Friday, April 5, 2013

Respecting Ogres - 5AK Combat (Part 1)


I was actually going to write something completely different in defense of my non-B/X posting of late, but eh…that’s boring. Or, at least, it will take more mental power from me to make it at all interesting to read. So let’s talk about ogres.

Any of you folks follow college basketball?

I don’t (well, I did keep an eye on my sister-Jesuit school, Gonzaga, till they got knocked out of the tournament…go Wichita State!)…but I do listen to the “sports talk radio,” often. I used to be a big NPR guy, but a lot of the stories tend to be big bummers (or worse, get me really, REALLY worked up and angry), so the sports talk is much easier to have droning in the background. Plus, I can turn it off once football season officially ends and not feel like I’m missing a whole lot.

[I know, I know…this is sounding really random. Just bear with my weird-o brain, please]

So anyway, there’s this coach name Mike Rice who was recently fired from his gig as basketball coach of Rutgers. And while being fired from a coaching job isn’t generally a big deal, this one has drawn news because of the reason he was fired: namely, that he was abusive to his players. Interestingly, (well, interesting to me) some people have taken issue with this as yet another example of the “wussification of America;” how “soft” we’ve become as a society with regard to our children compared to “the good ol’ days.”

As opposed to how evolved we’ve become as a culture.

Now that’s not to say we’re NOT soft…that we’ve become permissive in some ways, hesitant to criticize, slow to discipline, all to our own detriment. But there’s a difference between discipline and abuse. There’s a difference between making a kid do laps or push-ups for goofing off and throwing a basketball at their head. As I’m sure most folks will agree.

So what does that have to do with ogres? Ah, so glad you asked. Going “soft” is a term that can be applied to certain gaming circles…especially of the “fantasy adventure” variety. I’m not sure I’ve had the chance to sling this particular epithet myself in relationship to later editions of Dungeons & Dragons (if I didn’t, I’m sure I’ve thought about it)  and I think that in some ways it’s an apt term to use. We’ve let players “slide” a little too much in recent decades (yes, decades); we’ve been too easy on our adventurers, we’ve allowed them to “win” just a little too often…and by doing so, have soured a bit the tasty savor of victory.

And it starts with the ogre.

I love the ogre. As a monster, as a concept. No, not Schrek…I’m talking about the straight-up D&D ogre. Burly, ugly, nasty. I’ve had a love affair with this monster since I was a kid…ever since that TSR Endless Quest book, Mountain of Mirrors (published 1982). Ogres figured prominently in that one. Ogres that killed a LOT of elves (as a veteran DM of Moldvay’s Basic by that time, I’d seen more than my share of friggin’ elves, and could really appreciate a good “elf-slaying”).

Hell, I even included the Ogre Noble in my B/X Companion as an homage to the Ogre King toy produced by TSR (a toy that I never owned, but one that I was endlessly fascinated with…where was MY plate-armored ogre lord?).

Why are ogres so cool? Well, for one thing they are something that I think are easily imagined. A GIANT is really a mythical creature…I mean, they’re as big as mountains in some stories, the kinds of things fought by Thor and the Norse gods. You can’t really imagine a group of human-sized adventurers fighting such a creature (at least, not without a certain degree of ridiculous absurdity, unless you “shrink it down” to a manageable size). But an ogre is something you can look at with a degree of perspective…they’re like Beowulf’s Grendel…they’re the troll under the bridge of the Billy Goat’s Gruff.

And funny enough, they first started out as “trolls.” It’s only that Poul Anderson monster of Three Hearts and Three Lions that screwed up the whole concept of the Norse troll (I’ve written before how I feel the stat-line for the bugbear is more appropriate) giving us the rubbery, regenerating monstrosity found in every edition of D&D and most of its knock-offs (Warhammer Fantasy, for example). In CHAINMAIL, where they first appear, it is under the heading of “trolls;” the description states the following:
“What are generally referred to as Trolls are more properly Ogres – intermediate creatures between men and Giants.”
An ogre in Chainmail attacks as six heavy footmen, which is to say they deal out damage like half-a-dozen chainmail clad Vikings. While they’re not quite as tough to kill as a “true Troll” (Gygax’s term for the Anderson monstrosity) they can still soak up the hits and keep coming, unless cut down by a hero-type…and unlike true Trolls, they can fight in formations (meaning you can encounter a unit of ‘em as opposed to a single, lone opponent).

