Showing posts with label retropost. Show all posts
Showing posts with label retropost. Show all posts

Sunday, July 22, 2018

Relevant Retropost Sunday: "A" Monsters Suck

Newer readers may not know that I went through every single page of the Monster Manual and talked about the creatures in order. They're under this tag. Here's the first one:

I was looking through the AD&D Monster Manual and was struck forcefully with the following insight: monsters that start with "A" suck.

Aerial servant

Invisible? Boring.
Air elemental? Boring.
Summoned by clerics? Boring.
Here's the only good part: "If the aerial servant is frustrated from completion ["frustrated from completion"?] of its assigned mission it becomes insane, returns to the cleric which sent it forth, and attacks as a double strength invisible stalker."
Let's not mention how invisible stalkers are also boring.

Ankheg

This is one of those rare Gygax-invented monsters that gets absolutely no love from anyone. Nobody likes them, nobody hates them, nobody thinks they're funny, they're just one more giant bug. Being a big M John Harrison fan I have a soft spot for insects in medieval settings and still just can't bring myself to write "d4 ankhegs here" on a map. I think it's the name. Sounds like a verification word.

Ant, Giant

Within the insect-and-arthropod community, I'm pretty sure "ant" is synonymous with "square". As in, there's a bunch of wasps, spiders, flies, and cockroaches hanging out and they're like "Come onnnn, man, roooadtrip!"
"Awww, I don't know, Jimmy."
"Ok, man, look: you can crawl up into the van and come with us and have a blast seeing the world, or you can put on your tie, and go to work, and do whatever the Queen says, like some fucking ant."
"Awww, Jimmy..."

ApeGorilla, and Carnivorous

My theory is: there are Ape People and there are Monkey People. Monkey people like monkeys because they are funny. Also, they are creepy, clever, and decadent. The perverted elf princess in the silk-swathed tower made of jasmine and murder has a pet monkey--for sure.

Ape People are different: ape people tend to be fans of what I call "hairy" entertainment: Conan movies, Jack Kirby Comics, Zardoz, Planet of the Apes (naturally), these:

For these people, King Kong actually had a shot against Godzilla, and the giant ape is the finest monster of which one could ever hope to dream.

I confess to being more of a pretentious, scheming Monkey Person than a fun-loving, good-hearted Ape Guy, so the idea of asking a wizard to take time out of his or her busy schedule just to deal with some fucking gorilla just seems basically disrespectful. Though I will say that this thing is awesome:

Axe Beak

Does anyone care about the axe beak? Ok, didn't think so...

Ok, so, see? The A's are hopeless. If you go beyond the Monster Manual, the only other "A" monster that ever got any traction is the Aboleth.

Aboleth

These were supposed to be sort of creepy Lovecraftian menaces from the deep. But if you never read Lovecraft when you first got ahold of the Monster Manual 2 because you were a little kid at the time then this is just like a really fucked up whale that hates you.

If it wasn't a classic, like a dragon or a hydra, then you pretty much had only the illustration to go by to figure out what the fuck is the idea with a monster.

Strangely enough, I am right back in this position with my players now. This is how meeting an aboleth would go with my group:

Me: "...and it looks...like...this!"
KK: "What the fuck is that?"
Me: "It's an aboleth, an ancient and inscrutable race that lives deep beneath the sea, older than man, older than the tides, older than the gods, older than...."
Mandy: "So it's like a Lovecraft thing?"
Frankie: "What's a Lovecraft thing?"
Daniel: "He was like this science fiction writer who wrote about, like, big monsters that looked like that."
KK: "So it's like a space fish that's old?"
Connie: "Can I pickpocket it?"
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Wednesday, June 20, 2018

Relevant Retropost: Distracted From Distraction By Distraction

...that's a line from TS Eliot. He was a well-educated creative genius and a grotesque anti-Semite, back in the days when that combination was still possible. It no longer is--so we'll have to listen to someone else if we want any insight into the job creative people have in times like these. Here's Toni Morrison, talking at Portland State University. She has just finished reading off some racist quotes from eminent Americans:
Nobody really thought that Black people were inferior. Not Benjamin Franklin, not Mr. Byrd, and not Theodore Roosevelt. They only hoped that they would behave that way. They only hoped that Black people would hear coon songs, disparaging things, and would weep or kill or resign, or become one. They never thought Black people were lazy—ever. Not only because they did all the work. But they certainly hoped that they would never try to fulfill their ambitions. 
And they never, ever thought we were inhuman. You don’t give your children over to the care of people whom you believe to be inhuman, for your children are all the immortality you can expect. Your children are the reason that you work or plot or steal, and racists were never afraid of sexual power or switchblades. They were only and simply and now interested in acquisition of wealth and the status quo of the poor. Everybody knows that if the price is high enough, the racist will give you anything you want.  
It’s important, therefore, to know who the real enemy is, and to know the function, the very serious function of racism, which is distraction. It keeps you from doing your work. It keeps you explaining over and over again, your reason for being. Somebody says you have no language and so you spend 20 years proving that you do. Somebody says your head isn’t shaped properly so you have scientists working on the fact that it is. Somebody says that you have no art so you dredge that up. Somebody says that you have no kingdoms and so you dredge that up. 
None of that is necessary. 
There will always be one more thing. The strategy is no different than bombing Cambodia to keep the Northern Vietnamese from making their big push. And since not history, not anthropology, not social sciences seem capable in a strong and consistent way to grapple with that problem, it may very well be left to the artists to do it.
For art focuses on the single grain of rice, the tree-shaped scar, and the names of people, not only the number that arrived. And to the artist one can only say, not to be confused, [sigh] not to be confused. You don’t waste your energy fighting the fever; you must only fight the disease. And the disease is not racism. It is greed and the struggle for power. [Audience member murmurs in agreement]
I think of this a lot: "...the very serious function of racism, which is distraction. It keeps you from doing your work." I am going to go ahead and make the leap that this applies to a wide variety of prejudices.



The Braindead Megaphone

Another novelist, George Saunders, describes a similar situation in his essay The Braindead Megaphone:
Imagine a party. The guests, from all walks of life, are not negligible. They’ve been around: they’ve lived, suffered, own businesses, have real areas of expertise. They’re talking about things that interest them, giving and taking subtle correction. Certain submerged concerns are coming to the surface and — surprise, pleasant surprise — being confirmed and seconded and assuaged by other people who’ve been feeling the same way. 
Then a guy walks in with a megaphone. He’s not the smartest person at the party, or the most experienced, or the most articulate. 
But he’s got that megaphone. 
Say he starts talking about how much he loves early mornings in spring. What happens? Well, people turn to listen. It would be hard not to. It’s only polite. And soon, in their small groups, the guests may find themselves talking about early spring mornings. Or, more correctly, about the validity of Megaphone Guy’s ideas about early spring mornings. Some are agreeing with him, some disagreeing — but because he’s so loud, their conversations will begin to react to what he’s saying. As he changes topics, so do they. 
....In time, Megaphone Guy will ruin the party. The guests will stop believing in their value as guests, and come to see their main role as reactors-to-the-Guy. They’ll stop doing what guests are supposed to do: keep the conversation going per their own interests and concerns.
Both the villain and the victims are more broadly defined but again the point of the weapon is the same--distraction: "The guests will stop believing in their value as guests, and come to see their main role as reactors-to-the-Guy." The Megaphone--like Morrison's racist--keeps you responding to the distractor's concerns, rather than building things that respond to your own.

Extremely Important and Massively Uncomplicated

When considering the social issues outside our gameworlds in 2017 we see a series of problems that frustratingly combine the following two qualities: they are extremely important and massively uncomplicated. Should black people be shot by police? No. Should trans people be able to go to the bathroom? Yes. Are illegal immigrants a major threat to our country? No. Should gay people be allowed to marry? Yes.

The only reason the country's discussing these things is the Megaphone. There are adults who think that, like, Black Lives Matter is a terrorist organization but they're not intelligent or reachable via games or anything else predictable. These are open-and-shut-cases.

