Weather

In the past I’ve written that weather is an important element in tabletop gameplay, but I’ve reevaluated that position. Rather than calling it an “important game element,” I think it would be better termed as an “intermediate GM skill.” Yes, including weather in a game enhances the game’s atmosphere, and can potentially provide the players with an interesting handicap or boon. It’s a good addition to a game, but GMs already have a lot of things to keep track of. If something needs to be dropped, weather is the obvious choice. When I first started playing tabletop RPGs, I honestly didn’t notice that every adventure took place on a clear summer’s day. Weather was never mentioned, and nobody ever complained.

Given that weather is non-essential, I want it to require as little work as any mechanic can ever require. Random is good, but in this case, charts are bad. Charts require table space, or GM screen space. When they need to be rolled on, the GM will probably need to spend a few moments finding them. That’s too large a time investment. For weather, I want to roll a die, and immediately be able to interpret the die’s result.

I propose using a 1d12 roll. When play begins, a roll of 1 indicates bad weather, 2-3 indicate inconvenient weather, 4-9 indicate normal weather, 10-11 are nice weather, and 12 is great weather. Each new day out of doors, the GM rolls another 1d12. The same ranges mentioned above are used to determine how the weather changes, with the options being: much worse, slightly worse, unchanged, slightly better, or much better.

The GM determines the weather’s precise nature based on the current climate and season in the player’s location. Both of these elements should be predetermined using the game world’s map, and the campaign calendar. Within this context, the idea of “good” and “bad” weather is relative to how it helps the characters. While crossing plains or forests, rain would be at least inconvenient. In a desert, however, rain would be the best weather you could possibly ask for!

I like how this method utilizes a bell curve, without the annoyance of adding numbers together. Perhaps this weakness comes from my own poor education in math, but adding even small numbers together requires me to pause for a moment and consider. Not long, mind you, but longer than reading a single number off of a die. The system is also fairly easy to memorize: 1,2,3 are bad, anything with double digits (10, 11, 12) is good, and everything else is normal. And even though my decision to use a d12 was based on the probabilities which can be modeled with it, I take some small pleasure in coming up with a new use for the lil’ underutilized guy.

The number 12 has an amazing, underutilized synergy with dice games. But that’s a post for another day!

X-Wing Miniatures Game

The other day, a friend I don’t get to see very often brought me a Christmas gift: the X-Wing Miniatures game published last year by Fantasy Flight. It’s a pretty perfect gift, because I’ve been eying that game for months now, and I’ve got a little, tiny, almost insignificant, lifelong passion for the Star Wars. Plus, as my friend noted, the game has a lot of similarities to a board game that I’ve been developing in my spare time. He thought it would be useful for me to see how another designer handled a similar concept.

Before anything else, let me say that the miniatures used for this game are beautiful. Seriously, click that picture! The rest of the pieces are are alright, with some high quality artwork for the pilot cards. But the miniatures? The miniatures for this game are of fucking stellar quality. When I first saw them I thought perhaps they re-used the old Micro Machine molds (which are some of the coolest toys ever). But! I pulled out my old micro-machines box to compare the two, and the models included with the miniatures game are even more detailed! I’m tempted to just keep these things on my desk rather than putting them back in the box. (And if the TIE fighters are as fragile as the old Micro Machine TIEs were, that may not be a bad idea).

The actual play of the game is surprisingly simple. The players agree on the number of “points” which will be used in the skirmish. They then use those points to add ships, pilots, and upgrades to their forces. Once play begins, the players use small dials to secretly choose which maneuver each of their ships will perform, then place the dial next to the relevant ship. Once everyone has selected their maneuvers, the dials are revealed, and the players use included cardboard guides to move their ships around the countertop, or table. And once everybody has finished moving, the ships with an enemy in their firing arc get a chance to attack.

Here’s some photos demonstrating the basic gameplay as I just described it:

The gameplay is fast, and it’s a whole lot of fun.

I do have one complaint about the game though, and it’s a big one. This game is designed around expansions. The basic game comes with 2 TIE Fighters and an X-Wing, which I’ve had a lot of fun with. But you’re not really getting the “full experience” until you start shelling out more money for extra ships. Which are expensive at $15 for a single fighter craft, up to ~$30 for larger ships like the Millennium Falcon or Slave I.

I’ve enjoyed the game enough that I’m okay spending some additional money to be able to have larger battles. But not everybody will be. I’d even go so far as to say it feels a bit slimy. Many board games have expansions, but those expansions are usually produced after the game is already a success and the developers believe they can produce more content for it. This game was released simultaneously with its expansions. And while the basic game can stand on its own, it also feels incomplete.

