I just read what Randall wrote on his blog on save or die effects. While I think sometimes there is a masochistic streak in some favouring the Old Ways, his solution and great arguments allow us all to have the cake and east it too.
My only problem with that post is I wish I had thought of it first! Cheap to only link and not write something yourself? Well, he said it best.
Wednesday, March 7, 2012
Tuesday, March 6, 2012
Prepping Call of Cthulhu
I am going to be the Keeper of Arcane Lore again this Saturday, and now it's prepping time. As usual it's complex. In a scenario where investigation is common, you need to have lot of information available. Not only give the characters enough rope to hang themselves by, but also enough information for the players to to feel it is a real work they are interacting with. I find this is slightly different than a game like D&D or T&T.
The idea of making the game world seem real involves sound. When our Keeper ran us through the Beyond the Mountain of Madness campaign, he made good use of sound. Ambient sound like engine sound, arctic winds or the lapping of waves can go a long way to make the players feel involved, which is something I try to do when running CoC. The coming scenario, Tell Me, Have You Seen the Yellow Sign? (from Chaosium's Great Old Ones) will be set in New Orleans. Guess what kind of sounds I'll need? I don't even like jazz music...
You know what? Right now I'm contemplating how to introduce more yellow objects into our living room, just as "background noise". I wonder why CoC always makes people go that extra mile?
It would be fun to hear if any of my readers have done something like that, or if you have run TMHYStYS?
The idea of making the game world seem real involves sound. When our Keeper ran us through the Beyond the Mountain of Madness campaign, he made good use of sound. Ambient sound like engine sound, arctic winds or the lapping of waves can go a long way to make the players feel involved, which is something I try to do when running CoC. The coming scenario, Tell Me, Have You Seen the Yellow Sign? (from Chaosium's Great Old Ones) will be set in New Orleans. Guess what kind of sounds I'll need? I don't even like jazz music...
You know what? Right now I'm contemplating how to introduce more yellow objects into our living room, just as "background noise". I wonder why CoC always makes people go that extra mile?
It would be fun to hear if any of my readers have done something like that, or if you have run TMHYStYS?
Sunday, March 4, 2012
A generic extended conflict system for LL, S&W etc.
I was reading the Savage Worlds fanzine Shark Bytes, and in there was an article on more uses of the mass combat system. Since I have a soft spot for the Burning Wheel and its "social combat" system Duel of Wits (which I still haven't tried!), I of course was charmed. Maybe this could be ported to other games? Some people like mini games like this, and some hate it. I'm not a great rules writer, but these are some basic ideas. It could probably be improved or slimmed down.
Let's imagine this being for a game like Labyrinth Lord, Swords & Wizardry or a similar very popular fantasy rpg.
When you want to have a cooking competition, argument or another conflict not covered by the combat system, do like this. Decide who is "attacking" whom, and exactly what is the expected outcome of anyone winning. Then decide which stat you are going to start to use in the conflict. Divide the stat by two, this is the amount of points or tokens you start with. Use dice or poker chips, or write it down.
Now, explain to the GM what you are doing this round, role play as much as you like. (Option: if you and your players like to act it out, you might now give a small bonus, -2 at the most, to the roll). Roll 1d20 below the stat you have chosen, both of you. Since the "attacker" and defender might want to use very different stats, work out a way for it to make sense in the game world. Now pick and action, and bet any amount of your tokens. There are four different actions you can choose. For most effect, choose secretly and then reveal.
The results then. If you fail, you loose your bet. If you succeed and the opponent loose, you gain the lost bet. If you crit, i.e. roll below 3, you gain another token in addition to any other effect. First player to loose all tokes loose the conflict.
Will it be very cumbersome? Maybe. Will it be fun? Well, it seemed to work in Savage Worlds.
I imagine it could be used for prolonged conflicts, where each turn is hours, days or even longer stretches of time. Also, I guess it could be used for almost anything, mass combat or court intrigue.
One of these days, I'm testing it. Let me know if you have tried something similar (like the rules in Shark Bytes), or even test this set of rules.
Let's imagine this being for a game like Labyrinth Lord, Swords & Wizardry or a similar very popular fantasy rpg.