Important but not complicated. Artists and critics--especially in the sphere of games--are not used to thinking with this category. We are used to thinking that the artist who tackles the Real World Issue is doing something deep and difficult. But in reality, the designer or GM who goes "Ok, stop trying to figure out how to beat Tomb of Horrors and consider this: what if orcs are just like you and me and like colonialism is bad?" is lowering the tone of the conversation. They are asking us to stop a complex problem-solving exercise that might actually be helping us sprout neurons we could use later for some practical purpose and instead think about something intelligent people in 2017 cannot possibly disagree on: colonial genocide is bad and orcs are fictional things with no moral reality and if you're a grown ass human who acts racist because they played a game (or drank a beer or lost a bet) the problem isn't games it's you being so impressionable.

What makes social problems thorny for the kind of people that are actually going to read your blog or play your game isn't that they don't know racism or sexism or any other -ism is bad--it's that, as Morrison says above, greed and the struggle for power make people compromise their principles--or refuse to formulate them well enough to know they're violating them. I know several indie gamers who have admitted privately that they are scared to speak out against the abusers in their community for purely financial reasons--or because they know the price of speaking out is the abusers will turn on them. It's the worst version of professionalism.

Saunders continues:
We’ve said Megaphone Guy isn’t the smartest, or most articulate, or most experienced person at the party — but what if the situation is even worse than this? 
Let’s say he hasn’t carefully considered the things he’s saying. He’s basically just blurting things out. And even with the megaphone, he has to shout a little to be heard, which limits the complexity of what he can say. Because he feels he has to be entertaining, he jumps from topic to topic, favoring the conceptual-general (“We’re eating more cheese cubes — and loving it!”), the anxiety-or controversy-provoking (“Wine running out due to shadowy conspiracy?”), the gossipy (“Quickie rumored in south bathroom!”), and the trivial (“Which quadrant of the party room do YOU prefer?”). 
We consider speech to be the result of thought (we have a thought, then select a sentence with which to express it), but thought also results from speech (as we grope, in words, toward meaning, we discover what we think). This yammering guy has, by forcibly putting his restricted language into the heads of the guests, affected the quality and coloration of the thoughts going on in there. 
He has, in effect, put an intelligence-ceiling on the party
We've seen this everyone-must-talk-about-something-stupid dynamic several times coming from inside games: GNS, chainmail bikini prudery, edition-warring, etc. but now there's a new dynamic at work--the mainstream press is noticing D&D.

And--as any freelancer is going to tell you--the articles about RPGs are not going to be well-paid or with long enough deadlines to produce new research. And they are going to be occupied with that thin slice of the Venn diagram where the game-relevant overlaps with general public interest--and the writers will be under tremendous pressure to be...entertaining, conceptual-general, anxiety or controversy-provoking, gossipy, trivial.

Saunders sums up: There is, in other words, a cost to dopey communication, even if that dopey communication is innocently intended.


Educating the Conqueror is Not Our Business

After her speech, Toni Morrison got questions--and they illuminate how having to deal with The Megaphone impacts art and artists:

I love Latin American literature and Russian literature. It never occurred to me that Dostoyevsky was supposed to explain something to me. [Audience chuckles] He’s talking to other Russians about very specific things. But it says something very important to me, and was an enormous education for me. 

When Black writers write, they should write for me. There is very little literature that’s really like that, Black literature. I don’t mean that it wasn’t necessary to have the other kind. Richard Wright is not talking to me. Or even you. He’s talking to some White people. He’s explaining something to them. LeRoy Jones in the Dutchman is not talking to me. He’s talking to some White people. He’s explaining something to them. It may have been very necessary. It certainly was well done. But it wasn’t about me and it wasn’t to me. And I know when they’re talking just past my ear, when they’re explaining something, justifying something, just defining something. [Glass thunks.]

But when that’s no longer necessary, and you write for all those people in the book who don’t even pick up the book—those are the people who make it authentic, those are the people who justify it, those are the people you have to please, all those non-readers, all those people in Sula who (a) don’t exist and (b) if they did wouldn’t buy it anyway. But they are the ones to whom one speaks. Not to the New York Times; not to the editors; not to any distant media; not to anything. It is a very private thing. They are the ones who say “Yeah, uh huh, that’s right.” 

And when that happens, very strangely, or rather, very naturally, what also happens is that you speak to everybody. And even though it begins as inward and private, and gets its own juices from itself, the end result is it’s communication with the world at large....

[Another question]

So the question is “What do you do…?” Well, educating the conqueror is not our business. Really. But if it is, if it were, if it was important to do that, the best thing to do is not to explain anything to him, but to make ourselves strong, to keep ourselves strong.


Sad Unicorns


In times when the worst ideas are popular, when, as Yeats said...The blood-dimmed tide is loosed, and everywhere / The ceremony of innocence is drowned/The best lack all conviction, while the worst /Are full of passionate intensity there is a pressure on creative people to use their platforms to point out the worst-ness of these ideas. To make their art this:
...but what Sad Unicorn games and the sloganeering that they encourage do is simply allow a degraded culture outside the conversation you're trying to have create a degraded culture inside the work.

You can't do that because (among other things) it doesn't work. When the world is dumb, you don't dumb-down, you smarten up.

You do not go "Well we have to put off the nuanced conversation til later". You do not go "Well this may be valuable but this isn't the time or context for that work". You do not surrender to the Megaphone.

You create a more sophisticated thing--you create an internal conversation that is meaningful to you and to good people, and the internal energy of that will pay off when it's needed, "even though it begins as inward and private, and gets its own juices from itself, the end result is it’s communication with the world at large" because you will have made yourselves and your people strong.
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Saturday, March 24, 2018

Relevant Retropost Saturday: Anatomy of a Good Houserule

Some people write rules. Here's some advice from a few years back (original here):
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Jeff's Carousing Mishaps table. It's a classic. Tons of people use it. Jeff has many tables on his blog--why does this one work so well for so many people?

Let's pull this shit apart:

-It deals with something that's already in the game but isn't usually dramatized in the game. Your PCs don't have to do some new thing or behave in a different way to use this table. It's assumed that characters are always drinking and wenching when they're not punching giant rats. It's also usually assumed that the game is about when they're punching giant rats and not about when they're drinking and wenching.

-It gives the players a toy. Let's face it: DMs have a million toys to choose from. What Color Is The Slugvomit? I have a table for that... Sometimes the game's moving at a pace where you'll use it, sometimes it isn't. This table is part of a subsystem that the players get to decide to trigger--that's slightly unusual. Give the players a wheel and generally one of them will spin it.

-It's something that comes up a lot. If you run the game like Jeff does, where each session is one delve, it can potentially come up every session. If you don't, it can still come up any time the PCs end a session in a town or city.

-The subsystem is simple. It's all over in one roll. Or two. Or maybe three. Not only are the new rules in the system simple, but unlike my plot-seed version of it, it doesn't make any demands on the game that it doesn't wrap up quickly. That hangover? That just means -2 to saves the next day--it doesn't suddenly change the whole game.

-The rules don't overlap with other rules This table doesn't have to replace or displace any other system in most other games.

-It's fun to read None of the entries stop at "functional". There's always some pithy description and some subrule or result tagged onto it. This is useful on account of:
1-Nobody's gonna decide to keep a table unless they read it, and...
2-You don't have to transfer it into game terms mentally to explain it to your players--they're written in such a way that you could just read them off the table to the group if you felt like it.

-You know why you're rolling on it Unlike this equally awesome table, the Carousing Mishaps provides color but is subtly more directed: you are rolling to see what horrible thing happened when you got drunk and how it will affect your next adventure. Story color is converted into mechanics in an interesting way. There will be a result and you, the DM, know roughly the scale of that result, so you know how much "design space" to let it have in your game--and you know it will mean something to your players.