In defense of the game, the miniatures are of very high quality. The productions costs of each ship doubtless contributed to Fantasy Flight’s decision to use this expansion-based distribution model. None the less, I think it would have been better if the basic game included a few more ships. The bump in price would be worth having a more complete-feeling game. They don’t even include enough dice in the basic set! But you can bet there’s a fucking dice pack!

TL;DR: The X-Wing Miniatures Game is fun, and awesome, and I really like it. But if you don’t want to buy the expansions, it is not worth your money.

Kickstarter: Tales of Alethrion

I’m gonna come clean with you guys: I have a kickstarter problem. Since discovering the website a little less than a year ago, I’ve backed a lot more projects than a person of my modest means has any business donating to. Seriously, look at this shit. There’s just something magical about helping someone do what they really want to do with their lives. To be a part of producing something I believe in, even if all I’m able to contribute is a single dollar. Kickstarter is fucking magical.

Before now I’ve made a point not to use Papers & Pencils to promote kickstarters, but today I learned of one which is relevant to something I posted earlier this year. An animated short called “The Reward.” If you’re a new reader, or just didn’t check it out at the time, here it is again:

The Reward from The Animation Workshop on Vimeo.

Even months after first seeing it, I still go back and watch this video now and again. The music is great, the colors are vibrant, and the narrative fills me with a sense of adventure and an urge to roll some dice. And now the folks behind it are trying to produce a series set in the same world. Here’s a look at what they’re planning:

The first episode will tell the tale of the legend behind the mirror and why the map was created. Afterwards the story picks up just as Vito’s and Wilhelm’s epic quest has been concluded. They are now old and mighty heroes who wander the world. The next episodes will focus on new adventurers who travel out and explore the world. They will all be connected by the treasure map and influenced by the spirit of Alethrion.

What we would like to do with this series is to further develop the universe that we created during the making of “The Reward”. There were so many possibilities which we didn’t use in the short film and from the very beginning we wanted it to work like a pilot. In our opinion “The Reward” is a new take on the fantasy genre and has a spirit of wanderlust and fun and not the classic good versus evil. We want to focus on characters and their individual journeys and make stories that challenge the traditional ways of telling a story. It’s important to us that the characters we create feel alive and full of personality. It is our belief that the story and humour will be best told with strong characters.

We want to make the series closely connected to the short film, but still have it’s own appeal as well. It’s important that it follows the spirit but delivers something new. We don’t want to just copy the succes but we want to explore the same universe and feel of The Reward.

We love animation, we love fantasy and we love to make great stories. We see this as a possibility to take the fantasy genre in a direction that is mixed with the modern world and the values we have today. We hope you will help us get this project on it’s feet so we can create something so magical, so epic, so insanely crazy… that you just might go blind…

I’m sold. There’s not nearly enough high quality fantasy adventure animation out there. And given how enchanting the short film is, I believe these fellows have what it takes to do something phenomenal on a larger scale.

So check out their kickstarter, listen to their pitch, and if you are so inclined, help these fellows get funded.

Dungeon of Signs Map Contest Entry

My friend Gustie LaRu, proprietor of Dungeon of Signs and fellow Pahvelorn player, is running a map contest. This is my entry, and I encourage you to submit one as well. Because making maps is fun, and Gustie will apply his numerous talents toward making something awesome with it.

Seriously. The dude is talented.

(I kind of hate him for being better than me at everything.)

Magical Marvels 11: The Steedmaker Barding

4 x 5 original

In an age long past, when magic was young and humans did not yet understand the powers and limitations of the craft, there was a great queen named Austranar. She was a warrior, and a conqueror, who expanded her territory through ruthless campaigns. And, she never rode into battle without her beloved steed Kuruk. Though she was a queen, she forbade any to care for Kuruk but her. So much did Austranar love her horse, that her soldiers sometimes joked that despite her many consorts, the only true heir would be Kuruk’s. Austranar won countless battles astride Kuruk, and art depicting the pair is some of the more common pieces from that period of human history. But very little is known of Kuruk’s death.

During the a minor conquest of no great importance, a peasant with a dull sword made a lucky swing, and nearly severed Kuruk’s right foreleg at the knee. A crime for which he was promptly beheaded by the grief-stricken queen. Soaked in the peasant’s blood, Austranar clung to the horse’s neck and wailed in rage and agony. She called for her court magician, he was–a bit reluctantly–brought to her. The queen demanded that the magician preserve Kuruk’s life with his magic, and would hear none of his protestations.