In D&D, they lose quite a bit of this badassed-ness once you move to the “alternative combat system” provided in the LBBs. Oh, they still pack a punch (doing two dice of damage with successful attack, unlike most weapons and monsters), but they only get one strike per round. And while their thick hide still makes them the equivalent of chainmail with AC 5, it doesn’t take six simultaneous hits to bring one down (as in Chainmail)…heck, any first level character has a 35% chance to hit AC 5 with a D20, and three or four solid hits will do enough damage to “whittle one down.” Sure, in Chainmail a “hero” can “one-shot” an ogre…but only with a roll of 10+ on 2D6. That’s only a 17% chance…and the ogre’s probably going to get his licks in before that happens.

By AD&D and B/X the ogre’s been even more “wimpified.” Oh, sure, he’s got D8s for hit dice now, but so do fighters (or D10s in the case of the AD&D fighter), while in both editions his damage output has been dropped to 1D10. Whereas previously that two dice of damage meant an average of 7 per hit, now he was down to 5.5 with a chance of a glancing bitch-slap of 1 point? Fie on that! Hardly worth the bonus gold that had been included in the ogre’s treasure type since OD&D (possibly originally included due to the sheer toughness of the creature under the “default” Chainmail combat system, if not a reference to Puss in Boots).

Still, I’ve always loved the ogre, even the “wimpy” B/X ogre that I started play with (and the original Monster Manual ain’t any different). There’s no denying that it makes for a nice little “boss monster” for 1st level PCs to encounter, as evidenced many times in running B2:Keep on the Borderlands. It is still vulnerable to the 1st level magic-user’s usual sleep or charm person spells (assuming they’ve retained that arrow in their magic quiver by the time of the encounter), and encountered singly, they are a fightable encounter, giving players the kind of “rah-rah,” team-up moment they really seem to relish. At the same time, the damage output of 1D10 is so random in its application (a crap-shoot, feast-or-famine roll with every successful hit) that it keeps the adrenaline pumping from danger…even if such damage is only imaginary.

Because it IS imaginary. Oh, sure, I’ve killed plenty of PCs with Ye Old Ogre encounter, but not nearly as many as you’d imagine. Especially with regard to Keep on the Borderlands, far more PCs have met their end on the point of a well-thrown goblin spear than by the club of the O So Terrible ogre. The fact of the matter is this: in low level D&D play (of the first few editions), survival IS a crap shoot, only somewhat mitigated by the inflation of character HPs and ability score bonuses found in AD&D. And when survival has a high degree of randomness, the thing that decreases survival rate the most is running into a large number of dice rolls: one ogre is less dangerous than six goblins…who themselves are far less dangerous than eight or nine kobolds (or a dozen giant rats). It’s why B/X troglodytes (or ghouls) with their three attacks each are so superior in numbers, despite the “low damage” done with each individual hit. It’s not the POTENTIAL amount of damage, it’s just the rolling of MORE DICE; thrown out more grenades, and eventually the shrapnel’s gonna’ tag something.

[to be continued]

Tuesday, April 2, 2013

News & Updates & Well...News


Hope everyone had a good Easter weekend (whether or not you celebrate Easter)…I know I did. Had a pretty good week in general: the family got back into town Tuesday, and I spent the last week enjoying a “full house.” Today, the wife is back again in the air (business is a bitch) and I will be back on “daddy duty” for the next few days…but now that I have the luxury of letting the house go to hell, I can find a little time to blog again.

Plus, I finally got my taxes done.

So, let’s see…news, news. Lots of exciting stuff going on over down Running Beagles way. So much so that I’m not quite sure where to start, nor what my readers want to hear about. You know, I don’t really know why people bother “tuning in” to this blog. I spend a lot of my work days (especially during the football season) listening to the sports-talk radio station in the background. Over the course of the day you end up hearing several different radio personalities, all talking about the same thing, all with their own personal spin, and it reminds me a lot of the OSR blog-o-sphere…at least, the way it was a couple years ago. People taking the same stories and running with ‘em. People voicing their own opinions with different degrees of intellectual integrity. But all covering the same thing that’s of interest to me: local sports teams (for the radio) or Old School role-playing (for the blogs).

But these days, we (the bloggers) all have slightly different agendas and/or projects they’re working on or writing about. And that’s not a bad/terrible thing. It’s just…well, never mind. This post isn’t a musing-rambling one about the evolving changes in the ‘net presence of the OSR. I’m just saying I know my own blog has changed a bit in tone, and I’m not sure what it is my readers want from me. Besides more posts about gaming, that is.