When you want to have a cooking competition, argument or another conflict not covered by the combat system, do like this. Decide who is "attacking" whom, and exactly what is the expected outcome of anyone winning. Then decide which stat you are going to start to use in the conflict. Divide the stat by two, this is the amount of points or tokens you start with. Use dice or poker chips, or write it down.
Now, explain to the GM what you are doing this round, role play as much as you like. (Option: if you and your players like to act it out, you might now give a small bonus, -2 at the most, to the roll). Roll 1d20 below the stat you have chosen, both of you. Since the "attacker" and defender might want to use very different stats, work out a way for it to make sense in the game world. Now pick and action, and bet any amount of your tokens. There are four different actions you can choose. For most effect, choose secretly and then reveal.
- attack +1 to the roll
- defend -1 to the roll
- probe you don't loose anything
- all out defence loose one less, -1 to roll
- all out attack gain one extra, +1 to roll
The results then. If you fail, you loose your bet. If you succeed and the opponent loose, you gain the lost bet. If you crit, i.e. roll below 3, you gain another token in addition to any other effect. First player to loose all tokes loose the conflict.
Will it be very cumbersome? Maybe. Will it be fun? Well, it seemed to work in Savage Worlds.
I imagine it could be used for prolonged conflicts, where each turn is hours, days or even longer stretches of time. Also, I guess it could be used for almost anything, mass combat or court intrigue.
One of these days, I'm testing it. Let me know if you have tried something similar (like the rules in Shark Bytes), or even test this set of rules.
Friday, March 2, 2012
Wednesday, February 29, 2012
Followers widget gone?
I just noticed that the Followers widget seems to be broken. Anyone else noted it and have a solution? Blogger is, as usual, really wonky sometimes.
I am not not involved in "following" blogs myself (I have zillions of them on my Bloglines reading list, though. I'm rebuilding the blog roll, but it takes time), since it seems to be mostly a tool usable when reading blog in the google reader, which I don't use.
But, I appreciate all my regular readers and followers, and it sucks to have a widget that wont work, right?
I am not not involved in "following" blogs myself (I have zillions of them on my Bloglines reading list, though. I'm rebuilding the blog roll, but it takes time), since it seems to be mostly a tool usable when reading blog in the google reader, which I don't use.
But, I appreciate all my regular readers and followers, and it sucks to have a widget that wont work, right?
Lists, always lists - this is how I roll
What the heck, I give in. It's fun with lists
- Ability scores generation method? 3d6, in order
- How are death and dying handled? PC dies at 0
- What about raising the dead? Sure, but I'd like a cap on it, financial or something like System Shock roll. Implementation would be depending on campaign world.
- How are replacement PCs handled? Maybe they belong the the adventurer's guild, maybe they meet in a bar? Depend on the character.
- Initiative: individual, group, or something else? I like it individually
- Are there critical hits and fumbles? How do they work? Yeah, I like those. Best way is to narrate something problematic (good or bad) at a roll of max/min.
- Do I get any benefits for wearing a helmet? Sure, that's why you wear them, right?
- Can I hurt my friends if I fire into melee or do something similarly silly? If you do something stupid, people will get hurt.
- Will we need to run from some encounters, or will we be able to kill everything? I'm not running a super hero game, 'nuff said.
- Level-draining monsters: yes or no? Depends. Well, yeah.
- Are there going to be cases where a failed save results in PC death? Probably, yes.
- How strictly are encumbrance & resources tracked? I'd like them in theory, but have not yet tried Lotfp, so I have rarely had the energy to bother.
- What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? In T&T, it happens on the spot, other old school games I'd say you need to get back to civilization.
- What do I get experience for? Acting in the game. Explore, kill, loot and making us laugh.
- How are traps located? Description, dice rolling, or some combination? Mainly description, but supplemented with rolls.
- Are retainers encouraged and how does morale work? There are people to hire if the players care. Morale is like a save, when something bad happens they might run.
- How do I identify magic items? The Omnipotent Eye
- Can I buy magic items? Oh, come on: how about just potions? Sure, potions are for sale. It wont be cheap.