-It doesn't make you do any work. It isn't one of those "Here's some ideas, make something up" tables. It's all right there.

-They're funny but don't force your game to be You do not necessarily have to shift over to Planet Gonzo to use these rules--partially because they compartmentalize the action into one small thing that happens at the end of a game.

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I'm sure there are other reasons and I'm sure I'll see them in the comments. But there you go: that's one way to write some genuinely useful rules.

Now, in the words of Jeff:

"Now somebody please go and post something twelve times cooler than my chart."
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Saturday, September 16, 2017

Weekend Retropost: Bad Games

Retropost Saturday: What bad means..

Thirteen Ways Of Looking At The Terrible Thing You Just Made


When you say a thing is bad, you are usually using it as a shorthand for one of these things.

There are 13 of them.

So, instead of just saying "bad"…maybe say which one you mean next time?
They wanted it to stay up. It didn't.
(1) The Hindenberg

What you really mean:
It Fails to Do What The Author Wanted It To Do
This is a poorly crafted game. People say "broken" a lot here. This also covers things like typos and literal math errors (like the author expects one outcome but it inevitably produces another, things meant to be weak are strong, etc). It is the kind of "bad" where a designer (if they were honest) would agree they missed the mark.

Example:
Mythus
"I co-wrote Mythus with Gary….One of the first things I did when I started playing was to throw out half of the rules we wrote…."
--Dave Newton, co-author of Mythus)

What's a helpful thing to do? 
Show the author saying it does a thing, then demonstrate that it can't, under any circumstances, do that. Then you're right. After that you then might have to prove that that thing is important or outweighs all the good things about the game, but you have proved--at least--a failure of craftmanship.
They were lying
(2) The X-Ray Specs

What you really mean:
It Fails to Do What The Advertising Said It Would Do
People also call this "broken", too. This is a dishonestly made or poorly-tested product.

Example:
Seclusium of Orphone says you can make a Seclusium in half an hour (or an hour? Can't remember. Anyway:) You really can't. If you can I haven't heard anybody say you can. You might say Mythus is this, too, if you assume Dave and Gary knew they'd throw out half the rules they wrote before they played.

What's a helpful thing to do? 
Point out the advertising says one thing and demonstrate it's impossible to do that thing. If the advertising is ambiguous and you're railing against it, you're back at (10).



(3) The Left Handed Scissors

What you really mean:
It's relatively unpopular
Not very many people like it. Often conflated with (4).

Example: 
Torchbearer. All RPGs ever, really.

What's a helpful thing to do?
Explain why anyone should care whether a game is popular or not. I mean: what's wrong with left handed scissors? Left handed people need scissors, too.



(4) The New Coke

What you really mean:
The Thing Is Underperforming in Terms of Popularity
Less people than you'd expect like it, considering everything it had going for it in terms of advertising, licensing etc. More of a big deal than (3) above--but only if somebody claimed it was supposed to make money. If part of the designers' goal was to make lots of money and sell lots of copies (true in the case of Marvel Heroic, not true in the case of many DIY D&D products) then this is a bit of (1), as well.

Example:
Marvel Heroic RPG

What's a helpful thing to do?
Explain why anyone not working for the company should care whether a game is making as much money as somebody expected it to. Are you evaluating the ability of the designer to guess the public taste? Sometimes that's important, sometimes it isn't.
In case you had any doubt, Dave Sim's comics had
loooooong text pieces in the end telling you in the
first person that he's sexist.

(5) The Cerebus

What you really mean:
The Thing Accurately Reveals the Author Is A Douche
The words or images in the RPG reflect attitudes on the behalf of the author that only douchebags have. Games called racist or sexist are often this.

Frequently conflated with:
(6), (7), (11)

Example: Those dumb novelty RPGs people make that just make fun of other peoples' RPGs

What's a helpful thing to do?
Explain how there is no possible way anybody but a douchebag could've written what's on the page . The easiest way is to find some nonfiction piece the author wrote which echoes the bad ideas in the piece. The most tortured and fraught path is to assume that whatever the author depicts it's something they like--that's almost always wrong and very hard to prove. Ask yourself: are you guessing the author of Ghostbusters hates ghosts, or just assuming?

(6)  The Garfield

What you really mean:
The Author Chose To Do Less Than Their Best Work
A variation on 5. The particular douchebaggery in question being the author clearly could've done better. A lot of stereotypes are supported by this kind of bad because stereotypes are easy to write.

Example:
Ruins of Undermountain.

What's a helpful thing to do?
Prove the author knew a better way to do a thing--or grasped that finding it would've been useful--and then show how what's there isn't that.

(7) The Russian Roulette

What you really mean:
Harmful
Literally the world outside the game gets worse because of this game existing. Games called racist or sexist are often this.

Example:
DragonRaid (an '80s Christian D&D alternative), Fate

What's a helpful thing to do?
Prove it with facts. Like DragonRaid for instance made money for some shitstain who had a problem with D&D on Christian grounds, plus maybe granted legitimacy to bigoted attacks on the RPGs that made a lot of peoples' relationship to their hobby (and parents) pretty traumatic when they were young. I'd probably have to do some more research to confirm all this if I really wanted to go after DragonRaid, plus prove that this wasn't balanced out by the fact that it probably introduced people to RPGs who otherwise would've had nothing because their parents were fundamentalists.

If a thing is, objectively, Russian Roulette and will cause harm and the author knows it and agrees with that and puts it out anyway, you have a clear case of (5).
(8) The Offensive Thing

What you really mean:
The Thing Upsets You (When extreme: Triggering)
Games called racist or sexist are often this but it doesn't necessarily mean they are racist or sexist because culture offends people, period. Like any game with gay guys in it will offend someone but whoever it offends doesn't count. People taking offense usually implies they believe it's bad in some other way, too.

Frequently conflated or combined with:
(5), (7)

Example:
Blue Rose--the setting purports to be an egalitarian paradise but sweeps class issues completely under the rug. I'm offended. I have no evidence that the authors were classist (5) or just didn't think through egalitarianism very much (1) or that RPG people became any more classist because of it (7), however. It wasn't exactly a popular game (in which case (3) may have led to it not being (7)).

What's a helpful thing to do?
Make a case for whether the people who are offended are just offended alone (in which case who cares?) or whether the offense might indicate (7) or (5). Here's a thing: are people offended by two guys kissing actually not harmed even though they think they are or are they harmed but who cares because fuck them they suck?

(9) The Bad Influence

What you really mean:
It's A Harmful Influence On Other Games

Example:
Caves of Chaos, most other early adventure modules--companies realized that authors paid by the word could bulk out 5 pages of ideas to 15, 30, 100, or even 200 pages of text and people would buy it. Thus leading to a lot of (10) and arguably (2) and undeniably (6).

What's a helpful thing to do?
Point out how the tendency didn't exist until that thing came along and make a case the new tendency was some kind of bad.
(10) The Thing You Just Don't Like

What you really mean: The Thing Is Not To My Taste
Like the game is broccoli flavored and you hate broccoli.

Example:
Apocalypse World

What's a helpful thing to do?
Describe what kind of person you and/or your group are, what you like, and why that game doesn't do those things or doesn't fit. It's as much about you as it is about the game, acknowledge that, it'll help people who are like you and who aren't decide what to do with the game.

(11) OH GOD NOT ANOTHER...

What you really mean: Not To My Taste Plus It's Part Of A Whole Trend Of Things Not To My Taste (Aka "I'm so sick of these games like…")
You like pizza, this game is a hot dog, plus it seems like every ten seconds there's another hot dog.

Example:
Apocalypse World Engine-games

What's a helpful thing to do?
As (10) plus describe why you think anyone else should care that there are a lot of these games that you don't need to buy (if you are). Are you arguing (9)? Are you arguing that a critical mass of (11)s result in (7)? Are you just sort of irritated at not being a majority? If it helps: you play RPGs, you're not and never will be.

i.e. Are you saying "less of this, please" when the problem could be just as easily solved with "more of that, please"?
(12) The Game For Douchebags

What you really mean: Not To My Taste Plus It's Only To The Taste Of Shitty People
This is like (10) on overdrive: You don't like it and can't think even imagine a worthwhile human being enjoying this thing, nor have any such people come forward.