Not that it matters…I’m not getting paid to write this thing.
; )

SO…news. Here’s the stuff that’s going on (some of these might require elaboration and/or their own blog posts this week):

-        Work on D&D Mine progresses rapidly…which is to say, I’m about 5-8 pages away from a completely finished project (including formatting and illustrations and everything). This would be 5AK, which I’ve been play-testing for the last couple months. It will be a three volume set when complete (like OD&D, though organized differently) and the first two books are complete and third nearly there. I do still need to reorganize the third volume (still being written), and I may be stuffing some pertinent parts from Book 3 into Book 1 due to space considerations…but maybe not. I’m pretty sure I will be releasing it as both a PDF and as a hard copy, “bundled” pack and am considering including dice with the latter (I want to be able to offer the thing as a complete game system). It really is looking pretty good.

-        The work on Volume 3 has actually slowed a bit this week due to the necessity of researching maritime travel and naval warfare. Fascinating stuff and it really deserves its own blog post (maybe tomorrow)...it’s what I’ve been spending most of my “free time” on the last week. My hope is that the next play-test includes some “ship-on-ship” action.

-        And regarding play-testing: last Thursday I was down at the Baranof play-testing 5AK and had FIVE players show up, including two new/old faces in the form of Randy and Steve-O…both of whom died horribly (their character, that is). Man, it felt just like old times. There were some good bits with a goat, an angry abomination, the requisite ghouls and gore, and a fabulous treasure trove (which I drunkenly allowed the PCs to walk off with, forgetting the traps in the treasure chamber). Good times…and again, I heard from players that they appreciate a game that involves…duh…role-playing and not just rolling dice and gaming mechanics. Players surprised me by dealing with the abomination by releasing it from its chains (rather than…um…slaying it or something) unleashing a scourge upon their town. But that’s totally cool with me…especially as they’ll be on-board a boat (hope-hope) next session anyway. Grandma has even offered to babysit Thursday so I can make the session…but do I really want to make my mom drive home at midnight on a work night so I can slosh around at the bar? Maybe.

-        Cover art for CDF is progressing rapidly…like, REALLY rapidly…and my two proof-readers are both about halfway through their review. And I’ll be sending the manuscript out to at least one or two more readers (I am NOT going to have a repeat of the typos in TCBXA). I intend to have a general solicitation for artwork sometime this week…I just want to get this one off my computer and into general circulation. At this point it appears I’ll be issuing it as an 80 page, perfect bound book. Why not 64 pages and saddle-stitched? A couple-few reasons: A) I want to increase the font to a more average size type (it’s a tad small at the moment), B) I think the perfect bound looks nicer (TCBXA turned out nice and had a LOT fewer printing issues than the B/X Companion), C) I want room for more artwork. Still, for those wondering, those 80 pages will actually consist of:

One page cover leaf plus one page table of contents.
Three pages of charts.
Three pages of “appendices” including sample characters and spells.
8+ pages of interior artwork.
A one page character sheet.

And I might just include some sort of legalese/free use agreement so people can write their own CDF-compatible adventures and supplements. See? Still under 64 pages of actual "rules."

Yeah, that one’s getting close, too, which is pretty exciting. It’s possible (though not especially likely) that I’ll have TWO books coming out in the next three to six months. Tim down at Gary’s jokingly refers to me as a “publishing mogul” and if I DO have four books on the market, I’m sure going to feel like one…which is pretty darn nutty. I mean, am I going to have to create a web site with forums for discussion about rules and errata and whatnot?

*sigh* I don’t know why I’m so dumb and isolationist/stand-offish when it comes to this stuff. Well, I know the astrological reasons (this 7th house Saturn and Capricorn Venus not to mention my uber-Scorpio stuff combined with a Mars-Uranus opposition)…but that doesn’t change the fact that I KNOW I could get more accomplished if I were more open to collaboration. I’m just silly about working with others and/or asking for help.

ANYway…it’s still exciting, and slowly but surely things are coming together. I’ll try to get something less “news-related” and more substantive posted this week.

Later, gators!
: )

Sunday, March 24, 2013

Hey, Latino Readers!