- Can I create magic items? When and how? No. Well, yes, but I might give them drawbacks that you will have to take or leave it.
- What about splitting the party? Do you want to split the party? Go ahead.
Tuesday, February 28, 2012
Another take on how to influence characters, PC and NPC
I just found this quite interesting blog post. It ties into those posts of mine about using social interaction to influence PCs. Maybe if you can't change the player character, change the world.
Interesting.
Interesting.
Monday, February 27, 2012
A small Rolemaster hack
I am running a Call of Cthulhu campaign, just generated a character for a 3rd ed D&D game, have a play by post S&W character kind of still in play and an active play by mail De Profundis character. Guess what? I know had my brain bounce unto another game. Gamer ADD...
Savage Worlds is a game where they explicitly in the book tell you not to invent new stuff for it when adapting it to another setting. Since I have been there myself (WH40k, for those who are curious), I can confirm that that is sound advice. The stats are the same in all settings, the skills are the same and most of the Edges and Hindrances are the same. What do differentiates are the so called Trappings, and some specific setting and flavour enhancing Edges. I kind of like this idea, and I guess it makes sense for most people who had played a bunch of D&D characters who actually differed very slightly from the others within the same class and level.
So, I know that I never managed to feel comfortable with the skill list in Rolemaster 2nd ed. It was something like 15 skills, and they were very general. You did have the optional so called Secondary Skills, which on the other hand in some cases was ridiculously specialized. I guess the line developers thought something similar when they developed 3rd ed which had something more like a 100 skills! Maybe you could combine old school Rolemaster with the Savage Worlds way of thinking?
What I'm thinking of is to make each of the Professions in RM each give you a few of those Secondary Skills and differentiators, just like the setting specific Edge in a Savage Worlds game makes that character with the same skills different from another character in another setting. It is the same line of thinking that lies behind the old school feats suggestion (which might or might not be a popular idea. I got many visitors to the blog that day, but few comments...) of making two level 2 fighters be different somehow.
The question is of course if I managed to develop the idea before I get interested in another game...
Savage Worlds is a game where they explicitly in the book tell you not to invent new stuff for it when adapting it to another setting. Since I have been there myself (WH40k, for those who are curious), I can confirm that that is sound advice. The stats are the same in all settings, the skills are the same and most of the Edges and Hindrances are the same. What do differentiates are the so called Trappings, and some specific setting and flavour enhancing Edges. I kind of like this idea, and I guess it makes sense for most people who had played a bunch of D&D characters who actually differed very slightly from the others within the same class and level.
So, I know that I never managed to feel comfortable with the skill list in Rolemaster 2nd ed. It was something like 15 skills, and they were very general. You did have the optional so called Secondary Skills, which on the other hand in some cases was ridiculously specialized. I guess the line developers thought something similar when they developed 3rd ed which had something more like a 100 skills! Maybe you could combine old school Rolemaster with the Savage Worlds way of thinking?
What I'm thinking of is to make each of the Professions in RM each give you a few of those Secondary Skills and differentiators, just like the setting specific Edge in a Savage Worlds game makes that character with the same skills different from another character in another setting. It is the same line of thinking that lies behind the old school feats suggestion (which might or might not be a popular idea. I got many visitors to the blog that day, but few comments...) of making two level 2 fighters be different somehow.
The question is of course if I managed to develop the idea before I get interested in another game...
Sunday, February 26, 2012
What's important in D&D3 - what I (apparently) thought back then
I took out my D&D3 books yesterday, since I made a new character. I also found that I had put small coloured tabs on some sections of the book, like you can see below:
What was it that I found crucial to find when I played this edition every week? Let's take a look.
