutation magic as well as warlockery. Its independence is supported by the Sylvan Elves and thus is not openly challenged (though also not acknowledged) by the Caliph.


489 years ago
Caliph Ghazi's successor, Calipha Sezen, captured by Orcs at the disastrous Battle of the Two Rivers. Orcs run all but unchecked along the Asterfyli's eastern shores but avoid those lands under elven protection.


485 years ago
With the Calipha still in orc hands, she is deposed in absentia and Calipha Tajah crowned in her place.


480 years ago
War of the Three Caliphs: Calipha Sezen "escapes" from Orcs, leads a rebellion against Tajah. Few fail to notice how important her orcish "allies" are in her councils. The eastern cities, feeling abandoned, form their own confederacy and elevate their own caliph, Jalal.


480-320 years ago
The War of the Three Caliphs rages for over a century, with never fewer than two claimants to the Caliph's throne (and at one time their being five). While the Orcs clearly have a hand in matters, the Elves are also secretly involved, hindering whichever side seems stronger in order to prolong the conflict.


319 years ago
Days after Caliph Hakem witnesses the disembowelment of the last "pretender" to his throne, he is assassinated. The Hasheeshans are blamed; rioters plunder and torch Skotas' temples all along the shores of the Asterfyli Sea. In the chaos, the eastern cities cut deals with the Sylvan Elves to secure their independence from the Confederacy.


Modern History

300-240 years ago
Gnolls, ogres, bugbears and other humanoids living along the borders of the Stonelands invade from the west. For the next 60 years they will raid, plunder, and occasionally conquer and enslave the human communities west of the Asterfyli Sea.


240 years ago
Dawud the Bear leads an alliance of humans with dwarven support against the humanoid invaders. The tide is stemmed, but Dawud's lust for another king's wife destroys the alliance.


219 years ago
Altair Silverhawk, son of Dawud, returns to claim his father's throne. He claims to bear the sword of Asad and is accompanied by Sylvan Elves, Dwarves of the Hill Clans, and representatives of two dragonborn monasteries.


200 years ago
Altair's forces drive the last large host of humanoids back into the Madlands. Altair establishes a Circle of Paladins to safeguard the western shores of the Asterfyli, and a Brotherhood of Rangers to patrol the Madlands and keep an eye on the humanoids, as well as maintain strong alliances with the Dragonborn monasteries. He refuses the crown of the caliph, though does claim the title of High King.


167 years ago
Altair and his bastard son slay each other at the Battle of Nadon. The Circle of Paladins is slain to the last holy warrior protecting their king and the western alliance disintegrates. The Brotherhood of Rangers lives on, though largely as an escort service for caravans travelling into the Stonelands.


140-128 years ago
An alliance of Tieflings and Hobgoblins invades from the Ocean. Many coastal cities fall, but Kyma and the Orcs of the Volgun Swamps unite to keep the Tiefling fleet out of the Asterfyli. The siege of Kyma lasts for a dozen years.


130-128 years ago
The Green King, a mysterious figure many believe to be Altair Silverhawk returned from the dead, forges an alliance of western kingdoms and leads a crusade to rescue Kyma. The Green King vanishes mysteriously during the victory celebrations.


116 years ago
Perizad returns from exile leading a band of western barbarians in a clandestine assault on the Sultan of Kyma's palace. She slays her brother, Abbud the Mad, and is crowned Sultana by the High Priestess of Phaedre.


99 years ago
Perizad founds the University of Kyma to serve as a font for scribes, navigators, and cartographers. It soon also acquires a reputation for excellence in educating wizards.


94 years ago
Perizad's son, Zafir, is crowned Sultan. At 21 years of age, he leads a successful campaign against the Orcs of the Volgun Swamps, securing treaties, tribute, and mercenaries from them.


90 years ago
Sultan Zafir leads his conquering army west, claiming wives and tribute from all the major human cities along the coast of the Ocean all the way to the edge of the Stonelands.


88 years ago
Zafir turns his armies northward, subduing Human kingdoms and city-states. An alliance with Galazos, the last High Elven city on the shores of the Asterfyli Sea, is cemented when he marries the elven princess Kosmyna.


76 years ago
Having won the fealty of nearly all Human settlement on the shores of the Asterfyli, Zafir returns his attention to the Ocean. Leading the largest fleet since the height of the Tiefling Empire, he sets sail for the Islands of the Sea Princes.


75 years ago
Zafir's fleet is destroyed at the Battle of Basilisk Shoals. Zafir's third wife has the children of the other wives as well as all of Zafir's other wives and concubines strangled to secure the rule of her son, Zafir's eldest. Galazos is infuriated by the cold-blooded murder of Kosmyna. In spite of gifts and abject apologies from a number of sultans over the decades, Kyma's ships keep a sharp eye out for vengeful elven corsairs.


74 years ago
A princess of the Islands of the Sea Princes boasts that she keeps Zafir's bloated corpse as a zombie slave. Kyma's grief turns to outrage. Race riots result in the murder of hundreds of Tieflings in the city, as well as thousands of Orcs and Goblins in addition to widespread looting. Up to a tenth of the city is perpetually in flames until the coming of the monsoon.


73 years ago
The Dwarves successfully wall off their ghetto, creating a fortress inside Kyma. They win the right to patrol their own streets in force by bribing the new sultan. They are also tasked with keeping the city's cisterns clean and well-stocked.


70 years ago
A sailing accident results on the drowning of Sultan Zakiyy's favorite concubine and their son and daughter, as well as other favorites of the harem, including one of his wives. From this day forward, the children of the Sultan are forbidden to leave the harem.


66 years ago
Sultan Zakiyy dies under mysterious circumstances. A storm of murder rages through the palace, until only two wives and a concubine are left. The three forge a pact, with the aid of a priestess of Phisia, to rule the succession in the future and limit the bloodshed.


54 years ago
Rumors run rampant through the streets of Kyma that the College Invisible, the secret school of the warlocks, has moved into the city's catacombs. Periodic witch hunts flare up in the city over the following decades, often fanned and spearheaded by the Temple of Xithras.


20 years ago
The ritual murders of children, especially from the Warrens, is blamed on Tiefling warlocks. Race riots erupt in the streets. The Sultan's army crushes the riots brutally, but levels the blame on the Tiefling community. One in ten surviving Tieflings are enslaved, including the girl who would one day be Basheera Quickshadow, as well as her mother. Some claim the Vizier, Suraj, took personal interest in the girl and her mother.


19 years ago
Basheera is purchased by Emira Kardelen to work in her villa outside Kyma.


18 years ago
The Brotherhood of Rangers allied with certain Dragonborn clans and monasteries to crush an Ogre settlement in the Madlands. The assault was unaware that the Ogres were merely the pointy end of a spear being wielded by Hill Giants. Lured into an ambush, the alliance was crushed brutally; the few survivors who were not eaten were sold to unscrupulous humans who in turn sold them into slavery in Kyma.