Example:
Bliss Stage. Maybe it does what it's supposed to and what it advertises and does it to the best of the author's ability and hurts no-one but what it's supposed to do doesn't seem to appeal to anyone who isn't a moron.

What's a helpful thing to do?
Describe what shitty characteristic of a person links to the shitty part of the game. If someone you like is into the game, then you have to revise your opinion. Like so even thought tons of terrible people like Monsterhearts, so does Shoepixie and I like Shoepixie and don't begrudge her entertainment, so I guess that game is ok.

(13) The Chew Toy

What you really mean: One or More Of The Above Plus the Author is a Douche
It has flaws that may or may not be objective. But the author is pretty objectively terrible.

Example: FATE

What's a helpful thing to do?
You can keep calling the game "bad" because the only person it's unfair to is the author and they're a douche. But if someone asks then you need to point out what made you decide the author's a douche.
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So this simplifies life. Most critiques are 10 dressed up with other stuff to make them seem more objective, like

The standard knock against White Wolf is a lot of mechanical (1) with either (10) ("I'm not a goth") or (2) ("I am a goth and it wasn't goth enough").

The 4venger attacks on Old School D&D were a lot of (1) and (2) with, at least on some sides, some (7) leading to (3).

etc.
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Saturday, September 2, 2017

Retropost Saturday: Scoring Your Setting Supplement

We've seen some good setting stuff recently: Hot Springs Island, Yoon-Suin, Veins of the Earth, Hubris--stuff that does what a setting book should. 

Big question is: What is that? I laid out what I want from a city supplement--before I wrote Vornheim-- here:

What do I want when I buy a city off somebody? I want them to do work for me. Not necessarily work I couldn't have done myself, I just want them to have put in the hours to put a little love into things I myself was too busy with other things to do.

So, scoring your city supplement:

Size

-You get one point for each thing described. An NPC, a building, an item, a unique local custom, a bar game, a legal system, etc. For example: you can say "there's a church" and you get a point.

Clarity at High Speed

-You lose that point if you tell me anything about it that could just as well have been randomized or made up on the spot by anybody with a brain, like: "the church doors are eleven feet high and made of oak."

I can make up generic details myself, I don't need professional game designers for that. More importantly, doing that clutters up the graphic design on the page when I'm in the middle of the game trying to figure out what's going on with your church. This may seem harsh, but the whole point of using someone else's setting is that you have to do less work and if I have to prep and highlight all over the page or rewrite it then it suddenly becomes more trouble than just writing my own thing.

-You lose a point if you explain the function of a thing when I already know what it does. Like if you say "the Cathedral of Chuckles is the center of the worship of the Great God Chuckles" you're wasting your space and my time.

Notice that from these rules the effect is: if you include a church and do nothing but give me generic details about it and describe what a church is, then you've actually lost a point and so you are better off leaving the church out entirely if that's all you're going to do.

Map

-You gain 0 points for putting the thing on a map or otherwise locating it, unless where it's located has some especially distinctive effect on the game or setting, in which case it gets you one point. Telling me the crypt is in the northeast quadrant of the city doesn't get you a point unless that means the graveyard is built on top of the all-girl juggling school. Again, if you're giving me a detail it needs to be a detail that couldn't just as well have been randomized.

-0 points if there's a map that's keyed with only numbers or letters referring to paragraphs spread out across the supplement. Five points if it's keyed with the names of places and/or some sort of distinctive shape telling you what something is just by looking at it. Twenty points if the spread with the map manages to both locate a place and encapsulate most of the important things I need to know about each location.

Character

-You gain a point for adding a descriptive detail that affects the style of the thing. That is: creates some sort of shift in the idea of the thing by its mere presence. For example: telling me the church is shaped like perfect sphere, or an antler, or is made entirely of leather, or is a monolithic grey streaked with long dark stains from centuries of rust and rain. Ideally, You get this point even if it I don't like it--like you say the church is made of burlap and magic lutes.

Adventure Fuel And Completeness

-You gain points for adding distinctive features to things that create playable depth --information, "adventure seeds", mini-challenges--to a thing you've created, according to the following scheme:

-One point for a detail that basically says "There's an adventure you could go on outside the setting" (no matter how lame). i.e. "It is rumored that the priest has a map to the location of a sunken wreck full of treasure." (Assuming the description of the actual wreck and map are not provided in your setting.)

-One point if the adventure being pointed to isn't lame.

-Two points for a detail that points the PCs towards an adventure outside the setting and implies that some person or institution in the setting will be pleased, displeased or in some way affected by completion of the task, and if that person or institution has any identifiable and persisitent personality or role in the setting. i.e. "It is rumored that the priest carries the map because he hopes, one day, to recover the dog collar belonging to his dead puppy, Randolph, who died on that voyage."

-Three points for a detail that could send the PCs out of the setting but which will, if they succeed or fail, create a substantial change in the setting. i.e. "Legend has it that returning the collar to Charneldyne will cause all the madmen in the city to become sane."

-Four points if it sends the PCs out of the setting but also requires or implies that in order to complete the task they must do something substantive within the setting. "The ruined galleon is a mile beneath the waves. It is said there are only a handful of devices and substances that allow one to reach such depths, and a scant few in the city who know how to use them--and they all have been imprisoned by the Baron for either necromancy, lechery, or fraud."

-Five points if the task can be performed entirely within the setting. "The wreck is actually located deep beneath the surface of the Baron's moat."

(Or, to put it another way, the easier you make it for me to run the city just like a dungeon, the happier I am.)

(I'm all for "leavng space for the DM to invent things" but I don't need you to provide that--I know I can create space wherever I want. I'm subcontracting you.)

-Six points if a detail could be of general use to many, most, or all of the PCs activities within the setting. "The priest, like all the clergy in the city, is unknowingly subject to a ancient curse from the Sea Gog, Nykkto, whereby his intimates are doomed to die by drowning."

Style

Five points for each part of the basic premise of the city that is actually interesting. i.e. "The City of Charneldyne is a bustling metropolis at the heart of the orcish empire" would get 0 points, whereas ""The City of Charneldyne is a bustling metropolis at the heart of the orcish empire and is built entirely from the bones of slain foes" will get 5 points.

Subjectivity

Twenty points if the setting as a whole is actually interesting. Like Viriconium.

Neither gain nor lose points either way if it's just basically a medieval place.

You lose twenty points if it goes out of its way to be uninteresting, like Stamford, Connecticut.

Value

Divide the number of points by the cost in U.S dollars of the setting.
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Sunday, July 2, 2017

Retropost Sunday: Dungeon Types

Some kinds of dungeons I'm interested in:


The Lesser Crazy-Wizard (or Funhouse) Dungeon


So this guy (often a wizard, though it can be a demi-lich or an innkeeper or just some jerk) threw a place together for largely the purpose of fucking with people. Full of puzzles. Un-full of internal logic. Room follows upon room for no particular normal-architectural-function-serving reason. Egregious genre violations are likely but not essential. (The Crazy Wizard being the traditional catch-all excuse for all D&D genre-violations). The worst parts usually have stupid puns, old jokes and references to showtunes in them but these, likewise, are not essential.

A slightly more "sane" rationale for a puzzle dungeon like this can be: "Evil force treating the PCs like test subjects in order to plan future attack on humans/earthlings/surface-dwellers/air-breathers/two-legged-ones etc."

Either way, this sort of dungeon is among the easiest to write. (Though the hardest to master.) Perhaps the best thing about puzzle dungeons is it's very easy to pull individual rooms, gimmicks, or traps out of them and stick them into other puzzle dungeons. So if your players miss a bit of it, you can stick one onto the next lunatic mage tower.