PHB
Equipment
This is nothing odd. This is the go to list once you get back from the dungeon and want to stock up on something. I also clearly remember that I often used it as a gauge to invent costs for oddities the characters wanted to get
Miscellaneous Actions
Beyond that innocuous phrase lies the biggest turd of the 3rd ed. The tables lists which actions are a Standard Action, Full-Round and Free Actions. While you can see where they came from when designing that, the fact that you had a table covering a whole page delineating which was was indicates it quickly got unwieldy. I've been told the revised edition even added a few classes of actions. I think there are two good ways to design things like that. Either roll a die, or say that you can each turn do three things like attack, dodge or Something Else(tm). Another thing this table was used for, was to list which of these actions provoked Attacks of Opportunity. Oh, how I hate those. In theory a great idea, but it forces you to use a battlemap and slows down play as there are constant interrupts from AoO. Can you do them well? I'm not sure. If you, e.g., let everyone take a "parting shot", you discourage a fluid field of combat, even if you can Dodge out of it. I'm not sure it's a good idea at all.
Index
When 3rd ed was released, they did like TSR did for 1st ed. they released the books in different years, and there was a small summary in the back of the PHB of magic items and monsters so you could play with just the PHB. In theory, a good idea. That do sound like a often repeated phrase when talking about 3rd ed, doesn't it? I had a tab on the page where the index started, since you could just start flipping from the back cover. Always include an index in your rule book, and if you have an appendix, but if before the index. Ok?
DMG
Treasure
This is the tables for generating treasure. You can roll to find how much is coins, magic items, jewels and how many tapestries sewn with gold thread. I used this a few times, more than once, actually. But, I have a vague recollection of the numbers being screwy in some way. Also, on this page is the big brain fart, expected wealth per level. Bollocks, I say!
Tables
Quick reference tables for just about everything. In theory this was a good idea (ahem), but I don't think I ever looked at this, since I was always flipping through the books to find something else and then the tables was always nearby anyway.
XP
This is one part where I felt 3rd ed. was inventive in a way I could appreciate. You match up the party average level against a rating for the encounter and see how much of a hindrance it is for that party, and you get XP accordingly. I liked the idea of a measly bunch of 2nd level dudes killing a dragon and scoring big, while the name level knight got nothing for killing kobolds. It felt like a more elegant solution than having different amount of XP per monster and it did take into account the mixed party levels. Neat math, simply. Nothing said you had to match party level and monster rating...
EL
Encounter Levels and Challenge Ratings. This is another thing which in some circles have caught a lot of flak. I like it. Even if you think that the dangers are there, and not scaled to you, I still think it's good to know as a DM of what to expect. I have no idea wiping out a party with a jumbo monster if they are too stupid to run, but I'd like it to happen because I planned it, not because I had no idea of what I was doing! I'm not very good at crunching the math and understanding what happens if I add another gnoll, or decide to reinforce them with a hill giant. Just look at a table and you have some idea. Nothing forces you to scale things to the party level...
Slime molds & fungi
So why did I put a label here? Because those monsters/threats are icky, gooey and very classic? Nothings screams dungeon as a patch of mould. Interestingly enough, there's also a table with spells found in magic traps on that page. I'm not sure if I ever used that. Quite a difference if you roll on that table and get a 2 or a 63. The chest wasn't trapped with an Alarm, it was Power word, Kill. Great!
NPC traits
In theory... well. This is a table I never used. I think I just made it up on the spot, or had NPCs be dispensers of information or there to be killed. Advanced, eh? I like the idea of tables like that, though.
I think in all that it's clear that I like random tables, and that the big EL, CR, XP scheme talked to me. Frankly, it's one of the things I think T&T is missing. I am not happy to be reminded of AoO, but who is?
What was it that I found crucial to find when I played this edition every week? Let's take a look.
PHB
Equipment
This is nothing odd. This is the go to list once you get back from the dungeon and want to stock up on something. I also clearly remember that I often used it as a gauge to invent costs for oddities the characters wanted to get
Miscellaneous Actions
Beyond that innocuous phrase lies the biggest turd of the 3rd ed. The tables lists which actions are a Standard Action, Full-Round and Free Actions. While you can see where they came from when designing that, the fact that you had a table covering a whole page delineating which was was indicates it quickly got unwieldy. I've been told the revised edition even added a few classes of actions. I think there are two good ways to design things like that. Either roll a die, or say that you can each turn do three things like attack, dodge or Something Else(tm). Another thing this table was used for, was to list which of these actions provoked Attacks of Opportunity. Oh, how I hate those. In theory a great idea, but it forces you to use a battlemap and slows down play as there are constant interrupts from AoO. Can you do them well? I'm not sure. If you, e.g., let everyone take a "parting shot", you discourage a fluid field of combat, even if you can Dodge out of it. I'm not sure it's a good idea at all.