Can anyone tell me how the Paraguayan presidential debate went tonight? Specifically, I'm interested in Cartes, but I can't find anything on-line in English (and my Spanish isn't really up to snuff). Thanks!

Meanwhile, I am at what must be Greenwood's classiest bar where live opera singers are doing pieces from Mozart (the Magic Flute was off the hook, y'all!). Still waiting for my burger, though.

I am so weird.
; )

"Trust in Allah...but tie up your camel!"

I'm going to bed. I really, really am. But first I've just got to make a quick post while it's still fresh in my mind because, well...because it is (and I keep "never getting around to" the other thoughts that pop into my mind...I've got a backlog of mental posts!).

Just finished watching The Golden Voyage of Sinbad, a Ray Harryhausen film from 1974 that I've never seen (or if I have seen it, it was so long ago that exactly zero parts of it were familiar to me). And, may I just say, wow. Like, just...wow. If anyone was interested in knowing what my Arabian version of D&D is all about...just watch this film. I mean, my game...how it plays, what it models...is just about exactly that.

Yeah, I don't care if it's campy or acting is less than stellar or the special effects are subpar even compared to some of Harryhausen's other work. I'm talking about the story, the plot, the characters, the action, the themes, the dialogue...that's what my game is all about.

Now, no, it's not exactly like that...for example I don't have an "animate statue" spell in the book, nor does sorcery age the magician that practices the black arts. However, even that could be modeled using the rules (conjure demon could stand in for the "animation" spell...putting a demon into an inanimate statue...and since the demon's service has to be negotiated, 10 years off the magician's life seems a fair trade for the tasks presented).

"Lecherous" is the term I use.
And I will say that "centaurs" in my book are more-or-less identical to this beast...right down to being Chaotic and feral and demonic in appearance (that's because in my monster cosmology, centaurs are an abomination, the offspring of a demon and a horse...yeah, some parts of the setting are a little gruesome).

[I will say the griffon is NOT a Lawful or "angelic" beast in 5AK, but it is a "natural" creature of the world, unlike a centaur, so having the two of them squaring off in this film is still pretty accurate...it's like Harryhausen was channeling my game; or like I was channeling Harryhausen]

Now, I have a great urge to go back and watch the other two Sinbad films Harryhausen did. I know I watched that Eye of the Tiger film just a couple years ago (and I thought I'd posted about it, but couldn't find it anywhere...*sigh*), and I thought I'd watched 7th Voyage, too...but just rereading the plot on wikipedia didn't ring any bells. Well, whatever...this one was so damn close to my game, I might as well list it in the credits as "inspirational reading."

Other points of similarity: the presence of Old Gods (or the remains of their magic/temples/prophecies) alongside Allah, slavery (dancing girls!), potions, henchmen, and "the dark forces." Totally dig it!

Note to self: must make sure to include cool rules for ships at sea (especially storms), and the existence of "mythical islands" (since so much of the mainland geography is based on our "real world"). Getting players shipboard should be a feature of gameplay.

Okay...now I AM going to bed. Today's Palm Sunday y'all and I've got to get to Mass in a few hours!

Tuesday, March 19, 2013

Armor...Why the Hell Do I Bother?

People who dig fantasy artwork (like myself) or watch a lot of fantasy films or read fantasy comics, or appreciate a decent Frazetta cover (or his many imitators) have been treated to a wide range of terrible, historically inaccurate images of armor over the years.

Kayce down at Gary's Games is a trained visual artist and has at least some experience with both costume design and historical armor and I showed her the following image and put the question to her:

What the hell is this supposed to be exactly?

Bronze Age?
Keep in mind that I realize actual gladiators didn't tend to wear much in the way of torso armor. But here's this...what? Leather breastplate? It's not metallic, it appears to be flexible. Despite a ceremonial appearance, it would appear to offer at least some protection compared being bare-chested or just wearing a toga. But what would you call this, and was such a form of gear ever actually worn in battle?

And the reason I ask is you see this kind of thing in film. Conan the Barbarian is full of stuff that looks like this...perhaps more or less decorated but the same general theme...something stiff, but flexible, perhaps moulded from rubber like the Batman costumes of the last twenty years.

[speaking of the last twenty years, man, do I feel old sometimes. I heard a Nirvana song playing at a restaurant the other day and realized it's been twenty years since that song was first on the radio. In the 90s I used to listen to the "classic rock of the 70s" radio station...now, something that was NEW when I was in college is just as old as those "oldies" I used to listen to. That's just...ugh. I feel OLD. And going to yoga classes this week has just made me feel FAT and old. I better hurry up and get these books published before I'm too fat and old and decrepit to get out of bed!]

