Friday, January 17, 2014

Empty rooms and slow moving dungeons

You how the players in your game always wakes up when you without hesitation give a name to a NPC, or suddenly mentions the look of a door in the dungeon?

I have been sitting in agony, trying to get a game moving again after I in passing mentioned some details of dungeon room that was in all other respects just empty. Naturally, if there's a description it has to mean something, right?

A suggestion for us all.

When describing a room in a dungeon, always mention one thing of dungeon dressing per room. 

If there's one item, smell or oddity in each room, they will have to consider it all.

Should this lead to games where everything is examined for 15 minutes and the players insist on rolling some ability to find the clue, then just drop a piano on them. Yeah, in a dungeon. Go ahead.




Tuesday, January 14, 2014

Delving Deeper - long/short weapons

As a companion to my post about weapon speed/reach. These are the arms listed in the Delving Deeper boxed set, with an entry for which weapons have reach.


These rules are hereby designated as Open Game Content via the Open Game Licence.


Battle axe              short
Dagger                  short
Flail                   long
Hand axe                short
Lance                   long
Mace                    short
Morning star            short
Pole arm                long
Short sword             short
Spear                   long
Staff                   long/short
Sword                   short
Two-handed sword        long   
War hammer              short



You might disagree about some of those, but these are the ones I'd use. Even if they all only do 1d6 damage, this rule will add some tactical chrome to it game experience. Have fun with it!

Monday, January 13, 2014

Long weapons with reach for older editions

I just revisited my old favourite Stormbringer, and found that in that game there's a neat mechanic for how to handle reach and speed of longer weapons. As you probably already know, there are rules for weapon speed in AD&D, but they are fiddly. This is how I'd adopt the Stormbringer rules for D&D.



These rules are hereby designated as Open Game Content via the Open Game Licence.

Long weapons and Reach

Weapons are rated as Long or Short. If you have a Long weapon, and are not Engaged, you will have the advantage and may attack once before any enemy with the same initiative count.

To Engage an enemy you roll 1d20 below your DEX, forfeiting an attack to do so. After that you will have Engaged your enemy, and that figure loose the advantage of having a Long weapon, and must Disengage to regain that advantage. Disengaging uses the same procedure.

Optional: If you fail your roll to Engage/Disengage, the opposing figure get one free attack at your figure. 

Group initiative

Roll initiative as usual and use the rules as written, except that before the first action are taken by the side winning, all figures equipped with a Long weapon get one strike each. These attacks are resolved in DEX order, and then the initiative proceeds as usual. No figure may attack more than once per turn in this way, unless explicitly allowed by other rules for multiple attacks.

Individual initiative

Roll initiative as usual. When resolving actions, first make one pass through the count down for all figures equipped with a Long weapon. Each may may one attack, in DEX order. Then go through the count of actions once more for those who have yet not taken an action. No figure may attack more than once per turn in this way, unless explicitly allowed by other rules for multiple attacks.



Long time readers of this blog might remember that I wrote about this rule once before. That rule used the initiative roll in stead of a DEX check. It would be fun to try both out and see how they feel in comparison.

Sunday, December 22, 2013

Using the right tool for the job


Yesterday I was browsing my collection of game books. Some of them I don't read that often, and almost forgets about. I have a few...

My eyes fell on GURPS Black Ops, and it piqued my interest. Who doesn't like the idea of truly badass characters taking on monsters? I figured it would be fun to read some of it, and maybe import some ideas into a game some day. When I came to the section about building characters I paused for a second.

Characters in Black Ops are built on 700 points. For those of you who don't know much about GURPS, I checked the core rules about campaign scales, and there it said 500 pts is "Superhuman". Cinematic action is the name of the game.

This is where I got reminded of why it is a good idea to use the right tools for the job.

In the book there are five templates of 650 pts you can use as base for your character. They are the Combat Op, Intelligence Op, Science Op, Security Op, Technology Op. Sounds like it covers all the bases in the genre, right? What gave me cause for doubts was what was on those pages.

Those templates all took up one page each, with about an inch at the top with the stats, Disadvantages and Advantages. The rest was three columns of text listing skills, and taking the illustrations into account it was maybe two full columns on the average. I counted the skills on one template, and it was about a hundred. 100. Yes. 100!

If you have that many skills, how are you even going to find the ones you need?! Why list all those? I've never seem anything so unwieldy in a game before. It would have been easier to list what was missing instead. Sure, the idea is to play super competent characters being really awesome. But, will that list really help you do that? What you really want to express is how cool you are, and how many cool things that character can do. It just screams out to be simplified. Mayve into some kind of system of skill categories, or even in a more daring move, reduced to Aspects like they use in FATE.

Here I think we see one indication this kind of game is not best modelled in GURPS. 