6 years ago
Malika Qamar begins feuding with Emira Kardelen, culminating in a raid on Kardelen's villa in search of warlocks. While none are found, Kardelen's flower fields, the source of her income, are ravaged by the search. A week later, Qamar is found dead, face down in her breakfast. Physicians and seers are unable to determine the cause of her death, so it is ruled to be of natural causes. The next day, Basheera is freed.


4 years ago
Basheera is given the title emira under mysterious circumstances "for her service to the City and Sultan of Kyma."


2 years ago
After the death of his father (and the surprising upholding of the succession plan created at the crowning of said father), Sultan Habib II is crowned. At 22 years old, Habib has never stepped so much as a toe outside the palace. It is said the new sultan has little patience for the business of ruling and wiles his days away enjoying his harem of exotic beauties and collecting gemstones. The Sultan's mother and his wives are said to wield the true authority, though they often clash with Vizier Suraj who challenges their authority.


1 week ago
Pasha of Two Feathers Bashadin bin Jafal's palace is raided by the Sultan's Palace Guard. Bashadin is found guilty of attempting to blackmail the family of one of the Sultan's wives in order to influence national policy. Bashadin is publicly drawn-and-quartered, his wives and children sold into slavery, and all his worldly possessions (including our heroes, the PCs) are given to Basheera Quickshadow, who is also elevated to Pasha of a Single Feather.




So, at the top, I have a less-than-400 word summary of the broad strokes. This corresponds to most people's understanding of world history: ancient Sumarea, ancient Egypt, classical Greece, Rome (republic followed by empire), the Middle Ages, the Renaissance, etc...)

Even at less than 385 words, my players retained only the most basic aspects of it. They got that the tieflings had an empire in the past, and that many of the ruins they visited had been built by them. They were vaguely aware of an older elven empire. Beyond that, not much.

Still, it gave them enough to get grounded in the basic direction of history, and it was a nice summary for me to refresh myself with.

What follows is a very brief outline of the events of history. These answer basic questions I, as a DM, might ask (or be asked) in the game, like:


  • why does this bunch hate that bunch?
  • who built this dungeon? Why? What did they put in it?
  • is there an old alliance I can call on to infuence this situation?
  • what is this book about history I just found about?
  • what does the 500 gp worth of jewelry look like, who made it, and why?
  • who's in that temple's stained-glass windows or carved reliefs?
  • I rolled 28 on my History check; what do I learn?
  • which wizard did it?


Keep in mind that many PCs can be hundreds of years old (elves, I'm mostly looking at you, here). What's ancient history to a human was an elf's wild and reckless youth.

A big table-like thing is easier to use than block paragraphs. It just scans easier. As always, I'm not looking for in-depth details (I can make those up as needed); I just want to be certain I get the dates and names right, and what they PCs find corresponds to the general ebb and flow of history.

Monday, May 09, 2016

What's it Worth to Ya?

Via Google+, Greg Christopher draws our attention to an article by Christopher Helton about how gamers need to be less a bunch of cheapskates and be willing to spend more on RPG books. Greg Christopher does a pretty good job of knocking down Helton’s arguments, but there’s more to this. Quite simply, the problem is not with the fans. We’re not cheap.

How can I say this? Quite simply, we’re willing to spend US $40+ (depending on what the exchange rate is this week) for A Red & Pleasant Land. And has everyone forgotten Ptolus already? Back in the double-oughts, when everyone was saying that RPGs were going the way of the model train hobby, Monte Cook embraced that model with an almost-700-page book with CD and handouts and stuff that retailed for US $120. I don’t remember Monte Cook having all that much trouble selling copies of Ptolus. (The electronic version is still available at drivethroughrpg for US $60. Nope, I didn’t miss-type that, the actual price is fifty-nine-point-nine-nine US dollars.)

So the truth is, gamers are willing to spend the money. If you give them something worth that much money.

Calculating value isn’t easy, but here’s a handy cheat: does the feature you’re paying for make it easier to play your game? Does it make it more likely I’ll play your game? Does it make your game more fun to play?

Those are the things that matter to me, the player. I’m not interested in collecting books, I’m interested in playing games. So how does your book make it easier, more fun, or more likely that I’m going to play?

Here’s an example. This table of contents is printed on the inside of the cover, not a few pages buried into the book. It’s quick and easy to find. And notice what’s right on the bottom, left-hand side: if the PCs want to do x, then go to page y, with a list of things PCs commonly want to do. How awesome, yet simple, is that? Why doesn’t every adventure have that? They don’t, but World of the Lost (hard-cover, 176 A-5 sized pages, black & white interior art, MSRP US $40) does.

If you want gamers to spend money on your books, you have to convince them that the value is there. I’m a big fan of Green Ronin’s stuff, but I don’t care how much it costs to produce a full-color hard-back, coffee-table book. I play games; I don’t collect books. But even if I did, why would I buy another glossy coffee-table book when I can get A Red & Pleasant Land or the hardback version of Carcosa, with their stitched bindings, voluptuously tactile covers, sewn-in ribbon bookmarks, and sumptuous paper?

Don’t tell me that the glossy coffee-table format is the only one people will buy. Raggi’s success proves otherwise.

Hell, as a gamer and not-a-book-collector, I’d rather Raggi dump his gorgeous book-printing fetish and go with spiral-bound for everything from now on. That format is just so terribly easy to use at the table. But that’s not Raggi’s bag, so I’m not holding my breath on him doing it.

Here’s what I also know about a book I buy from Raggi: it’s been playtested. The layout has been meticulously crafted to make the book easy to use. The writer, layout expert, and Raggi have all thought about how they can make the book easier to use. The book I buy will take advantage of the innovations they’ve come up with for this book and others.

There’s more useful innovation coming out of a one-man, officing-in-his-living-room shop in Finland than there is out of all the companies based in the Seattle area.

You want me to pay US $40+ for your adventures and settings and RPG rules? I’m willing to do it for Raggi and Monte Cook. I’ve spent US $23.00 for select softcover Pathfinder adventure path books, and that’s a game I don’t even play, because I know there will be cool ideas in them that will entertain my players.

That’s the bar folks. You want my money? That’s how high you gotta jump.

Now get to it.

Thursday, March 31, 2016

Bloodless Magic of 5e

I love a lot of things in 5e. I love the action economy that keeps the game moving quickly and prevents a single character from dominating a turn by taking a stack of a dozen actions. I love the way skills work, there if you need them but equally small enough to ignore when they’d just get in the way, and how the skill system never tells a player: “NO!” I love backgrounds, and the races work, and I love how easy and fun the advantage/disadvantage mechanic is and how concentration prevents characters from layering up on the magical buffs. If I play another version of D&D, even my beloved Moldvay/Cook, I miss a lot of these things, and will sometimes even import them because they work really, really well.