It's possible that this is supposed to be some sort of light, embossed cuir boulli (what gamer folks often equate to "leather armor") but from everything I've read, people weren't boiling leather for armor until around the 8th or 9th centuries (if that early), whereas the Gladiator film is supposed to take place in the 2nd century (and Conan is set sometime 1000 years plus earlier).

But these are films, sure, and films designed to be visually spectacular, which leads to all sorts of weirdness: like King Arthur and his knights wearing full plate armor in the movie Excalibur (despite the Arthur's legend being set in the 5th or 6th centuries...only missed this technological development by a millennium or so). Or this from the most recent Conan movie:

What IS this?
Fantasy armor is cool and all...it's fun to look at, it's fun to fantasize about , and it's neat to visualize one's character (or a neat NPC) wearing some sort of weird hardware in your fantastical, semi-mythological RPG world...but then why even bother trying to inject ANY kind of historical reality into your game?

Padded armor in action!
Have you SEEN what padded armor looks like? Do you think wearing heavy, knee-length padding would make it any easier for a thief to scale a sheer castle wall than wearing a hauberk of chain? Come on! You've got to be friggin' kidding me!

The point is this: in my opinion you've got two ways to go with your armor in an RPG...specific or abstract. And if you're going to be specific, you should either being paying close attention to historic accuracy (like not including plate armor in a time before the invention of firearms, for instance), or making up your one whole-cloth fantasy environment with people wearing crab carapace armor and fiber-and-hide and whatnot. In other words, go big or go home.

[by the way, you CAN choose to go the way of D&D and just include a big mish-mash of nonsensical and historic, though inaccurate, armor types lumped together, where a brigandine jack from the 17th century is seen on the thief in your pseudo 10th century world. Maybe YOU have more important things to worry about like what orcs plan on doing with all that hard earned coin they've stolen and hoarded. When I say "you've got two ways to go," I really mean I have only got two ways to go, for my own peace o mind]

Of course, if you go for the "specific" approach where you actually want to say, "Here's your chain mail...it costs 100 silver shillings and weighs X number of stone and is this effective against axes and that effective against bludgeoning weapons..." if you're going to model that degree of specificity then you had better make sure it actually makes sense, or else people are going to give you a shit hard time...the same way people give Gygax crap (even in death) for originally charging 60 gold pieces for plate mail armor.

You can say, "it's just a game," or you can give it specificity...you don't get both ways.

For me, I've decided to go abstract, because...well, because it's easier. Originally, Gygax was abstract, too (with his CHAINMAIL rules), grouping individuals as light or heavy or armored (for plate armored). Since my game (5AK) is set in the 8th century, I don't have plate armor so I can get away with just saying characters are wearing light armor or heavy armor (or that they're unarmored). And even if I ditch my semi-historical setting and shift back to a prehistoric myth age like Howard's Hyboria, I'll probably do the same. 'Cause it's just damn easier.

People have worn armor, in some form or another, throughout history. Protective gear is important when people are trying to do you bodily harm (duh), and what you wore was pretty frigging custom compared to the way we treat it. You didn't just walk into Sears and pick up a size 42 long coat of chain off the rack...you got sized and measured and paid a ton of scratch for a decent armorer to fit something to you. And hopefully the person knew their craft and wasn't having an off-day or suffering from a lack of decent material or the need for new tools or some other monkey wrench that might throw the process off. But even so, different cultures did their tooling and lacquering and styling differently from each other...resulting in very different pieces of the (ostensibly) "same armor type." And, no, I'm not just talking about different looking helmets.

So rather than try modeling how one guy's double-layer pauldron and vambrace gives him a better AC than the guy with the outmoded spaulders, I'm just going abstract: are you lightly armored or heavily armored. Now, sure, it's a bit more fiddly than that because, well, because I'm a big nerd...but not much more. And while I realize it's not terribly ORIGINAL of me to go this route (Randall Stukey does this in his book, as I recently noted...and the earliest place I've seen it in a true RPG is probably WHFRP), but being "original" isn't, in the final analysis, the point of the exercise. The point is to craft a game that I want to play and that models what I want it to model and leaves out what I don't need.