Index
When 3rd ed was released, they did like TSR did for 1st ed. they released the books in different years, and there was a small summary in the back of the PHB of magic items and monsters so you could play with just the PHB. In theory, a good idea. That do sound like a often repeated phrase when talking about 3rd ed, doesn't it? I had a tab on the page where the index started, since you could just start flipping from the back cover. Always include an index in your rule book, and if you have an appendix, but if before the index. Ok?
DMG
Treasure
This is the tables for generating treasure. You can roll to find how much is coins, magic items, jewels and how many tapestries sewn with gold thread. I used this a few times, more than once, actually. But, I have a vague recollection of the numbers being screwy in some way. Also, on this page is the big brain fart, expected wealth per level. Bollocks, I say!
Tables
Quick reference tables for just about everything. In theory this was a good idea (ahem), but I don't think I ever looked at this, since I was always flipping through the books to find something else and then the tables was always nearby anyway.
XP
This is one part where I felt 3rd ed. was inventive in a way I could appreciate. You match up the party average level against a rating for the encounter and see how much of a hindrance it is for that party, and you get XP accordingly. I liked the idea of a measly bunch of 2nd level dudes killing a dragon and scoring big, while the name level knight got nothing for killing kobolds. It felt like a more elegant solution than having different amount of XP per monster and it did take into account the mixed party levels. Neat math, simply. Nothing said you had to match party level and monster rating...
EL
Encounter Levels and Challenge Ratings. This is another thing which in some circles have caught a lot of flak. I like it. Even if you think that the dangers are there, and not scaled to you, I still think it's good to know as a DM of what to expect. I have no idea wiping out a party with a jumbo monster if they are too stupid to run, but I'd like it to happen because I planned it, not because I had no idea of what I was doing! I'm not very good at crunching the math and understanding what happens if I add another gnoll, or decide to reinforce them with a hill giant. Just look at a table and you have some idea. Nothing forces you to scale things to the party level...
Slime molds & fungi
So why did I put a label here? Because those monsters/threats are icky, gooey and very classic? Nothings screams dungeon as a patch of mould. Interestingly enough, there's also a table with spells found in magic traps on that page. I'm not sure if I ever used that. Quite a difference if you roll on that table and get a 2 or a 63. The chest wasn't trapped with an Alarm, it was Power word, Kill. Great!
NPC traits
In theory... well. This is a table I never used. I think I just made it up on the spot, or had NPCs be dispensers of information or there to be killed. Advanced, eh? I like the idea of tables like that, though.
I think in all that it's clear that I like random tables, and that the big EL, CR, XP scheme talked to me. Frankly, it's one of the things I think T&T is missing. I am not happy to be reminded of AoO, but who is?
Saturday, February 25, 2012
ToC - Drives. Free will, again?
I just thought of something.
You know that Dirve your character has in Trail of Cthulhu? It's there to give the Keeper something to point to and prod you with to go head first into danger. Right? According to the rules you take a penalty to enforce your free will as a player, and not act in line with the character psychology you have on your sheet.
That sounds a lot like things I was pondering in my posts about free will. Sure, it does not involve NPCs or other PCs influencing your PC, but the Keeper. Interesting territory, indeed.
I don't think I have seen anyone comment upon them in that light. In my CoC games I have not yet remembered to use them! Interesting.
You know that Dirve your character has in Trail of Cthulhu? It's there to give the Keeper something to point to and prod you with to go head first into danger. Right? According to the rules you take a penalty to enforce your free will as a player, and not act in line with the character psychology you have on your sheet.
That sounds a lot like things I was pondering in my posts about free will. Sure, it does not involve NPCs or other PCs influencing your PC, but the Keeper. Interesting territory, indeed.
I don't think I have seen anyone comment upon them in that light. In my CoC games I have not yet remembered to use them! Interesting.
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