But magic in 5e feels flat. It has no sparkle, no pizzazz. And I’m not sure why.

It’s not the spells themselves. With spells like Mirage Arcane, Crown of Madness, Dissonant Whispers, and Hunger of Hadar, 5e sports some of the most flavorful and evocative spells the game has ever seen (though I’d certainly not be against seeing a more consistent effort across the board to sex them all up, a la LotFP’s spell list). The neo-Vancian spell-slots thing doesn’t help, calling to mind capacitors and other technology-heavy metaphors. Still, preparing spells reads like magic; it tends to fall flat on its face in the actual implementation, when it goes from bundling components or chanting mantras and becomes bare bookkeeping.

And that, right there, is clearly one of the issues. What, exactly, does it mean to prepare a spell? The PHB treats it as nothing more than a bookkeeping chore:
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. (PHB pg. 114)

It’s almost verbatim for every other class that casts spells. There’s nary a fig-leaf of mumbo-jumbo, woo, or the like to dress it up. Admittedly, this is not something we want to spend a lot of time on, and is best done between sessions. Still, at least a façade of mysticism would be nice.

We get the same sort of just-the-facts-ma’am attitude on how spells are acquired. Clerics and paladins clearly acquire their spells from their deity, which gives DMs wonderful openings for tying the PCs to their world. Wizards get their spells from books (mostly). But everyone else (including wizards) get spells when they level up.

How? It’s never explained.

It sorta makes sense with sorcerers. Since they acquire magic via genetics, the power grows like an exercised muscle. Druids and rangers can kinda crib from both clerics and sorcerers, saying that, as their experience with Nature grows, so does their ability to channel its wondrous powers. But how do you explain wizards and bards just suddenly acquiring new spells when they level up?

But the most egregious example is the warlock. Yes, obviously, they should acquire their new spells from their patrons. But there’s nothing at all in the books about how this works. I could see a scholarly warlock with a Great Old One patron actually having their mind expanded by reading the Necronomicon a few too many times, but really, there’s nothing in the book about how warlocks interact with their patrons. How are they contacted? What is the nature of the relationship? What do the patrons get out of it?

On the one hand, I appreciate the light touch that leaves lots of room for individual interpretations. On the other hand, there’s a ton of cool opportunities just left on the table, and, in the heat of the game, it’s easy to just ignore this sort of thing. And if you do that, magic kinda deflates into a technology with the wires and gears hidden behind sparkles and unicorn farts.

Art by Thomas Dewing.

Wednesday, March 30, 2016

Review: The Last Witch - Trust and Tension

The Last Witch Hunter is a Vin Diesel movie. By that I mean it's fun, it's exciting, it's a touch melodramatic (in a good way), and it's incredibly imaginative.

It's also a bit disappointing. Especially if you've seen Pitch Black recently.

A movie like Pitch Black is a hell of a thing to saddle an actor with early in his career. You know what he's capable of, and you want to see him hit those heights again. And when it's a near thing, it hurts a little.

What follows is less a review than a dissection of how so much can go right and the movie still be a near miss. If you're on the fence at all, go see it. It's fun. You'll be entertained. Diesel's character has a lot of heart, the visuals are entrancing, and if you've ever been attracted to the whole goth thing, you'll find something to enjoy in the world they've created. So yeah, close this post and come back after you've seen the movie.

Ok, so what's wrong? It's not the acting. Diesel's badass-with-a-heart might not be as dramatic as his badass-shocked-to-discover-he-has-a-heart from Pitch Black, but he's very much a hero you can root and cheer for. Michael Caine does his Alfred thing, which does a very good job hiding his character's dark secret.

But then there's Rose Leslie. From her very first line, we know she's set up to be the love interest in this story, and they never allow her to shake that feeling. And that undercuts everything that happens between the two characters. Their relationship is all about trust. He's the Last Witch Hunter, the immortal badass who slays witches. He's got a nasty reputation, and while we know it's not entirely earned, he certainly leans on it throughout the film. And she's a witch, a witch with a dark secret that ought to set our Witch Hunter's spidey-senses tingling.

But when they're forced to trust each other, we don't feel any risk in it at all. Of course she can trust him; he's the hero! He smiles at kids and risks his life to save little puppies! (Ok, not really on the puppies part, but if there had been any, you know he'd have totally saved them.) And she's the love interest! Of course he can trust her.

So there's no frisson there. No tension, no spark, just meh. Remember that scene in Terminator 2, where they take the chip out of Ahnold's head, and Sarah Conner is standing over it with that hammer in hand? She can smash him to bits. And everything in her background, her character, up to this point, says she's gonna do it. You can feel the tension in the air, feel how much she totally wants to smash that motherfucker to broken bits.

The Last Witch Hunter needed that moment. We needed to see Leslie holding Diesel's life in her hand (or worse) and we needed to see her tempted. We needed to wonder, "Oh crap, is she really going to do it?!?"

But we don't. We know she's totally trustworthy, so when that trust is put to the test, and passes, we just shrug and move on. And without it, there's nothing much else to get excited about with her. Oh, she's fun and all, and we understand, on an intellectual level, what her bond is with the Witch Hunter, but we don't feel it. Their relationship is simply taken for granted by the script, robbing it of pretty much any spark.

Which is frustrating when you consider how much we ought to be trusting Elijah Wood's character, but we totally don't and are not shocked at all by his third act betrayal. Again, Wood never earns our trust in this film, never woos us away from our loyalty to Caine's character. In fact, the warmth between Caine's character and Diesel's, and Wood's youthful, big-eyed face keep us from investing trust in him. We expect him to fail (more so to youthful naivete and inexperience, perhaps, but still). So we're very much expecting him to fuck up, prove he's not up to the obvious level of trust and admiration we have for Caine, trust and admiration so strong that when *his* betrayal is revealed, we don't hold it against him for a moment.

So yeah, I'm blaming the writing on this one. We don't feel the risk where it ought to be. We don't feel the trust where it ought to be. This film, in short, doesn't do enough to mislead us, to tease us and make us question our assumptions. Because of that, it feels very paint-by-the-numbers in its plot beats.

Wednesday, March 16, 2016

Agony Domain for 5e Clerics

My first 5e campaign is winding down, and folks seem to be enjoying it enough that we'll probably do that again. That being the case, I'm poking at some ideas for a post-apocalypse, dark-age sort of campaign. With that in mind, I'm crafting new character options to reinforce the themes. First of these is this Agony Domain. It's not been playtested yet, so if anyone does use it, please let me know how it works out.