Knowing that failure would mean his death, the magician worked furiously with his limited understanding of the magical arts. Many of those captured during the battle were put to death during his ritual. A few of their souls were used to strengthen the bond between Kuruk’s spirit and his body…though many more were killed simply to buy him time to think.

When Kuruk’s body shrived up and disappeared beneath his barding, the magician’s time was up. A furious Austranar, red faced with rage, demanded to know where her steed had gone. The magician fumbled, over his words before finally picking up the headpiece of the barding and presenting it to the queen. He explained that Kuruk’s essence was preserved within this piece of armor, and that any steed it was placed upon would be filled with Kuruk’s spirit.

This is not what Austranar had wanted.

In a rage, the queen took the armor in both hands and slammed it down atop the magician’s head, aiming to kill him. Instead, the magician disappeared entirely, leaving a horse which looked almost exactly like Kuruk in its place–save for its strangely human eyes. It didn’t take long to discover what a wondrous item the magician had created. And though she felt Kuruk’s loss deeply, the queen deigned to reward her magician for creating such an ingenious device–by allowing him to serve as her steed for the rest of his days.

Whenever The Steedmaker Barding is placed upon the head of a living creature, that creature is transformed into a warhorse, complete with a full set of barding to match the head piece, as well as a saddle, and other riding accoutrements. The magical steed is also well trained, and will serve as well as any warhorse can.

While, in many respects, the horse will resemble the long-dead Kuruk, it will also take on aspects of whatever creature it has been bonded with. For example, when placed upon a human, it will gain a human’s eyes, as well as that human’s mind and intelligence. It will not be able to override its training as a war horse because of this, but it will be able to follow commands more intelligently, or indicate its opinions when asked.

Other combinations might include:

Frog: The horse will have a green, wet appearance. It will be able to leap unusually high and far, and will have a frog’s long tongue.

Bird: The horse will gain wings, like a pegasus.

Shark: The resulting creature will look quite different from a horse, as it will not have legs, but rather, four large fins. It will also have a preternaturally large jaw of razor sharp teeth.

Bear: Its hooves are replaced with large claws, and its legs have a larger range of movement.

Spider: While in most respects it will appear to be a normal horse, it will have eight spider’s legs and be able to move silently along both walls and ceilings.

Picture Thursday 20: Molten Cavern by IgorIvArt

I don’t need to tell you that dwarfs are my favorite fantasy race, right? Because you guys all know I’m not a moron. And if dwarfs weren’t my favorite fantasy race, I would be a moron, wouldn’t I?

Wouldn’t I? >.>

This fan-fucking-tastic piece of art from IgorIvArt is a gorgeous depiction of dwarven architecture. You really need to view it at full size to pick up on the great detail of the piece. The stylized carvings on either side of the entrance, the streams of molten rock running down the sides, the latticework of the cavern wall, it gets me in the mood to play the most stoic kind of dwarf. I feel like this would be the secret entrance to a great dwarven city. The labyrinthine caverns required to reach this place are so complex and twisting that only a dwarf could navigate it.

IgorIvArt doesn’t have the biggest gallery on DeviantArt yet, but I like this alchemist image a lot as well.

On Practicing the Dead Ways

When you move a website’s URL, there’s always going to be this annoying dip in traffic. It’s frustrating, because as a webmaster you’re doing this to improve your website and make it more accessible for your readership. But this dip is also natural. People who only ‘kinda’ liked your site won’t bother to update their bookmarks. New readers who come to your site by following old links might be interested enough to check your newest post, but not so interested that they’ll click over to an entirely new website. It takes some time for a new site to gain traction.

One of my very favorite OSR bloggers, Brendan of Untimately, is no longer of Untimately. You can now find his writings at:

www.NecroPraxis.com

I highly recommend going over and checking Brendan’s new digs out. It’s not an easy admission for me, but I honestly think Brendan is a better GM and a better blogger than I am. I consistently learn something from every post I read, and being a player in his Pahvelorn campaign has been the most consistently fun role playing experience I have ever had. No exceptions. If you’re reading Papers & Pencils, then you ought to be reading Necropraxis as well.

Now if you’ll excuse me I’m going to catch up on the posts I missed.