The next thing I noticed was the ratings of those skills. In GURPS you roll 3d6 and try to roll below your skill rating. Personally I cry foul when I see characters which break the ceiling of the system. These templates ranged from 12 to 22. Yes, roll below 22 on 3d6. Foul. Something is broken there, even if the list had been a fifth the size is was.

Here I think wesee another indication this kind of game is not best modelled in GURPS.

I've seen that kind of stuff in other games, sadly more than once. One example was this system which used roll low and a d20, i.e. a percentile system divided by 5 and less granular. This NPC I think of had 40 in some skills and spells, i.e. 200%!

If you want to play cinematic action, the best tool is probably not a game system that focuses on realism and detailed simulationism. You probably want to use FATE, or Savage Worlds.

This I think is also why the idea of a generic system is a failure. The idea is beautiful, and the amount of "generic" systems in my collection tells the long story of that strong allure of having one system for all your games. But, the sad fact is that you have to tweak and adapt a system to the style and setting you are using. Some games can be changed more or less easily and after a while it will become clear that you would have saved time using a system tailored for the experience you want.


...so if you see numbers like 200% in a percentile game, or 34 in a d20 based one, then it's time to look for a better tool for the job.

Wednesday, December 18, 2013

Some thoughts on veils and lines

Today I was listening to an episode of the podcast Saving the Game, and they were discussing the terms lines and veils. These come from the Sorcerer supplement Sex and Sorcerer.  The idea is that in your play group you might have themes that one of the players or the GM feel is uncomfortable to bring up at the gaming table, and veils are things that might crop up, with it wont be played out in detail. Naturally, in Ron Edwards book he talks mostly about sex.

When I listened at the podcast I started to wonder about the things the hosts listed as their personal lines and veils. Naturally they talked about sex, but also about other things. What made me think was when they brought up torture.

Personally I find torture really horrifying. It dehumanizes both the perpetrator and the victim, and it's useless for information gathering so it's basically just a power game. Still, it happens in games. But, more to the point, it happens in real life.

So, should you just ignore such icky stuff in your game? Should you maybe include it, and face it and through play explore what it does to people and include it as a motivator for stopping the bad guy/gal?

This reminds me of when I first started playing Dogs in the Vineyard. Our GM noticed that some of the things we as dogs encountered was making me shrink back and try to do ignore, maybe hoping to push it into the lap of some other player. Naturally he saw me squirm and pushed it harder towards me, forcing the issue and forcing me to make a stand. It was an awesome session. Someone might consider this a dick move, but I was playing God's emissary with power over life and death. There was a Situation going on, demanding me to act, and it made for a better game when I was forced out of my comfort zone.

So, how about that torture thing?

I can look at my visitor statistics and find that a large percentage of my visitors are living in a country that practice torture, and where people in the highest political levels have shown their support for the practice. Are you really cool with that? Would it be a good thing for you, if this applies to you, to be forced into that same situation I was in when I was playing Dogs? It did make me take a closer look at who I am and how I act.

I guess the answer is, it depends. I had signed up to play Dogs in the Vineyard. I knew what I was getting into, and wanted hard choices. Most people don't want to play that way.

The idea of having Lines and Veils, and talking them over before your game might be a good idea. To make sure you are on the same page, and so the GM can go all in after that, and not have to pull any punches. She knows you can take it. Sometimes, just sometimes, it might be worth thinking about those lines and where they are drawn in the sand.

I know for a fact that if I ever run Kult again, there will be no lines or veils. Then I will mess with my players, and if they squirm I will push harder to blow through beyond any lines. I know that something interesting will come out the other side.

Saturday, December 14, 2013

Saturday Night thoughts on the sparsely populated dungeon

It's Saturday night, and I feel a Saturday Night Special feeling coming over me.

Some of you might have read my last post on dense Gygaxian dungeons. Given it is Saturday I got to thinking about those places that make the subterranean underworld its flair, and those moments of "sensawunda". Let me quote you from the 5th ed. Tunnels & Trolls rule book.

"Let your imagination go wild - you can do anything you want because this is your creation. Put in a lot of stuff - nobody likes a dull dungeon. "
So, populating your dungeon. I know some people likes the idea of a big underground labyrinth where there are one third empty rooms or something like that. Each to his own. I don't say I don't like to play that way. But, I've come to realize that I'm no longer fond of creating dungeons like that.

I love to invent those crystal waterfalls, devious traps, combat encounters with multiple co-operating foes or locales of majestic proportions and awe inspiring weirdness. Putting down corridors of nothing on graph paper is no longer fun.

Sure, I could use a computer to generating it for me, but I would not find it fun to run either. What I would like to have is a way to make those slow moving bits be outsourced to  a second GM and then I could step in a run the Saturday Night Specials. Maybe. Is there a way to get it all?