The idea here was to create what amounts to a flagellant sort of mendicant cleric, the sort who'd wander about, stripped to the waist, thrashing themselves with knotted scourges and the like.  They acquire power from pain, so I tried to give them ways to fine-tune the damage they took, and then to profit from it.  Starting at sixth level, I can totally see PCs torturing themselves for the benefits of this class.



Agony Domain
There is a purity in pain, a mind-focusing wisdom that clears away all that is not vital and true. You might be an ecstatic masochist, seeking higher wisdom through pain, or a flagellant who wishes to purify mortals of the supreme sin of failing the gods in their greatest hour of need. Pain is your sacrament and your benediction.

Passion Domain Spells
Cleric Level Spells

1st Command, Heroism
3rd Beacon of Hope, Fear
5th Dominate Person, Geas
7th Mirage Arcane, Symbol
9th Shape Change, Weird

Experience with Pain

You have proficiency with marshal weapons.

Embrace the Agony

So long as your character is naked from the waist up and employs no magical AC enhancement, they enjoy resistance to all non-magical forms of damage, whether that’s blunt weapons, fire, acid, or whatever.

Channel Divinity: Share the Pain

Starting at 2nd level, you can use your Channel Divinity to inflict agonies you’ve experienced on one creature within 60’ of you. Your target needs to make a Constitution saving throw. Failure means they take as much damage as you have; that is, for every hit point you are currently below your max, they take one point of damage. If the target passes their saving throw, they take half that damage.

Serrated Illumination

Starting at 6th Level, the first time you are reduced to below half your hit point maximum in a fight, you regain all your level 1 spell slots.

Channel Divinity: You Can Take It

At 8th level, you can use your Channel Divinity as a reaction action to remove one status effect or active spell from another and put it on yourself.

The Ecstasy of Agony

At 17th level, every time you deal 2 or more points of damage to anything that can feel pain (not a construct or mindless undead) you may regain half as many hit points in healing, up to your hit point maximum.

Art by Carl Von Marr.

Sunday, January 17, 2016

Happy New O5L

Very late to this party, and the first thing I’ll note is how wrong I was. I was expecting more stick, but what we got instead was a big, juicy carrot. I think that was the smarter path to take.

Which is not to say that there aren’t some thorns among the roses. But first, to sum up for those of you who haven’t already seen it, there’s an OGL for 5e and it looks pretty darn similar to the one for 3e. That, of course, makes how they differ all the more interesting, and 5e’s SRD has a few interesting wrinkles in it. For instance, while the SRD discusses the existence of things like subraces, backgrounds and feats, the SRD only actually lists one of each. This means you can’t just drop the SRD into a reskinned game where orcs are the heroes and elves are the villains, unless you’re willing to rebuild large chunks of character creation options from scratch. It also means you can’t play the game with just the SRD; combining the SRD with the Basic pdf will allow you to do things like add Warlocks to your Basic games, but only the flavor that is beholding to demons and devils; the Warlock flavors tied to the Fey or cthulhic monsters aren’t included in the SRD.

It may not seem that odd a choice (after all, it means that if you want to play the game, you still need to buy the books if the Basic free-taste leaves you wanting more), but it does indicate a very different strategy. 3e’s OGL was clearly about making the d20 system ubiquitous. Every game and setting was being translated into d20, and that was clearly by design.

Just as clearly, 5e’s SRD, while not preventing that sort of thing, isn’t encouraging it, either. You can still make your 5e version of Shadowrun or World of Darkness if you wish, but you won’t have a stack of backgrounds, feats, and character class options to just lift straight out of the game to drop into yours.
The other thing your 5e-version of another game won’t have is a fancy d20 logo. This lack of “a unified, consumer-friendly compatibility logo” means the only things that will come with a WotC imprimatur will be the stuff sold in their Dungeon Masters Guild web store, and that stuff has to be set in the Forgotten Realms.

(I wonder, as an aside, if this is part of how they hope to avoid rules-bloat: let all those barnacles afix themselves to the Forgotten Realms, then burn it all down as they announce the NEW official campaign setting is now Greyhawk, and start all over again.)

Again, I’m not seeing anything that prevents the release of a gazillion splatbooks and all the horrors that come in their wake. However, I’m not seeing anything that encourages that sort of behavior, either. They’re clearly hoping to encourage more Forgotten Realms-focused content.

I’m only seeing good news for the OSR/DIY crowd. If you’ve been enjoying 5e so far, but have been put off by a lack of a license allowing you to publish your homebrew mega-dungeon or zany science-fantasy setting, happy days are here again. If you’ve been hesitant to toss up your 5e campaign setting or adventures online for sale, you now have an umbrella agreement to use for legal cover. If you’ve got something that’s not for 5e but you want to include a conversion document with it, it looks like you’ve got cover for that as well. I anticipate we’ll be seeing a lot more 5e stuff popping up from the more creative and interesting corners of the online RPG community.

Tuesday, December 29, 2015

Star Wars: the Limits of Efficiency

More than any previous Star Wars film, The Force Awakens is a sharply efficient movie. That's not entirely a good thing. Maybe it's just me, and I'm more aware of this stuff now, but it seems like there's nothing in this movie that doesn't exist to set up a scene, and some things clearly only exist to set up a scene.

In the Force Awakens, what's interesting about the planets isn't so much the environments as what the movie can do with them. Jakku is pretty much Tatooine with the serial numbers filed off, except for the graveyard of military hardware that gives Rey a craptacular job and provides some neat scenery for a starship chase. The Starkiller Base planet doesn't even seem to have a name; all that matters about it is the giant weapon inside.

The most egregious example is Solo's new ship. It possesses only two distinguishing features:


  1. a maw-like hangar to ominously swallow the Falcon in.
  2. a maze of corridors whose only clear purpose is to set an action scene in which heroes, gangsters, and hungry monsters run about chaotically.


Beyond that, no only do we not know anything about it, nothing is even hinted. The ship has no name, no type, and (in what may be a first for a Star Wars ship) we don't even get to see the entire exterior. And thus it feels fake. It feels like a movie set.

Compare that to Mos Eisley in New Hope. Even before Mr. Lucas went in and riddled the thing with extra CGI, it felt like things were going on around the corner that you couldn't see. If the camera had turned left when Luke and Ben had gone right, you'd have seen a used speeder lot (“Since the XP-38 came out, they're just not in demand.”) or a drunk getting mugged by some thugs or a dude getting his kneecaps broken over gambling debts he owes Jabba.

At no point do I feel there's more to Han's new ship than its maw-like hangar and the bizarre maze of tunnels inside.

This is a big deal for Star Wars. The toys, the games, the books are all predicated on the idea that the stories of the Skywalker clan take place in a bigger universe. The first movie made that obvious.