It's kind of pointless to buy a published one of these and just keep the structure and re-skin all the details, because all the designer's work generally went into the details, not the structure.


The Greater Crazy-Wizard Dungeon


This resembles the Lesser Crazy Wizard Dungeon only there is a structure and that structure is as crazy as the details.

That is--some over-arching meta-puzzle or meta-challenge profoundly affects everything you try to do in the dungeon. The rooms all spin independently of each other so it's a mapping challenge or you can only see what's in a room if you enter from the proper direction or you have to kill everything in the blue rooms but not everything in the red rooms. These can be awesome if done right but are highly taste sensitive--if the gimmick doesn't fit what you or your PCs want to do, the whole thing's pretty much useless.


Working Palace

This is any kind of big residence of some people/monsters/entities that are alive and active in the world and have built a big place to hang out in. The logistics and aesthetics of the place tend to match whatever race inhabits it.

These dungeons put the most pressure on the DM to actually make some sense. (DM's are free to ignore this pressure, but whatever, anyway...) Locked doors have keys, the inhabitants have bedrooms or other quarters, and there should probably be whatever things a big residence is supposed to have just in order to function normally as a residence like, say, a kitchen.

All this, PLUS the fact that it should still be fun, PLUS you need a way for the PCs to get in there without immediately being killed by guards, PLUS trying to give it enough monster/NPC variety so that, say The Palace of the Lizard Prince isn't just endless fights with Lizard Man Guards makes this the hardest kind of dungeon to write. Plus it's really hard to buy a published adventure of this kind and re-skin it because if the featured monster/NPC race doesn't particularly fit what you're trying to do, then a lot of the other elements might not fit either. Like, sure the Red Dragonmen have a magma bath but if I want to re-skin it as a Kenku palace then you've got to re-write the bath, too, which sucks because the magma bath was kind of cool...

It is usually easier to write by making the monarch insane, therefore giving excuses for making parts of it into a Puzzle Dungeon.

I have yet to see a good, published Pure Working Palace dungeon. Yes, that's a challenge.


One-Shot Funnel Dungeon

This dungeon can be gotten through in a session or two and never lets you forget the main objective. You know "Den of the Moldy Ogre Who Is Like Ten Feet Away" or whatever. There's a big bad or quest item or major gimmick in there and the rest is just roadbumps and the PCs generally know it. These are useful to have around but a good DM can write one in his sleep.

(A subgenre of this is the Strongly Implied Plot One-Shot Dungeon, where the PCs not only are moving toward some simple goal, but have few enough options that they have a decent chance of tripping certain predictable plot events on the way. This doesn't have to be a railroad.)

When you buy one, you tend to go "I could've written that in my sleep", unless it has some really clever stuff in there which allows the PCs to "use" the place in more than one way.

When you buy a full-length adventure that turns out to be just one of these stretched out to ridiculous proportions--say, not just Dragon + A Handful Of Sucksmear Kobolds And Not Much Else, but, say Dragon + Several Thousand Sucksmear Kobolds And Not Much Else, then it can make you want to not buy a published adventure ever again.


Re-Purposed Forgotten PlaceThere once was a mighty empire, then it sucked and died and now blobs and tribes of ratmen crawl around their Once Mighty halls. Relatively easy to write because if you don't want to write in the Once Mighty Kitchen or Once Mighty Horseshoe-Making Room then you can just say there was a cave-in or it's been emptied out or lost to the mists of time or whatever. However, they're more fun when you write in some politics among the new inhabitants--like the ratmen hate the blobmen who are servants of the cheesemen who are imprisoned by the Elephant Pig who worships the Demon Pheasant who possesses the Fairy Cow. If they bump around long enough, the PCs can do a pretty good job of unwittingly stitching together their own plot.

(This is a good place for Schrodinger's motive--i.e. there's several mcguffins and several mcguffin-wanting NPCs/intelligent monsters, but which of them wants which mcguffin is left in the air 'til the PCs actually show up. Whatever the NPC/critter wants inevitably forces the PCs to go to some part of the dungeon they haven't been in yet or go to some place they have been and try harder.)

It also allows you to throw in bits of Crazy Wizard Logic but you don't have to carry them out to their conclusion because maybe part of it has Fallen Into Ruin. So like this room fills with water if you try to cast a spell in it but the next one just has some orcs and a pine cone.

Also, this kind is really easy and fun to re-skin if there's some politics since you can just change the factions around and pin any uncongruous element on the long-dead "architect" culture. Like I pointed out yesterday while re-skinning Tomb of The Bull King.


The Dungeon Where Something Just Happened
This dungeon can be any of the other kinds of dungeons, but then some large and transformative event just occurred--invasion from without, meteorite strike, experiment-gone-awry. An important function of this change is to create an easy in-game reason why a horde of supposedly powerful, intelligent, dungeon-dwelling beings can't keep 3-12 adventurers of levels 1-3 from just waddling up to their front door and stealing all their stuff.

Once you come up with a good event, this kind of dungeon writes itself. Plus it provides an instant in-game excuse for rooms to radically change if things get boring. The only problem is it can get in the way of the default "delve/loot/rest at inn/delve/loot/rest at inn" default-OD&D type adventurer-whim-centric dungeoneering schedule. Things in this kind of dungeon have to have a little bit of a life of their own.


The Place That Wasn't A Dungeon A Second Ago But Now Is

Basically, it's like Alien. It's an ordinary (to the PCs) place and something bad just got loose and so now every corridor is infused with primal terror and whatnot. Generally I kind of hate this kind of dungeon because it's hard to make the environment "come alive" for an extended period of time (In a game, I mean, not in a movie. I like Alien just fine--I'm not a psycho) and, to me, D&D is as much about the place itself as the things in it. I've yet to see a really good one. However, it is closely related to...


The Dungeon that Used To Be That But Now Is This

This place was, long ago, something interesting but benign, like a zoo. Then it became horrible. Some malevolent and probably supernatural thing has evilified every inch of it. Like the Greater Crazy Wizard Dungeon, it's all about the premise. Unless you like that, a published one is probably going to be kind of useless.


The Dungeon of Beings Who Are Completely Weird

Unlike the Crazy Wizard/Puzzle dungeon, the entities in charge here are not necessarily hostile or cruel, they just behave or live in such an alien way that it's a big pain in the ass to go around finding stuff in their house. Like the Bath House in Spirited Away or Lewis Carrol's Wonderland. Again: the premise here is everything, and there is a huge possibility of genre-dissonance. If you don't like the premise then you won't like the dungeon because the premise affects everything about it.
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Obviously there are other kinds of dungeons--and most dungeons have elements of more than one "species".

Anyway, can anybody think of excellent examples of dungeons that fit one of these bills (aside from the usual suspects--like we already know about White Plume Mountain)? Are there types of dungeon you like that I've left out?

(Not "types" in terms of what specfically is in the dungeon, but in the sense of the structure of the dungeon.)

Saturday, June 17, 2017

Burning Wheel Is The Best Comedy Game On The Market & That Is Not A Joke (retropost)

Usually on Retropost Weekends I put up a post that's old and didn't get read that much because it, too, was put up on a weekend. This time, however I thought I'd put up one that actually got passed around quite a bit. Because it's funny.

Also note, playing Burning Wheel wrong was so fun we kept doing it for like 3 more sessions.

Original post below:

Note: Oh dear, somehow this has gotten linked to a Burning Wheel forum under the heading "

D&D With Porn Stars Plays BW...and it didn't go so well"


...which I find baffling. Other than the internet connection cutting out at the end, it went fine and was fun.

Unsurprisingly, the same thing happened when we played 4e--I said it was fun and I would like to play again and some kind of internet brain damage kicked in and people read it as "it wasn't fun and I won't play again". People are dumb as toast.

So we tried Burning Wheel*

*(What is that? An arty version of D&D that a guy wrote...Ok, anyway...)