Page by Page: Gary Gygax’s DMG Part 14

This is the fourteenth installment of my continuing series on the 1979 Dungeon Master’s Guide, written by Gary Gygax. This post begins with the section “Monsters and Organization” on page 104, and continues through “Siege Engines and Devices of War Defensive Values” on page 110. My purpose is not to review the DMG, but to go through it as a modern gamer, learning about the roots of Dungeons and Dragons, and making note when I see something surprising or interesting, or something which could be adapted for a modern game.

You can read all posts in this series under the Gary Gygax’s DMG tag.

Monsters and Organization, Repetition: So, this is just kinda silly, but I thought this passage was odd:

“As has been stressed herein, you will find that it is necessary to assume the various roles and personae of all creatures not represented by players. This can be particularly difficult in combat situations. You must be able to quickly determine what the monsters involved will do in any given situation, and this can be particularly difficult in combat situations.”

Monsters and Organization, Make a Note: Gary writes that before the players announce their course of action, the GM should write down what the monsters will do. That way, when the players argue that the monsters seem overly-intuitive, the GM can show the note he or she made and prove the monsters decided on their actions before the players did.

I’m sure Gary found this useful, but it seems like strange advice to me. In all my years as a GM, I don’t think I’ve ever actually had a player argue with me. At least not very forcefully, and certainly not so frequently that I’ve needed to develop counter-measures for it. My general impression is that Gary liked to…’stress’ his players more than I do, so perhaps that was a factor. But ultimately, if I had a player who questioned my honesty so frequently that I needed to start using counter-measures to prove I wasn’t being unfair, then I would be fine telling them to leave my table.

Monsters and Organization, Six Examples: It’s been a lot of pages since I saw something this awesome. Modern DMGs need to include this information. It doesn’t even need to be updated, they can just copy it from the 1979 DMG, and past it un-edited into the new ones.

Gary goes through six different groups the players might attack, and provides two examples for how each might react; with the first being how they would react to the initial attack, and the second being how they would react to a second attack a week following. It’s one thing to say over-and-over again that the GM should control the monsters and NPCs intelligently, it’s a different thing entirely to have detailed examples for undead, giant ants, orcs, a small town, a bandit camp, and a fortress. I would honestly say I learned something from this section.

Use of Non-Human Troops: When I started reading the DMG, all I knew about it was that a lot of people consider it to be one of the most important RPG books ever written. A work so profoundly insightful and ahead of its time, that even modern works which attempt to build on its success have not made it irrelevant. A book which got it right, while so many modern books somehow get it wrong.

I’ve found this to be half true. Yes, much of the book is amazing and awesome. Often in these fourteen posts so far, I’ve written that some section or another ought to be included in modern RPG texts. In fact I wrote that just a moment ago, just scroll up to the previous section!

Unfortunately, for every great section like “Monsters and Organizations,” there’s a section like “Use of non-human troops,” which is gratuitously useless. The fact that the various fantasy races don’t get along with one another is well documented. There’s even a “Racial Preferences Table” in the Player’s Handbook, which is referenced here. I can see how that would be useful.

Do you know what isn’t useful?

The knowledge that a weak human leader with no officers to directly control troops will only have a 25% chance to control the actions of a group of Kobolds. But I can raise it to a 95% chance if the player is a strong leader, and I have plenty of officers.

Who cares? 

I suspect this subject (which seems to come up often) has a lot to do with Gygax’s roots as a wargamer.

Underground Construction: What did I JUST say?!

Constructions: Here, Gygax lists a number of building types, and their costs. He gets into detail like doors, arrow slits, etc. This level of detail does not interest me, nor can I really figure out how it should work in play. I can’t even imagine how long it would take to price out this kind of stuff.

Come to think of it, I don’t think I’ve ever seen rules for crafting a stronghold which I actually liked. Does anyone know of an example? Or perhaps I should just craft my own.

Siege Engines and Devices of War: This seems really overly complex to me. This feels like it was written for a war game where siege weapons would be a major game element, rather than for a role playing game where (ostensibly) individual character actions would be the focus. There’s two full pages of rules for hit determination, attack values, defense values…I think it may be more complicated than AD&D’s actual combat system.

Simple Attacks & Grapples

I’ve been working on different ways a combat system could function, and I’ve constructed something I’m pretty happy with. It borrows heavily from both OD&D, and material I’ve read on Untimately.

Each class has a “Combat Target Number.” Anytime a character wishes to take offensive physical action against something, they roll a twenty sided die. If their roll on the d20 is equal to or higher their CTN, then the action succeeds. As each class levels up, their CTN becomes gradually smaller. Modifiers to the CTN are rare, which allows it to be very simple. A single number written on the player’s character sheet, which they must roll against.