Another example: stormtroopers. Each movie gave us a new flavor of stormtrooper. In the first one, we had the dudes in white armor and the fighter pilots in black (a nice contrast to the rebels' safety-orange suits that said so much about how much both sides valued life and their own people). We got the snow troopers at the Battle of Hoth, and then the scouts in Return of the Jedi. In all four cases, it was obvious what you were looking at. The hows might not have been obvious (what, exactly, is special about the snow trooper's kit, for instance) but the why and the who was obvious.

In Awakens, we have a trooper call Finn a traitor and attack him with a pair of shock batons strapped to his arm. Why does a trooper have a big, clunky double-shock-baton weapon? The obvious answer is they wanted Finn in a hand-to-hand fight with a trooper who was an actual threat. But the in-world answer is never even hinted at. At no other point in the movie do we see someone with such a weapon strapped to their arm. At no other point in the movie do we see someone use such a weapon in a fight. It feels like the weapon only ever existed to be used in this fight, and it feels like we'll probably never see one again (unless, again, we need someone to hack at with a lightsaber).

The lack of verisimilitude in another sci-fi movie would be annoying. In a Star Wars movie, it's downright shocking and perplexing. So much of this franchise lives and breaths to invite people to come play in it. The toys, the games, the spin-offs all thrive on the notion that the Star Wars galaxy is big enough for a million stories. There are so many things hinted at, elegantly, that imply this: the XP-38, nerf herders, bulls-eyeing womp rats in a T-16.

I am not, by any stretch, suggesting that Force Awakens does anything to rehabilitate the prequels. Far from it; I think Abrams movie shows just how much Lucas stumbled in making his new films. However, Abrams' own shortcomings as a filmmaker do highlight Lucas' strengths. Chief among those strengths was creating what feels like a living, breathing larger universe.

Friday, December 18, 2015

Star Wars VII: The Force Awakens Review

Spoiler-free version: go see it. It's fun!

But you'll have “refrigerator door” questions hitting you before you've left your seat.

Below, there be spoilers. And you want to see this spoiler-free. The tension through this film is part of the fun. You know people isa gonna die, but who?!?

The biggest thing I learned from Episode VII is this: I want to play cards with Daisy Ridley. That woman's face is amazing. You can see everything that's going on in her head and her heart on her face. Rey's emotional landscape is vital to this film, and she makes emoting through facial expression look easy. In the final scene, she conveys so damn much with her face dialogue would ruin it.

Boyega and Isaac, on the other hand, know they're in a freakin' Star Wars film and they're loving every minute of it. It's so much fun when they're on the screen together, and I hope we get to see a lot more of that.

The biggest thing I love about this film is the emotional heft it has. Part of that is born of fear; you know just about everyone on screen is vulnerable and very few enjoy dramatic immunity to death. And, since this is Star Wars, nobody is immune to fates-worse-than-death. The story really focuses in on those relationships we already have with the old characters. While it has echoes of the original trilogy, it has no carbon-copy characters; Rey is nothing like Luke or any of the frustrated farm boys and suburban kids he was clearly modeled on. When Rey does the “strong woman” thing we buy it, because strength and resilience are baked into her character. And that allows her to be vulnerable which allows us to invest in Rey.

Boyega's character is a bit all over the place, but that really works. You can see Finn attempting to construct himself for the first time outside the whole stormtrooper thing. Some of the warmest moments in the film are comic-relief bits between Finn and Han, and they really work in an old-man-mentoring-a-young-hot-shot way.

Anyone else get a weird vibe between Han and Rey? What was that about? There's respect there, but Han's also clearly trying to hold her at arm's length the whole time. That have something to do with her past? There were more than a few hints that he knows who she is.

Maz Kanata is awesome! She used to be a pirate? Please, give us more like that!

My biggest peeve with this movie is how small and jumbled the universe is. It's like one of those French novels where, no matter how far any of the characters travel, they keep bumping into the same people. I was half expecting to learn that Finn was Lando's son or something equally unnecessary like that.

Even worse, I know nothing about how this universe works. There doesn't appear to be an Empire anymore, but the First Order is clearly well-supplied. And yet it recruits by yanking people out of their families and raising them from infancy? That seems more than a little odd. And what exactly is the place of the First Order in this universe? They apparently have some legitimacy because the Galactic Senate can't openly defy them and must secretly support the Resistance. Is this a territorial thing? It's made to look like Takodana is in the same system as the home of the Senate and the Republic's fleet. The Republic keeps its entire fleet in a single system, in orbit around a single world? Sure, the background is probably described in the novels and whatnot, but the movie itself does very little to explain the universe, and in the end makes it feel extremely tiny. The First Order appears to have a single Star Destroyer that does next to nothing besides act as a giant taxi service for the bad guys. Both the Resistance and the First Order have only a single class of fighter these days (that will annoy the game and toy companies no end). Part of what made the original Star Wars work so well is how big and real the universe felt. The universe of episode VII feels tiny, almost cramped. It feels like it was made for TV, rather than a movie.

John Williams has also dialed it back. There's absolutely nothing wrong with the music, and when it invokes old, familiar themes, it works. When it's not doing that, it's perfectly evoking the right emotional flavor for the moment. But there's no Imperial March or Duel of Fates that you'll be humming to yourself as you leave the theater. If Finn or Rey has a theme, it didn't stick in my head.

All-in-all: fun and emotional, but cramped. Like a really good anime, it's the characters who draw you in and keep you invested. There's no thrill of exploration in this movie except for a brief breath of fresh air at Maz Kanata's place, where, ever so briefly, the galaxy feels large and sprawling and full of possibility again. The rest of the time, it's set-dressing for intimate character drama, derring-do, and thrilling action beats.

Saturday, December 12, 2015

Review: The Expanse on Syfy

Watching the opening credits and seeing the ads online,but most especially after watching the opening credits sequence, you'd be excused for mistaking The Expanse for a sci-fi knock-off of Game of Thrones. Heck, it's pretty clear SyFy wants you to mistake it for a Game of Thrones knock-off. The first episode doesn't really live up to that bill, though.

First, there are way too few characters. It becomes fairly obvious that we've got three main characters. Miller is a “cop” who actually works for a private security firm that does the cop-like work on the colonized asteroid Ceres. He's all noir, with his hat and clothes, his tough-guy demeanor and his dialogue that feels like a washed-out imitation of Dashiell Hammett. He's a “dirty cop,” though the implication is that, being a private corporation rather than a public service, the entire organization is on-the-take. We're also supposed to get that he has a heart of gold because he feels guilty about things and then gets ugly-violent about it later.