I'm beginning to feel I understand what Ken St. Andre wrote above and how well it applies to me. I don't like a "dull" dungeon. It would be cool, though, if you could just rattle off some twists, turns and empty rooms without bother to have the first part make sense or be ever repeatable (like for backtracking out of the dungeon or repeat visits), and then dive into it. Too bad I like the idea of repeat visits to the dungeon. I would never be able to improvise the same map twice.

If that could be done, I'd be very happy.

Wednesday, December 11, 2013

Gamer ADD strikes again

I had just decided that I needed to capitalize on the enthusiasm I had left from JackerCon and run an online Hangout game of my own. I found an old favourite on my shelves, Tomb of Abysthor, and decided it would be suitable for a Delving Deeper game. After browsing the module a bit I found that maybe I should have a lead in adventure to bump up the participants to level two. Once again I went to the shelves and found DCC #31. All set. Except that I felt I needed to have a settlement next to the dungeon for refreshing hitpoints, buy potions and suchlike. Guess what? I grabbed my copy of the Kingdoms of Kalamar campaign setting and now I feel I have to read that 300 page book to find a good place to set the dungeon. Argh!

I wonder if I'm making this too hard?

Monday, December 2, 2013

Different Old Schools - dense or sparse maps

I was listening to a podcast talking about that famous picture of EGG running a game at a con, sitting with a dense map in front of him and a very terse key. I think almost every aspect about that map and its implications have been talked about, but some of that just now filtered down to me.

If you have a dungeon where there are rooms everywhere, and the map is that dense, there wont be much space for some things. If you look at many published maps in the blogging community of the old ways, they most often don't look like that. We often do maps with variation in room sizes, some oddly shaped ones and some hallways connecting sections of the level. You know the drill. Gary's map is just crammed full of fairly small rooms.

Imagine if you will a section of the level taken over by gnolls. They might have made one room a lair, another treasury and maybe a larder where you can free some captives, useful for stocking up on PC alternatives if death does occur. Did you see what I did there?

If you have rooms that looks like an abandoned throne room, you will have a gnoll lord sitting there. But, if your dungeon is just crammed with small rooms, you probably never get that 'naturalistic' feel. If your dungeon is more labyrinth than anything else, the kind of play we call player skill is something different that I have been thinking about all this time. Sure, it's skill when you take note of resources, map carefully to note when there's a gap in there indicating a hidden room. But, if the layout makes no sense, then exploring and mapping to make sense of what's "down there" wont make sense. At least not they way I thought about it. 'Naturalism' is not about dungeon layout, in Gary's example.

Some years ago I heard about Ken St. Andre's dungeon Gristlegrim, and though it peculiar. Ken had done a bunch of dungeon rooms on index cards, when they players walked around the dungeon he grabbed another room from the pile. I thought it made the idea of a dungeon moot, since you could not map it and you could not "make sense" of it. Now I realize that maybe that was not so different from Gary's densely packed paper of small rooms in a labyrinth. Labyrinths was never fun, in my book. After you wandered around in the coal mine in Zork, and realized you had to drop stuff to make the similar looking room distinguishable I think the labyrinth had served its purpose.

I think I prefer some kind of naturalism to my dungeons, even though I now think Gristlegrim makes more sense. It's probably more like Castle Greyhawk and the Jakallan Underworld than my dungeons are.


Friday, November 22, 2013

Making Star Wars feel like Star Wars

After thinking about how some science fiction novels differ from my sf gaming, and how a simple western can be told very differently, my attention turns to Star Wars.

If you've read what I've posted here lately, you might recall that I was thinking of running a session of D6 Star Wars for the kids. I've taken out my rulebook, and read the basic mechancs, the combat and now also the GM advice chapter.

In the latter, the text tries to tell you how to transfer the experience of watching the Star Wars movies (back then there was only three) from the medium of film, into the medium of a rpg. That is, just the migration I was struggling with before. Some things have struck me as interesting in this part of the book. I'll summarize some of the advice in the GM chapter, and write some of my impressions from those. I'd say there are two big things they concentrate on. The first one is mood, tone and feel in general and the second one is rules. There are also some advice on presentation, which I found extra interesting.

In order to make the game feel like a SW movie, they suggest you make sure to do like in the movies. There are droids in the movies, make sure there are droids in your game. There are aliens in the movies, so make sure there are aliens in your game. They even cite some scenes that showcase some of those things, and urge the reader to try to capture that same "wow" feeling you got when you saw it in the films. These are the trappings, and tropes, which makes it "it". I totally see how that can work. Imagine a game about Middle Earth without hobbits, and you miss out on some of the most iconic things about Middle Earth. So, bring lots.