Good against stakes.
My RPG isn't about historic reenactment, it's about playability, and the different armor types found in most versions of D&D just include more minutia than what I care to include solely for the sake of "options." My players already have PLENTY of options and choices to make (as they should)...the type of armor one wears, in the end, is more a matter of STYLE when it comes to fantasy role-playing. Does your character wear a heavy chain coat that would drop a lesser man to his knees? Do you have interlocking plates, lacquered with the colors of your family crest? Or is it simply a quilted coat with metal studs, easily pierced with a well-placed spear or sword tip?

Now folks using the standard D20 versus AC combat system that want to go this same (abstract) way will need to look to something like Stukey's book...or else rename "leather, chain, and plate" to "light, medium, and heavy" or similar. Folks playing AD&D or Pathfinder with their wide range of armor nuance are going to have a much tougher time, because those editions of the game are designed to be more fiddly (i.e. "detailed") than OD&D or B/X or Chainmail. And if you're playing a more detailed version, there's a chance you're doing so specifically because you LIKE detail and specificity and so an abstract method of doing armor ain't your cup o tea. But boy-o-boy you folks have your work cut out for you...unless you're not into taking yourselves (or your game) too seriously.

But then, if you weren't about taking it seriously, why would you opt for a system of specificity? Just saying.

For me, abstract is the only way to do armor that's going to keep me sane. It doesn't matter to me if your armor looks like something off a medieval tapestry or something out of the Road Warrior. The form doesn't matter nearly as much as the function. At least, for the sake of modeling the armor's effect in combat. There are, of course, other considerations (like cash outlay and routine maintenance, but I generally hand-wave the latter for the sake of expedience...like I hand-wave characters answering the call of nature).

Thus ends my game design "thought of the day."
: )

Monday, March 18, 2013

Tarnhelm's Terrible Tome


Just finished reading Tarnhelm's Terrible Tome, a book I'd consider to be the latest entry into the phenomenon I call D&D Mine.

Nice work.

You can download Tarnhelm's Terrible Tome for free from Retro's blog here. Randall Stukey (the author) has presented a nice little 40 page book with his personal house rules for 0E. Similar to Planet of Eris, you'll still need a copy of the LBBs to play D&D using TTT...and would, in fact, appear to need some extra books, too (like the supplements detailing higher level spells and later classes and subclasses). But regardless of whether or not you have access to those things, there's plenty to peruse and (possibly) purloin for your own games...even B/X and LL.

Stukey's approach to D&D is much more fantastic then my own, what some might call "high fantasy"...though I use that term with some hesitancy as (for me) it has derogatory connotations and Stukey's handling is much more classy. Some of the ideas in his book that I'd call highlights include the following:

- the craft (and use) of magic implements. Whereas I have kicked "magic wands" to the curb in my book, Stukey revels in them. Of course, they have to be hand-crafted by the mage (if you want one), but you don't have to wait till 9th level to do so and afterwards you gain bonuses to your spell-casting when using such implements.

- minor magic that's always on contributes to the "high fantasy;" magicians ability to do minor conjurings (or throw "magic darts" which here doesn't feel nearly as crappy as, say, 4th edition) makes the character class a joy to play from level one, while still providing room for "power ramp-up."

- Stukey's handling of clerics...again, he went a different route from myself where, instead of making them more different from magicians, he made them more similar, right down to carrying "prayer books" with their magical spells (clerics use their holy symbols the same way magicians use their wands). It's tidy...we're simply looking at two different schools of magic...or two philosophies...that still operate under the same principle. That's all to the good if you want a more magical campaign setting.

- I see he went the same direction as myself with regard to armor (in the sense of light, heavy, etc...this is a separate blog post that I'm planning for the immediate future). The class bonus to AC is nice, as are the spell-casting penalties...magicians lose their highest castable spell level with light armor, highest two with medium armor, etc. This means that a 1st level mage has too much to deal with (mentally) to wear ANY type of armor and still cast spells, while a high-level sorcerer can wear plate and mail and still toss off fireballs without batting an eye. That's pretty hip (though now that I reread it, I see this is an "optional" rule...isn't everything in this book kind of optional?)

- I like the combat maneuvers based off critical hits and misses. Simple and effective.