Jim Holden is one of those characters who's supposed to be mysterious. He's clearly running from something, clearly inhabiting a social and professional level below his actual birth and abilities, and clearly wallowing in (rather tame and mild) hedonistic delights to distract himself from the previous two aspects of his character. He also holds a vague position of authority on an ice-mining ship, doesn't want to advance in rank, and is banging the navigator who is the only other person on the ship who grooms and talks like lawyer instead of a factory worker. He's so generically mysterious he's boring, because you know you can't invest in his character. Luckily, he's surrounded by far more interesting people, and being “mysterious” means he can engage in broad swings in style and tone, allowing him to take plot-necessary actions nobody else in his position would sanely entertain.

Finally, we have Chrisjen Avasarala, an Indian grandmother who wears elegant saris, tickles her grandson, and, as Undersecretary of the United Nations, tortures political dissidents, possibly to death. Like Jim, she's such a different person from one moment to the next that it's impossible to invest in her, but unlike Jim, she's not surrounded by more interesting people. What you'll be paying attention to when she's on the screen is the spectacle of wealth and power and future Earth around her, and the vaguely Tarantino-esque threat of sudden, explosive violence that seems to linger in the background of every scene she's in.

The show owes a lot more to Babylon 5 than it does to Game of Thrones, from its grungy blue-collar focus to its Cold War themes and hidden motivations. You'll also see a lot of Babylon 5 in the space scenes, where ships move like physical bodies in a Newtonian universe but we still hear the rumble of engines as they pass by the camera. The sex is fairly tame (there's a single scene of gratuitous zero-g sex between a man and a woman), the violence isn't very graphic (though it does aim for a certain emotional impact that it doesn't always reach), and the spectacle is a bit too industrial grunge to really pull off the whole GoT-in-space vibe the marketing team would like you to assume.

It's also very much a modern serial show. You can tell they've got stuff plotted out pretty concretely (the story is based on a novel series) and look forward to a slow, leisurely reveal. Also like modern serial shows (and again, very much in the vein of Babylon 5) they love to set up your expectations and then pull the rug out from under you. They do a fairly masterful job of that right up near the end of the first episode.

Unfortunately, our three main leads do such a bang-up job of being mysterious and unpinnable that its really hard to invest in them as a viewer. (There's actually a fourth key character, but you see so little of her that you'd be forgiven for having entirely forgotten about her as the closing credits roll.) If the show is easy to watch (I don't have cable, so that means episodes posted online) and I have time, I'll probably catch the next few episodes to see if it grows on me; I'm at least that intrigued. But I've not seen anything yet worth rearranging my schedule for. On a scale of one-to-five stars, I give it a tentative three stars.

Friday, September 04, 2015

Disadvantages, Disadvantage, and EXP

In an attempt to make RPG characters mechanically unique, there was a trend in the early years to include lists of disadvantages you could take for your characters. The first game I came across that did this was GURPS in the mid ‘80s but I can’t say another game didn’t do it first.

Typically, these gave you additional points to buy better stats, abilities, or advantages during character creation. After that, it was up to the GM, largely, to keep track of your disadvantages and apply them during play.

This is, obviously, a clunky system, adding extra burdens on the GM to not only be certain to apply the disadvantages but to do so fairly. Certain disadvantages might not show up much at all because of the nature of the campaign (for instance, being unable to swim in a campaign set in deep space) while others might cripple a PC due to the themes and preferences of the GM (like arachnophobia in a campaign where the principle villains are drow).

More recently, people have been experimenting with flaws that reward the player when they penalize the character. You can see this kinda-sorta in Numenera with its GM intrusions mechanic.

I’m thinking of adding it to my D&D toolbox as follows: every time a flaw is invoked to cause serious disadvantage to the PC and most especially if it actually causes them to roll with disadvantage (roll two d20s and take the lower roll, as per 5e), the PC gets EXP equal to 2% of the difference between the amount needed for next level and the minimum they needed for their current level.

Now, I haven’t playtested this at all yet. I’m guessing that a flaw that comes up more than 5 times per hour (or 20 times per session) probably needs a serious looking-at. But this puts the burden of using it largely on the player, and incentivizes them to invoke it.

That said, I’m not sure I’d use it during character creation. Instead, I’d probably use it in conjunction with something like a Table of Death & Dismemberment (such as losing an eye causing disadvantage in to-hit with missile weapons) or mutation tables. I could also see using a system like that in conjunction with mental instabilities like those found in Wrath of Demons or Kingdom Death.

Tuesday, September 01, 2015

Steve Wieck Sows the Wind

Ok, yeah, I think I understand. Controversy is scary, and I can’t imagine that OneBookShelf isn’t living close to the bone. Still...

First, this is just opening the door to more controversy and fights. If you think the proposed tool isn’t going to be abused next time the RPG world has another slap-fight, you’re living in a fantasy world. Mr. Wieck is in for a world of busy-work, staying on top of this.

Second, Mr. Wieck has suddenly made his opinions important. Before now, nobody needed to care what Mr. Wieck felt about the divisive issues of the day. Now? You’d better believe Green Ronin cares what Mr. Wieck’s opinions on homosexuality are. What about furries? What about tentacle monsters?

By declaring himself the arbiter of “offensive,” Mr. Wieck has painted a big, giant bull’s eye on his back. This will mean more controversy, more Twitter fights, and more heat on Mr. Wieck personally. If he’d endured whatever boycott the offended could have mustered, he’d have found smoother sailing after the storm. As it is, he’ll be dealing with this issue frequently and personally, for as long as he’s at OneBookShelf, if not longer.

Then there’s the issues with publishers, which Mr. Wieck summarizes quite succinctly himself:
Publishers who offer content on our marketplaces will understandably say to us, "We can't invest in creating RPG titles only to have DriveThru arbitrarily ban them, so if you're now banning titles for offensive content, give us guidelines for what titles you will and will not ban."

To which, I have to say, "I hear you, but I don't know any better way." A work often has to be considered as a gestalt to know if it is offensive or not.

Really? That’s the best you can do?

Moving forward, we’ll probably see a chain of events we’ve seen before. We’ll see Mr. Wieck beg publishers to pull stuff that causes scandal and hope they voluntarily choose to do so, as happened with “Tournament of Rapists.” I suspect that will be Mr. Wieck’s go-to maneuver for now. It allows him to have his cake and eat it too; he says he found nothing personally offensive in “Tournament of Rapists” beyond the title and blurb, and in the end he’s not responsible for pulling the title off OneBookShelf. Win-win for him.

Until someone fingers one of Raggi’s titles, or another publisher tells him to man up or shut up.

Before that even happens, I suspect we’ll see a two-tier approach to issues of “offense.” Big publishers will be immune; no matter how much someone complains about a WotC, Pathfinder, or FFG, we won’t see their titles pulled. (And don’t think it couldn’t happen. Remember all the fuss-and-bluster over Hook Mountain Massacre?) Green Ronin is probably safe, as is White Wolf. Probably…

But the small-time and one-shot publishers will be easy prey for folks looking for someone to abuse, or those who don’t want the competition. How many flags will it take before Mr. Wieck has one of these talks? And if a publisher wants to be able to list future titles on OneBookShelf, well, that means “voluntarily” pulling the title.