Most characters will also have an Avoidance Score. This is typically a very small number, between -3 and 4. For most characters, their avoidance will be the same as their dexterity modifier; though if the character uses a shield, that will also add +1 to their AS. Again, modifiers to AS are rare, which keeps it simple. Any time a creature with avoidance is attacked, the AS is added to the attacker’s CTN.

Armor does not benefit a character’s avoidance score. Instead, it functions as a type of damage resistance. Each type of armor will have a die associated with it. As a simple example, lets say that leather armor uses 1d4, chain armor uses 1d6, and plate armor uses 1d8. Any time an attacker rolls a successful attack, they must then roll their damage dice against the defender’s armor dice. The value of the armor die is then subtracted from the value of the attack die, mitigating or even eliminating the damage dealt to the target.

My primary goal here is simplicity, which I think I’ve achieved. The player need not roll 1d20 + BAB + Strength + Weapon Bonus + Relevant Feat. They don’t even need to roll 1d20 + [Bundled Attack Bonus]. As silly as it might sound, taking two numbers and figuring out which is bigger is easier than taking two numbers and adding them together. I also like how the system keeps both the attacker and the target mechanically engaged. While determining the success of the strike, the player and GM need to communicate the CTN and the AC. While determining damage dealt, the player and GM are rolling dice opposed to one another.

You may have noticed that the CTN is to be used anytime “offensive physical action,” is taken. That’s because it would also be used similar to Pathfinder’s Combat Maneuver roll. The attacking player rolls against their CTN plus their target’s AS if they’re attempting to kick sand in their eyes, or disarm them, or grapple them, or whatever. Grappling in particular is traditionally complex and unwieldy. From 1st edition AD&D’s “Non-Lethal and Weaponless Combat Procedures“, to the system in D&D 3.X which was so complicated I literally kept a flowchart at the table at one point. Pathfinder’s combat maneuver system is a huge step in the right direction, but I think it can be simpler still.

When attempting a grapple, the attacker rolls against their CTN + their Target’s AS as normal. If they succeed, then they’ve got their hands, legs, tentacles, or whatever on their opponent. The attacker then makes a strength check (Roll 1d20. Equal to or under STR is a success, over STR is a failure). The defender may either roll a strength check, or a dex check, whichever they prefer. Whoever succeeds by more gets to pin/push/hold their opponent. If the two players tie, they are stalemated. If both players fail, success goes to the defender.

A basic example of play might proceed thus:

Fighter “I’d like to attack the orc. My CTN is 11.”
GM “The orc has an AS of 2, so you’ll need to roll a 13 or better.”
Fighter [roll] “A 15! That’s a success, so I’m rolling my damage die, 1d8.”
GM “The orc only has chain armor, so he’s rolling a 1d6 for defense.”
[Fighter and GM both roll their dice.]
GM “The orc rolled a 4.”
Fighter “That’s not bad, but I rolled a 6, so he still takes 2 damage!”
Rogue “Me next! I’ll get him with my throwing knife. My CTN is 14, so I need to roll a 16 or better here.” [Roll] “17, Success! Rolling my 1d6 damage die…”
[Fighter and GM both roll their dice.]
GM “I’m afraid the orc’s 3 beats your 2.”
Rogue “Fucking fuck. I wanted his gold. >:(“
Wizard “That really just leaves me. But my spells are gone, and my staff only deals 1d4 damage, so there’s a good chance I couldn’t hurt him even if I hit. I’m going to try to tackle him so the other players can hit him more easily next round.”
GM “Alright, you can try that. But you’ve got a CTN of 16, so you’ve gotta roll an 18 or higher to succeed.”
Wizard [roll] “I actually did it! I got an 18! Just barely!”
GM “Alright, but you’ve still gotta make your strength check. The orc is much stronger than he is agile, so he’ll be using his strength to oppose you as well.”
Wizard [roll] “Woo! I got a 10, that’s just under my Strength of 12!”
GM “Ah, but the Orc got an 8, which is way under his strength of 16. When you leap to tackle him he knocks you aside with his arm. You’re now sprawled on the ground behind him.”

There are a few complications to this system which I’ve omitted here. Both strength and dexterity do have a role to play, as do various positioning and circumstance bonuses and penalties. But this is the basic structure of the system, and I would be interested to hear thoughts on it.