(Harald) GM: So there's a village and the Duchess is sending you out because there are demons there and it's disrupting the trade route...

Zak (Sorceress): So wait, she's worried about it disrupting trade but not about like all these villagers?

GM: Well, you know she's a Duchess and so is above the hoi polloi and she doesn't really care but...

Cole (Elf): Does that trigger my elven Grief that she's so callous to the plight of these poor villagers?

GM: You could roll for Grief if...

Z: Well what if I like say to the Duchess like, hey, you gotta kinda y'know wink wink like you're really worried about these poor orphans because, these elves, they're sensitive...

GM: Well she has some Falsehood, so... (roll roll) Ok, you are convinced it's all about the orphans and their plight. Is there anything else you want to do before you go?

(Mandy) Dwarf: Yeah I need a grappling hook.

Z: Yeah, aaaand a grappling hook, and a net and a rope and...

C: And lard! I heard you humans have uses for this substance.

Z: Yeah we need lard.

GM: Well this would be a resources check...

Z: Well I got zero.

C: Me too.

M: Me too.

Z: Yeah and there's like 3 circles for debt and taxes and...

GM: Well you can try to get someone to lend you the money...

C: I have Oratory--Can I like make a speech in the public square urging the citizenry to fund our expedition?

Z: We can help if we have related skills, right? I have Rhetoric, I'll be like "make aaaaan...Ethical Appeal aaaand...an Argumentum Ad Demonium and...Oh and I have Falsehood, can I tell him to be like 'Oh this Sorceress' poor uncle was gnawed upon by demons...'

C: I can't lie or I'll become Sad.

Z: Fuck, Um, ok, I'll just lie and say my uncle was gnawed by demons and...

(roll roll)

C: Yeah, I see your crude falsehood and it makes me Sad.

Z:Fuck.

C: Anyway I make a speech.

Z: Tell them our Stretch Goal is a ten-foot pole.

C: 2 successes.

GM: Ok, well you get a rope and a big barrel of lard.

Z: Excellent! Dwarf: strap this barrel to your back it will amuse me.

M: I can roll it.

Z: Fine, roll it, like an ape.

C: Friends! I will carry the lard!

Z: Ok, you carry the lard, let's go. It's two days East, right?

GM: So, elf, you sing the Song of Paths?

C: Yes but I am really bad at it.

(roll roll)

C: Yeah, I uh...

Z: There's a Song?

GM: You're lost. Dwarf, sorceress, you see the elf is missing and there is a trail of lard...

D: We pursue him.

Z: Hey, guy, just go this way, ok. It's... How many suns are in this world?

GM: One.

Z: And it rises in the East and sets in the West?

GM: Yes.

Z: Ok, so yeah, friend Elf, simply walk away from your shadow in the morning.

C: Yes, well, in the land of Elfheim it is a perpetual dusky rose colored sunset so...

Z: Right, totally, I'll write you a new song, uh, it's called "Walk This Way".

GM: Is the song Beautiful?

Z: Wait, if it's Beautiful the Dwarf will like try to eat it, right because of Dwarven Greed right? It's not Beautiful.

C: Well I am learning in the human world that sometimes things are not Beautiful but they are Useful.

Z: Yeah, "Walk This Way" the song of the Arrowsmiths. It's not beautiful, it's just y'know, if you're driving a truck and it comes on the radio it keeps you awake.

C: We have no trucks in the Elven lands, we all ride on magic deers that...

Z: Yeah, I mean carts I mean...Anyway follow us.

C: Of course! Lead the way!

GM: Ok you come to near the village but you are not there yet because the elf got lost so you have to camp. And you see this most beautiful white deer you have ever seen...

M: I have to roll on Greed...

(roll roll)

M: I chase after it.

GM: What do you want to do with it?

M: I guess I want to...I want to chase it away from the demons.

GM: So you don't want to possess it?

M: Possess it?

GM: It runs off into the forest.

M: I pursue.

Z: I just, like facepalm while making breakfast.

C: Shall I retrieve him?

Z: Uh...that depends...is it gonna like give you a panic attack, friend Elf?

C: I will pursue! On my long and striding legs!

Z: Fucking nuthouse.

C: You do not seek to pursue and frolic with the beasts of the wild?

Z: Uh, you think he's, like, frolicking with it?

C: Of course! It is a magnificent beast! Hold, soon I'll return.

Z: Crom.

GM: Ok, you get the dwarf back and enter the village...

and then there were some villagers and they were lying and that made the elf Sad again and they tried to lock him in a closet and then we talked to a guy and then his wife stabbed him and Mandy tried to Persuade her to get off and I tried to add my Rhetoric Skill to that like "Hey, really get off" and some Prometheus goo came out of her nose and everyone was Shocked and then there was a bear with no eyes and then the G+ connection got all screwed up because Harald was in a hotel.
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Original post with hilarious comments here.
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Saturday, June 3, 2017

Retropost Saturday: So It's Like A Space Fish That's Old...

The Alphabetical Monster Thing was a popular feature on this blog if you're new here. Totally finished it, too. Here's how it started...


I was looking through the AD&D Monster Manual and was struck forcefully with the following insight: monsters that start with "A" suck.

Aerial servant

Invisible? Boring.
Air elemental? Boring.
Summoned by clerics? Boring.
Here's the only good part: "If the aerial servant is frustrated from completion ["frustrated from completion"?] of its assigned mission it becomes insane, returns to the cleric which sent it forth, and attacks as a double strength invisible stalker."
Let's not mention how invisible stalkers are also boring.

Ankheg

This is one of those rare Gygax-invented monsters that gets absolutely no love from anyone. Nobody likes them, nobody hates them, nobody thinks they're funny, they're just one more giant bug. Being a big M John Harrison fan I have a soft spot for insects in medieval settings and still just can't bring myself to write "d4 ankhegs here" on a map. I think it's the name. Sounds like a verification word.

Ant, Giant

Within the insect-and-arthropod community, I'm pretty sure "ant" is synonymous with "square". As in, there's a bunch of wasps, spiders, flies, and cockroaches hanging out and they're like "Come onnnn, man, roooadtrip!"
"Awww, I don't know, Jimmy."
"Ok, man, look: you can crawl up into the van and come with us and have a blast seeing the world, or you can put on your tie, and go to work, and do whatever the Queen says, like some fucking ant."
"Awww, Jimmy..."

Ape, Gorilla, and Carnivorous

My theory is: there are Ape People and there are Monkey People. Monkey people like monkeys because they are funny. Also, they are creepy, clever, and decadent. The perverted elf princess in the silk-swathed tower made of jasmine and murder has a pet monkey--for sure.

Ape People are different: ape people tend to be fans of what I call "hairy" entertainment: Conan movies, Jack Kirby Comics, Zardoz, Planet of the Apes (naturally), these:

For these people, King Kong actually had a shot against Godzilla, and the giant ape is the finest monster of which one could ever hope to dream.

I confess to being more of a pretentious, scheming Monkey Person than a fun-loving, good-hearted Ape Guy, so the idea of asking a wizard to take time out of his or her busy schedule just to deal with some fucking gorilla just seems basically disrespectful. Though I will say that this thing is awesome:

Axe Beak

Does anyone care about the axe beak? Ok, didn't think so...

Ok, so, see? The A's are hopeless. If you go beyond the Monster Manual, the only other "A" monster that ever got any traction is the Aboleth.

Aboleth

These were supposed to be sort of creepy Lovecraftian menaces from the deep. But if you never read Lovecraft when you first got ahold of the Monster Manual 2 because you were a little kid at the time then this is just like a really fucked up whale that hates you.

If it wasn't a classic, like a dragon or a hydra, then you pretty much had only the illustration to go by to figure out what the fuck is the idea with a monster.