And that might have been how things shook out. Except, while Mr. Wieck might not be willing to invoke any bright line rules, James Edward Raggi IV is:
If one of my products gets pulled, or if the products of my peers are pulled without their consent, I am taking every LotFP product off of that site, which will be something of an economic armageddon for me and a hardship from everyone on my roster getting royalties from sales.

It’s not an entirely one-sided Armageddon, either. As Raggi points out, he’s a top 2% seller on OBS with “over $100,000 gross sales over the six years [he’s] sold through the site…”

It’s only a matter of time before the mob is howling for Raggi’s blood (and probably Zak S’s or Jeff’s or any of the many others he publishes). So we’ll see how it goes. Raggi’s gone out of his way to offend before. Hell, his marketing relies on it, so I’m sure we’ll see the policies put to the test sooner or later.

Dyson Logos, someone I have a lot of respect for, himself has much respect for Mr. Wieck. By putting himself directly in the crosshairs, Mr. Wieck is clearly attempting to get ahead of this issue. I’m sure he’s got his heart in the right place, but when good intentions are your paving material, your road usually ends up only one place. Whatever he intends to have happen, people will attempt to abuse the system. Whether or not they succeed is entirely on Mr. Wieck’s shoulders. Maybe he had no choice; maybe he had to step into the middle of this. I do give Mr. Wieck props for not hiding behind passive-voice corp speak; he painted this target on himself. I just don't see how he did himself or OneBookShelf any favors by doing so. As he's sown, so shall he reap.

Thursday, August 20, 2015

Success Guaranteed!

Are you familiar with the Garden of Eden trap?

It’s a way to short-circuit adventures before they really begin. Basically, it works like this: the PCs need to do a thing or the adventure stops. This can take all sorts of forms:
  • The PCs must surrender to the “obviously” overpowering forces of the enemy.
  • The PCs must solve the puzzle to get through to the next room.
  • The PCs must put these clues together in just the right way to figure out where to go next.
  • The PCs must put Tab A into Slot B (usually meaning bring a portable magic item to a fixed magic item, but it can be even worse when both items are portable).

But the absolute worst is: the PCs must succeed at a die roll to continue with the adventure.

You see that last one ALL THE TIME and it annoys me every time I see it. To find the hidden enemy, the PCs must find a secret door. To secure the McGuffin you must solve the puzzle. Heck, to even start the adventure you must pass a lore or intimidation or whatever check just to even learn about the dungeon’s existence!

If the PCs must succeed at a die roll to continue, what are you going to do when they fail?

And having three options isn’t enough. What if they entirely miss that one exists and flub the remaining two somehow? What will you do?

This is called the Garden of Eden trap because if Adam and Eve don’t eat the forbidden fruit, nothing changes; they stay in paradise and there’s no rest of the Bible.

Note that this isn’t the same as combat. Even if you get a TPK in combat, the adventure can continue; it just might be with different characters. But nobody wants to build entirely new characters just because the dice are ornery and nobody can pass a Lore check or something equally inane.

Secret doors and secret passages are cool, but they should be built with the idea that they are bonus material. If the PCs find the secret door, they should get extra loot. Or they offer a way around a nasty monster they’d have to fight otherwise. Or maybe they provide a safe space to rest and recuperate.

Ditto for puzzles. Either they can be solved by brute-force or simply going through every available option (taking the time to do so, of course), or they again offer access to bonus material: extra treasure, a sub-level of your dungeon, stuff like that.

If there is something the players must know so the adventure can continue (like, say, the actual location of the dungeon), then give it to them for free. If you want them to roll a die, then let them, and then tell them what they need to know regardless of how the roll came out. If they roll really well, you might also give them something extra (like that the dungeon is inhabited by lycanthropes or something equally useful). If they roll really poorly, tell them two things, one of which is true and the other of which is a lie.

But for the love of Pete, don’t force the players to succeed at a roll to continue or finish the adventure. If you do, you’d damned well better have more material for play that evening, because it won’t be the players’ fault if gaming ends early.

Wednesday, August 19, 2015

A Year of 5e

As Venger Satanis has pointed out, we're a now a year on from the release of 5e's PHB. He's curious to hear how people feel about it now.

I've been playing a lot of 5e lately, more, in fact, than I've been playing any other system. I have one face-to-face game that meets at least twice (and sometimes three times per month) with a huge group (seven players fairly consistently, making the largest group I've played with regularly) and a single one-on-one game that meets nearly weekly. The game is fun.

The first thing I'll note about it is how solidly designed it is. The action economy is subtle, low-key, and the solution to issues that have plagued every single version of the game that has come before. The complexity ramps up slowly (though I have players who are still not sure what a proficiency bonus is and what you apply it to). The classes are nicely delineated. The races do what they do and then get out of the way. Backgrounds, on the other hand, remain fun up through at least the mid levels.

I've not played with any characters beyond 7th level so far, so I've not been able to see what breaks down at later levels. Nothing feels broken, but when the PCs start dishing out damage in the triple digits it'll make you pause for a moment to catch your breath. (Yes, a group of 7 PCs focused on a single target can drop three-digits worth of damage around 3rd level without breaking a sweat.) HP inflation is everywhere you look, but it actually leads to AC being less important which means low-level monsters can still be interesting threats to mid-living characters.

Magic is badly nerfed. Yes, that flattens the power curves, but I keep wanting to do things with cool spells like charm person that would have been perfectly feasible in TSR-era D&D that are now a lot tougher. Likewise, monsters are a lot more focused. The maralith is a choppy-choppy melee monster, and she really doesn't have much else in the way of interesting combat abilities. She's really, really good at chopping things up, but...

The biggest issue I have with 5e, however, is that, at its core, it doesn't really know what it wants to be. (Thanks to Natalie Bennett for much of these insights, inspired by my frustration with 5e's succubus.) EXP is principally awarded for killing things, implying that combat remains the focus as it has for WotC's entire range of D&D versions. And yet there are monsters that feel confused as to their purpose, like the succubus who's clearly fallen in the gap between plot-instigator and melee-bruiser. It's not a game about exploration (though bits of it kinda want to be), while, at times, it wants to be a game about plots and stories.

So every now and then 5e will do something to frustrate your expectations. And after you get over the shock you'll be annoyed, largely because most of the time it's such a well-behaved rules set that plays well with everyone at the table, including (and possibly especially) the DM.

It's not an OSR game, but it isn't OSR-unfriendly, and it certainly fixes some of the issues you run into with TSR-era D&D. If you're a fan of the OSR and you're thinking about running 5e, the first thing I'd suggest houseruling is EXP. EXP-for-gold fixes a lot of 5e's more obnoxious issues. Pay very close attention to the rules for bonus actions and concentration; neither work the way you might assume and both make the game a lot more manageable at the table.