How all those are used is also mentioned. There is a specific way to tell a story in Star Wars. Scenes are introduced in the middle of the action, the pace is quick and the canvas is broad and the scope is epic. Also, there is a story. I'd say that the wandering murder hobo is far removed from the feel of Star Wars. While the idea of tropes makes sense, I think this is quite key in order to make a property that is not originally made for rpgs work. In a film there is a structure to the telling of the tale, and you probably need to at least simulate that or give the feel of it to make if feel right. Maybe here is where my sf stories in games and the ones I read about differ.

Then there are the presentation. I found it quite interesting to read that they suggested the introduction to an adventure be a short script the players read out/act out before they jump feet first into the first scene. I wonder, did anyone take that and ran with it? I've never heard of it, but it's an intriguing idea. The idea to use establishing shots and cut scenes, where the GM basically presents the narrative like a film does it, is cool and quite different from most rpgs. In the book they even suggest you narrate things the PCs can't see or know, to build tension and structure to the narrative. This I have actually tried myself in a Star Wars game me and a few friends did at a convention many years ago. It worked nicely, I think. Maybe this is what's needed to make it feel cinematic, in the truest sense of the word.

Lastly then, the rules. Most of us who have been around are aware of the idea of utilizing the rules to support or hinder a style of play. Three things I found interesting is this section. First off the book emphasize the need to avoid anti-climax. This is paired with the suggestion that failure is good. I think this is probably a good way to get that free flowing feeling of "keep the action fast" they advocate. Sure, you might have failed your roll, but that just mean we have some new dramatic tension for the next wild stunt coming up. But, of course, this is where rpgs in general differ from other media. It almost never happen in a book or a film that a protagonist fails. If they fail they often get another chance or the next scene adds something that changes the conditions. Still, it pays to remember it. Then there's the last thing, mentioned more than once. Fudge the rules. This is not a game where they suggest that "the dice fall as they may", and I think that in order to make it feel like Star Wars, they are right.

Compare this to how things work in Dramasystem, or Gumshoe where Robin D Laws has designed systems according to resource management for the player to get "screen time" and be able to shine. In WEG Star Wars they go so far as to mention the "illusion of free will", and I think it ties in with the suggestion to fudge the dice rolls. I have fairly limited experience with both Robin's designs and the D6 system, even though I have played them. But, I to the feeling of being, "in there" and participating far more when I rolled dice. Rolling dice and the GM fudging things so they do not contradict the dice, but also don't follow it slavishly, made for a fun game. Actually I think it makes for a funnier game than the two systems mentioned above by Robin D Laws. I think I will get back to this. It might only be me.

I think here are some really core points for translating the narrative from one medium like film to a rpg. Many times I've heard that this GM advice chapter is one of the best written, and I think it is indeed really good. I'm not sure all of them can be used to make True Grit into and awesome rpg session, but some might do.

I really need to make this Star Wars game for the kids happen, because now I'm really pumped up about this game!

Wednesday, November 20, 2013

More thoughts on the impact of a story

In my former post on the matter, I mused about how different the impact a really good science fiction novel had on me, compared to a game session. Thinking a bit more on that, I think that maybe I have confused what makes the different art forms work. I know that often when I hear Robin D Laws talk about game design, or when I read some of his newer games, I feel he is often talking about how to model this or that narrative from film or tv. It often makes me cringe, since I feel that he seems to be mixing water and oil.

Having thought about it, I am wondering if I was doing the same. Maybe a novel and a rpg game are two different arts, producing two very different expressions which really don't translate from one to the other. Staggering insight, I know. I have read "novelizations" of games and it usually reads quite terrible. Maybe the idea to transfer a well structured narrative in a novel into a co-created narrative of a game session is just as terrible. You can do it, but more often than not the players are then just along for the ride, and the payoff still isn't that great.

Then there's the movies. In True Grit by the Cohen's, there are some scenes which utilize the screen space marvellously well. They basically make the most of a medium which is visual. A RPG session on the other hand is verbal. A book also is verbal, and I think that fooled me into thinking they are thus related. But, spoken words and written words are very different. So different that translating from one to the other sometimes does makes you hurt.

What could we then do? Anything?

I'm thinking about the Star Wars rpg. For me that means the WEG d6 based game, and I have no problem with any other Star Wars game, but that's what I've read. Yeah, I'm showing my age. In that game there was a lot of advice on how to run a game that felt like the movies did. It might surprise you, but back then there was only three movies. Weird, eh? Where was I? Oh, gamemaster advice. Yes, the advice was about the feel of the movies, not the qualities that made the movies film, their visual impact. No, it was the pacing and the turns and twists of capture and breaking free again to chase down the next plot point. Those qualities you can actually translate into a rpg.

It will probably take me forever, but my next challenge will be to try to find the feel of Karl Schroeder's Permanence and see if there is anything there that can be translated, in feel. At least it helps to know what you're looking for.
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