Strangely enough, I am right back in this position with my players now. This is how meeting an aboleth would go with my group:

Me: "...and it looks...like...this!"
KK: "What the fuck is that?"
Me: "It's an aboleth, an ancient and inscrutable race that lives deep beneath the sea, older than man, older than the tides, older than the gods, older than...."
Mandy: "So it's like a Lovecraft thing?"
Frankie: "What's a Lovecraft thing?"
Daniel: "He was like this science fiction writer who wrote about, like, big monsters that looked like that."
KK: "So it's like a space fish that's old?"
Connie: "Can I pickpocket it?"
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Sunday, April 9, 2017

Squeee!

More weekend retroposting.

This is an earrrrly actual play from this blog: 

Mandy's sister wanted to learn to play, and she wanted to be a witch. I said alright, roll some dice.

Like most 1st level AD&D wizards, my girlfirend's sister's first character had way more gold pieces than she could spend.

You can't buy armor, you can't buy weapons, so...?

When I last faced a similar problem, I noticed that the cp-sp-gp-whatever conversion rates made it possible to buy a phenomenal amount of beer for, like, 10 gp. So I did. My character was so drunk I didn't name him--I figured he couldn't remember. We called him "The Wizard."

Sis, on the other hand, her eye gravitated toward the "livestock" section.

"I want six pigs--three full size and three piglets."

Hey, it's on the equipment list.

She commenced to name them. She also figured out how to talk to pigs somewhere along the line-I think I was using Fairy Tale Rules for magic-user languages. Wizards willing to forgo Orc or Dragon can talk Pig--why not? There's gotta be some compensation for having the balls to walk around with one hit point.

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So it was one of those "You wake up and you don't know how you got here and you don't know where your stuff is" adventures. (Because I am of the Walter Hill* school of DMing.)

"Are my pigs here?"

"Not in this room."

My girlfriend and her sister are funny. Promise them gp, xp, magic items, present moral dilemmas and opportunites for character growth, this does not motivate them particularly--take away 75 gp worth of stuff they bought during character generation, however, and in every room it's like "Is my stuff here? Did that goblin have my stuff? I cut open the dragon's stomach with my bastard sword--is my stuff in there?".

Too many video games I think. Because, like, in video games, if you lose your stuff, this is the apocalypse.

So anyway, in this dungeon, if you got past the baby black dragon hiding in the halfling vampire queen's coffin, the treasure includes "any equipment lost by first person who asks if their stuff is there."

So Sis asks: "Is my stuff here?"

"Why yes it is."

"And all my pigs?"

"Well, one of them,"

"Which one?"

"I don't know, which one do you want it to be?" (Dig the thorough and meaningful integration of Cooperative Narrativist elements.)

"Charles." (or something)

"Ok, there's Charles, he is very pleased to see you. He bats his big piggy eyelashes. Squeee! Squeeeee!"

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So there were some adventures, and then the party came to a dark stairwell. Who knows what lurks down there?

"Send the pig down," suggests one fo the boys.

"Ok, I send the pig down."

Now--the stairwell is full of undead birds.

Vultures with skull heads. They were inspired by things called "carrion" in Warhammer Fantasy, and there was a really nice one on the back cover of the original Teenage Mutant Ninja Turtles #17 by Bryan Talbot. Too tired to google it.

So the predictable thing happened. I narrate thusly:

"....as Charles is borne pitilessly aloft by the unliving raptor he cries 'Oh, why have you betrayed me? I trusted youuuuu....'"

"Awww..." Horrible look on sis's face.

The party moves on, talks to a sphinx, finds out about stuff, etc. etc.

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Play ends.

So then I try to sleep.

I have trouble sleeping.

I keep picturing that pig in those bony claws "Why have you betrayed meeeeee.....?"

_____

Next game starts.

I say Hey everybody, Settle down kids, and I recap last game then I go:

"...aaaand, ok, everybody if you were here last time you get 308 x/.p., check to see if that levels you up and, also, I made a mistake last time, Sis's pig's last words were not actually 'Oh, why have you betrayed me? I trusted youuuuu....' they were actually "It's ok! I regret nothing! I had a lot of fun I wouldn't have otherwise had if I hadn't gone with you on your adventure! I've had a full life, thank you, goodbye!"





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*Walter Hill:
"I very purposely--more and more so every time I do a script--give characters no back story. The way you find about these characters is by watching what they do, the way they react to stress, the way they react to situations and confrontations. In that way, character is revealed through drama rather than being explained through dialogue." --Walter Hill, quoted in David Thomson's "A Biographical Dictionary of Film" (New York: Alred A Knopf, 1994)

Saturday, April 8, 2017

Snacks

After my last D&D game I vomited explosively for several hours. The snacks were poorly managed.

So, on this Retropost Saturday, I give you an old but necessary overview:

Let us not ignore the white elephant at the gaming table: snacks.

All Games Considered knows it.

The default is: many snacks. Excessive snacks. More snacks than can reasonably be eaten.

It's game day, your free time will be taken up by the game, no reason not to just spend the pregame hours at the 7-11.

Fresh mozzarella cheese. Mozzarella cheese is good and goes well with anything, but: you have to slice it and it's moist to the touch. If you're handling paper it gets the paper wet. Plus there never seems to be enough. The amount that would be enough to last the whole game is also too much cheese to eat all at once. Plus you'll want tomatoes--which have all the same problems all over again.

Although perhaps less "mature", a simple cheddar is versatile--and can be sliced thinner without losing coherency.

Salami is a delicious snack, but has the oiliness of mozzarella, and thus many of the same drawbacks. Ham will be eaten if it is there, but is preferred by few. Better to avoid snacking than to snack by necessity on undesirable meat. Sliced coins of deli sausage would appear to be optimal, if money is not a consideration.

Popcorn is excellent, but may encourage simulationism.

Chips: chips are fine and good. The only problem with chips is they cannot be combined into a multi-classed snack. They crumble and fail when stacked into a small sandwich with other foodstuffs. Better a cracker.

A cracker? What kind? The triscuit is undervalued, I find. As is the wheat thin. Less exciting than the Ruffle or tortilla chip--to be sure--yet infinitely more versatile.

The Ritz? Perhaps. A compromise between the baked saltiness of a chip and the stoic healthiness of the wheat thin. The Ritz is the half-elf of grain-based snacks.

The Cheeto is to be avoided at all costs: it is hollow, less tasty than true cheese, and stains exposed surfaces with despicable orange dust.

The Frito is by far a nobler snack, and surprisingly filling.

Gummi Bears are toothsome, do not crumble or quickly melt, and, when properly bitten across the lower extremities to create a smooth surface, can be placed on the tabletop and used as goblins or henchmen. And the related Gummi Worm is truly an imposing beast at 28 mm scale.

Some pine for immersive foods: trail mix, suckling pig on a spit, ratmeat and orcflesh. These people are hippies.

The cheap wafer is an intriguing snack--in strawberry or vanilla flavors. I would not disdain it.

A baguette--a fine long loaf of crusty bread. This is a superior snack! And the French, wisely, eat them with chocolate.

Chocolate should be present in some form, or female players may turn sour and cruel. M&M's, though initially tempting, are difficult to combine, and frequently scatter to the floor, like small dice.

Chips Ahoy or Oreos are good, but the urge to dunk them may be overwhelming, and this leads to twin evils: wet spots on the maps and open-topped glasses of drinks rather than bottles. Should you enlist them, guard your table well.

If, like, mine, your gaming table includes those professionally obliged to remain fit and healthy, you may provide Healthy Snacks. Of Healthy Snacks I know little, and will say less--only this: I have yet to find a healthy snack that is not either too tasteless or too small to distract the players from hunger.

On the other end, the temptations of both the donut and the pastry are well known, and deceptive. A man may eat a single donut, or a man may eat ninety donuts, but either way the donuts will not last throughout the session. Place not your faith in them. Also: donuts cause discord--for who gets the jelly? And who the creme?

Of utmost importance is the heartiness of the snack. If the snack be too hearty, then players may tire of it, and want to stop for a genuine meal. If the snack be not filling enough, players may get hungry, and want to stop for a genuine meal.