I haven't bought anything for 5e yet beyond the core books. I'll probably pick up the Rage of Demons adventure book just to see what they do with it, and how they do things like stat blocks and the like. So far, it's been very friendly towards updating old works and I've not felt any lack of cool things to throw at my players. We'll see if that continues to the be case as their current PCs rise in level, retire, and we start new campaigns.

Thursday, August 13, 2015

5e Licensing: the Plot Thickens?

If you listen to this interview with Mike Mearls at GenCon, you’ll hear the latest on third-party licensing for D&D 5e. The fun starts just after 45 minutes into the interview. Most specifically, Mearls says:

The plans we had grew bigger, and more complicated… what we have might not be exactly what people expect, but I think it’s just going to be seen as objectively better.

So what does that mean?

No idea, honestly. I think, however, we can safely rule out a blanket open license a la 3e’s OGL.

One thing I picked up from an interview with Ryan Dancey (I think on the Fear the Boot podcast) was that the OGL didn’t quite work the way they expected. Dancey and Co. had assumed that DMs would use the OGL to publish their homebrew adventures. (Keep in mind that, at this time, adventures were seen as loss-leaders; necessary support to grow an RPG, but individually unprofitable.) Instead, what they got was a flood of splatbooks.

And a flood of new character options is absolutely not what WotC wants to see for 5e. If you got back to Mearls’ comments from GAMA or the early part of the Tome Show interview, you’ll hear him talk about how important it is to keep the game lean, to not drown players (and especially DMs) with lots of new options, special cases, and new mechanics.

So I’m predicting a license that discourages character options, alternate games (i.e. True20 or Fading Suns d20), and the like, but encourages publishing adventures, settings, backgrounds, monsters and treasure. The push will be to use backgrounds, and not new classes or class paths, to make characters better fit the setting. Maybe races. Races could go either way, but I suspect they’ll be discouraged as well. And spells? Probably allowed, but that’s a grey area that might fall too close to making new classes and class variants.

Wednesday, July 15, 2015

What is Interesting?

Tales of the Grotesque and Dungeonesque has tackled the question, “What makes a monster interesting?” The answer provided is the old standby of solutions to the been-there-done-that doldrums: reskinning.

With apologies to our good host at G&D, I've always been meh about reskinning. Call an ork a “bizak” and it's still an orc. Sure, describing goblins as "diminutive, wizened, man-like fey, each wearing a cloth cap that appears to be dipped in blood" is awesome the first time the PCs run into them. (And I love that description, by the way. Makes them sound like something from an Alan Lee illustration.) The second time, they'll just be “more of those wizened man-fey” and the third time they'll be “goblins” (or, possibly, “red-caps.”)

The problem with reskinning is that it's just kicking the can down the road. You've made a boring monster more interesting for a single encounter. What about the next time? And the time after that? You could just use different monsters every time, though if you're going to do that, why not just use different monsters before resorting to reskinning? There's almost certainly a goblin-analogue in Fiend Folio you haven't used yet, like xvarts or dark creepers.

What really makes a monster interesting is what the players can do with it. If your “wizened, man-like fey” are just another EXP-piñata, well, ok, the PCs attack, dice are rolled, moving along. On the other hand, if the PCs can confound them by wearing their clothes inside out, that's a bit more interesting. Goblins you can trade with are more interesting yet, especially if they allow you to push deeper into the hex-crawl or are the only source for certain goods.

I want to return to that “inside-out” thing, though. Monsters that invoke fairy-tale logic are some of the best because they prod the players to interact with the world in non-standard ways. Vampires are awesome for this because they're nearly impossible to kill otherwise. But everyone knows how vulnerable they are if you expose them to sunlight or find their coffins. Now, suddenly, all sorts of things about the adventure are important: where is the nearest holy ground, what time of day is it, do the PCs encounter the vampire deep underground or in a tottering ruin or at a public event where exposure could thwart its plans? Players who couldn't care less about the campaign's calendar are suddenly very interested in the phases of the moon when they know they're up against lycanthropes.

Finally, monsters are interesting when they have a noticeable impact on the world. Goblins hiding up in their caves are not terribly interesting. Goblins who are raiding merchant caravans and driving up prices are a lot more interesting. Goblins who have infiltrated a walled city's sewers and are stealing babies for some nefarious purpose are more interesting yet. And they get even more interesting when they're feeding those babies to a black dragon who will rise from the sewers and wreak havoc should the flow of babies be interrupted by, say, a group of do-gooding adventurers. When slaying the monster doesn't mean just additional EXP, but also affects the world around them (lower prices at the blacksmith or the gratitude of a city no longer on the verge of riots), that makes the whole world more interesting. That's one of the cool things about dragons in the old stories. Slaying a dragon wasn't just an extra notch on the knight's sword hilt. It meant a new lease on life for the entire community the dragon was preying upon, it meant a happy reunion for the princess and her family, it unleashed a flood of lost wealth returned to the local economy. 5e kinda gets at that with their regional effects for “mythic” monsters, one of the things I very much appreciate about the new edition.

Monday, June 22, 2015

Blue Rose: the Kickstarting

Blue Rose is now a-Kickstarter-ing. As promised, they've dropped the (justly praised) True20 mechanics for their new AGE rule set. I can certainly understand how that makes sense from a business standpoint, and while AGE isn't the rules I'd go to for this project, I can also see how this will nicely expand what they've built for their Dragon Age pen-and-paper RPG.

There's a bit of blah-blah about how brave and edgy the game was. Of course, I don't read Green Ronin's hate-mail, but I was pretty active on Big Purple in those days. Mostly what I remember were complaints about how the humans of Aldis were slaves to some bizarre magical deer who picked their rulers. Even worse, in the eyes of many, was the fact that this magical deer supposedly rooted out treachery and corruption. In the “perfect” kingdom of Aldis, what was there for heroes to do?

I was generally of the opinion that these complaints were a bit overblown, since the setting seemed a perfectly playable version of Mercedes Lackey's Valdemar with the serial numbers filed off. Still, it looks like they've tackled that issue with their “framework” stretch goals. Even if they don't get published, they should give DMs ideas on what sorts of things you can do with the setting.

And I suspect at least a few of the stretch-goals will be hit, considering they're more than halfway to their original goal now, on the first day of the Kickstarter. Here's hoping we get a fun game that takes a slightly different perspective on the whole High Fantasy genre. I'm not sure I want them to bother selling it to the uninitiated or not, but I certainly don't want them to sell out the genre they're aiming to emulate. There's a lot more to “Romantic Fantasy” than just talking animals and gay characters.