The integration of a true meal is the mark of an experienced DM. However, timing is key: a meal at the beginning and the players will be hungry by the end, a meal at the end and players will decide to end the game when they get hungry.

By far the best arrangement is a planned delivery of lunch or dinner in the middle of the session. A mysterious door, the precipice of a terrifying encounter, and then--Thai? Chinese? Pizza? A brief take-out menu interlude, and then back into the fray.

Pizza is traditional, and not unwise. Beware the complexities of half-pies, particularly when ordering by phone, however, and of the lactose intolerant.

The various deliverable foods of the Far East are likewise desirable--but soups at the gaming table are treacherous, and cold noodles are to be despised. Therefore, those who would eat noodles while gaming would do well to eat them fast. Also, gamers are a superstitious, cowardly lot--they may be unduly influenced by fortune cookies.

Deli sandwiches are simple, inexpensive, unsloppy, and can be eaten cold.

Of the dangers of mexican food, enough has been written.

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Monday, March 13, 2017

Hunter/Hunted in Demon City


There's a clue. They roll, or scan the handout of the crime scene. They don't get the clue.

This is usually presented as a minor apocalypse in horror/mystery type games. Whatever can be done?

Call of Cthulhu, Chill, and their ilk get around it by (in many modules anyway) strenuously advocating railroading or at least the tools of railroading,  Trail of Cthulhu, Cthulhu Dark and their ilk get around it by deciding you always get the clues if you need to, and Dark Heresy--iirc--does both, and many other games just avoid talking about it altogether.

As far as I am aware, the professional roleplaying game design community has, on this score, failed you.

Demon City won't do that--it's going to have very specific and very detailed advice on ways Hosts can make scenarios based around investigations.

One very useful building block of this is described in the retropost below: 5 years is a long enough time that some of y'all might not have been around so I'm posting this to tide you over while I write up some rules I'll post probably tomorrow.

If you're interested in Demon City, the Patreon is here. Thanks to everyone who helped out so far, with only a few more backers, it'll be done by Christmas. The original version of this post, with a longer intro, is here.



Hunter/ Hunted


-The idea is simple and comes from about a million horror and cop stories: sometimes a scene happens because Sam Spade has found out about a baddie and sometimes a scene happens because the baddie has found out about Sam Spade. And, there, aside from a few stops for bourbon and kissing, is the plot of everything from Lost Boys to Blade Runner.

-Most investigative scenarios advise breaking things up into "scenes"--the idea is you have a scene, find clues in it, these clues lead to the next scene. They then usually cover their ass by saying either "if the PCs don't do this or find this clue or go to the wrong place give them a bunch of hints or a prophetic dream or otherwise nurse, nudge, or nullify them until they go to the next scene" or just give some vague advice like "hey Venice is interesting, think of something"

-Not so here. Or not exactly: Basically we keep the "scene chain" structure. If the PCs go from clue to clue in a timely fashion like good investigators they follow the scene chain. However, we also give each scene a twin situation, this twin is what happens if the PCs don't follow a given clue, follow it up the wrong path, or otherwise take too long (in-world game time) to follow the clues. In this twin situation, typically, the PCs have taken long enough to figure out what's going on that the enemy has noticed their efforts and started hunting them.

-In the twin situation, the GM decides how long it will take (in-world) and what circumstances are necessary for the enemy to be able to track the PCs and starts the clock running. The enemy then catches up with the PCs at whatever point it logically would if it was using whatever tracking abilities it has (whether this be psychic powers or enhanced smell or because Twitty says she saw Mac D talking to a cop next to the sub shop). The GM may drop clues as to their hunted status along the way.

-In situation 1, the PCs are investigators of horror or violence, in situation 2, they are victims of it. This matches rather nicely the twin roles nearly all horror and investigator protagonists have in these kinds of stories. So at each stage of the adventure you have an "i" version and a "v" version of each scenario.**

-The enemy has a locus: usually in physical space. Like: that island Cthulhu is under or the gangster's safe house.

-At each "Investigator" stage, you move closer to the locus (or finding out where it is). At each "Victim" stage, the enemy sends someone or something out from the locus to get you.

-IMPORTANT: Usually the enemy comes in a different form at each stage. You don't meet actually Cthulhu or actually Al Capone until the last stage. The first few stages feature their agents or otherwise indirect confrontations.

-Also important: at each stage, a clue is left. The clue leads to the "i" version of the next scenario.

-Example:

Opening: PCs are on their way to England on a boat to investigating the Proverbial Mysteriously Dead Uncle

1i--the nurse is clearly a disturbed woman (in the cafe) you don't know why

1v--terrifying dreams of faceless people (wherever you are) that might make you lash out at your fellow PCs (dream anagram of a doctor's name)

2i--the doctor's office is full of strange specimens (SAN check!) and tomes

2v--a(nother?) nurse is following you and attempting to drug you(wherever you are) (has distinctive uniform from a certain lab)

3i-the doctor's laboratory is filled with horrific creatures (and the doctor's in here)

3v-the doctor appears (wherever you are), a strange creature emerges from his featureless face (wherever you are) --a decent add on here is a chance that the doctor drugs a victim and drags him/her back to the lab or, if injured, runs back to the lab, leaving a blood trail. Either way the encounter at the lab--if it happens--is significantly different than if the PCs had just gone straight there and surprised the mofo
(this adventure brought to you by the lyrics to Sister Morphine)

-The "victim" role may seem passive, but in a sense the victim has more freedom than the investigator in terms of defining the terms of the conflict. Let's say we have the simplest scenario available--the PCs are being stalked by a werewolf. Even if the PCs are totally passive--they have the entire planet to walk around on. Will the werewolf attack them in a taxi, on a plane, in a hotel room, underwater? Depends entirely on where the PCs themselves go. You could even say to them: "The sun has gone down, according to what you've seen, the werewolf will be active within half an hour…". If the PC is in, say New York City, the number of resources s/he can bring to bear or changes s/he can make to the battlefield are infinite.

-Victim scenes require you to think like the monster: you are an insane doctor bent on injecting people with a "sacred" serum that makes their faces come off. You've discovered a flapper, a librarian and a drug addict are trying to interfere with your plans, What Do You Do? Where are you? What tools do you have access to? What information on them did they--via their actions to date--give you access to? Use it.

-In many adventures, there is no reason this system should not be transparent--making it clear through events and other characters that "it is vital to find Whatsitsnuts before it finds you".

--Broadly, any structure which has meaningful choice works like this: there are interesting choices leading to events, each event gives the players a unique resource or unique problem they did not have before--even if they all lead to the "same" place in the end, players end up there in the Final Chamber with different tools, perspectives, advantages or disadvantages.

-How do you avoid even the appearance of railroading? Just remind them how they got where they are. Go ahead and tell them where they'd be had they done otherwise.

-Another avoiding-railroading tip: include problems that are clear but open-ended, like: this puzzle requires you get us something old, something new, something borrowed and something blue and shove it in this slot. A real-module example is the "tooth door" in James Raggi's "Death Frost Doom"--you need to drop a tooth in a basin to open a certain door. Where you get the tooth from is your business, but the place is fairly isolated. There are a lot of graves around…but also a few other PCs…and that NPC down the mountain...

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*i.e. "left door or right door" is little better than a railroad, whereas "left door that, if listened at, reveals a chittering noise or totally silent right door" is definitely a non-railroad.

**Important clarification:
The Victim scenario is not nursing the PCs back on track by doing an ass-pull. In Hunter/Hunted the "Victim" scenarios are entirely logical, predictable-using-internal-gameworld consequences of the PC's failing to find the foe. i.e. if you don't show up at the safe house in 3 days, that's enough time for the goons to track YOU down. No alteration of the gameworld's internal logic or consequence chain is required. Pure cause-and-effect. the villain is not running into you by coincidence, it's because you dawdled and they managed to track you (thus the ticking clock).
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