- I liked the divine intervention rules (though again, this is only an "optional" rule): not only does it make the game more "magical" in feeling (the gods are among us!) it provides a decent mechanic for getting players out of trouble, while forcing them to sacrifice goods for the privilege. No more must the DM send thieves to steal that +5 sword...just put the PCs in a death trap and make them break it themselves! Ha! No, in all seriousness...sacrifice to the gods is a GOOD thing to have in a fantasy game (it's very much a part of our own ancient and mythological past)...and adding mechanics to encourage its use is the best way to make it a part of your game. I also like that lesser gods and demigods are MORE likely to intervene (their attention is less divided) than greater powers.

- I think I like his character "background" rules as written better than the DMG secondary skills...or even his own "skill system."

Anyhoo, Tarnhelm's is not a book I'd choose to adopt wholesale for myself (a lot of the bits are just too fiddly for my taste...why not simply substitute CON for "body points," for example?). But it has good ideas and it's a nice example of what people should be doing: making their own "Gaming Bibles" for use at the table. This one's nice, clear and concise...and illustrated to boot. Not a bad free offering to the discussion.

Now, if you'll excuse me, I'll be getting back to writing my own version of D&D Mine.
: )

Sunday, March 17, 2013

PVP

Waaaaay back in January 2012, I started writing this particular post on PVP. For various reasons I shelved it. Now I feel compelled to bring it out again. Why? F'ing Alexis, that's why. Jeez, seems like every third post I write these days has to mention that guy and his blog.

Alexis recently posted a 10,000 word essay on how to play a character (mainly with regard to D&D, but there is good stuff in the essay for other RPGs). If you haven't read it, I suggest you do...it echoes a lot of the same things I've been saying over the years (like being proactive and its effect on the DM), but he does it in a much more concise (yes, for 10K words, it is concise) and elegant fashion then myself. But then Alexis is a writer...I'm just a dude with a laptop.

[he also has some good bits about untwining rope and using your shield straps for something other than carrying your shield on your back...something for everyone!]

Even for DMs (which is the seat I find myself in more often then not) it has good stuff to say, and it is pertinent whether or not you choose to run a campaign world as detailed as Alexis or not. Really. I can use the stuff in this post and the mile-by-mile detail of MY campaign worlds (any of 'em) is haphazard at best. "Nonexistent" would actually be a better term.

So, yeah, a good read. Of course, I didn't it myself till tonight, and only because I was intrigued by someone getting so bent out-o-shape over it that they'd...well, you can read his other post about that if you're interested. Still it got me curious enough to read the whole thing (I was at the bar eating my corn beef and cabbage solo tonight anyway...family's still out of town)...and having read it, put this whole other post (which I did read) in a different perspective, and raised a very significant question for me:

WTF?

I shall now quote from Alexis's original essay (there will be some editing):

Winning 

…We want to win the game.  Or we would, if this was monopoly, and a 'win' was something as clearly designed as a goal post.  It isn't in an rpg.  Winning is this fairly amorphous quality that means different things to different people.  For some, just gathering all the money they can in the shortest space of time defines a win.  For others, having a good time is the measure.  For still others, challenging themselves, either by overcoming the odds or 'solving the problem' is the ideal. 

…three or four generations back, the business of winning was obvious.  Make money, use it to make more money, use the massive amounts of money you've gained to build a personal world of power and triumph, use that to beat back the other fellow and - if you're really successful - use it to tell the state and the other fellow what to do.  You know you're winning when everyone around you is clearly on their knees.  If you're still on your knees to someone ... you're not there yet. 

That doesn't allow for a win for very many people ... but in a strongly heirarchical society, everyone understood that humbling yourself before authority was expected and ultimately  unavoidable...  

The roleplaying game has a lot more in common with the old heirarchical system than with our modern avoidist philosophy.  You're not only awarded for increasing your abilities and influence ... you're positively punished for not taking the power-acquisition path.  How?  Well, the game is boring…If you're not fighting ... and thus increasing both the level of your danger and the potential reward from the risk you're taking, it's just a dull, dull game.

Whatever your personal motivations - coin, fun, challenge - you must first and foremost recognize the social structure surrounding your eventual achievements:  right now you are nothing.  With time and effort and perseverence, you will be something.  To be something requires acquisition - of power or wealth - and that acquisition will come, must come, from someone or something else.  There's nothing to be done about it.  You may be a nice person.  You may have no personal desires for global domination.  But someone has, and your meager acquisition of wealth and power (in the beginning) is, at the very least, an annoyance to someone.  Eventually it will become an annoyance they can't ignore, and in the interest of keeping all the wealth and power they already possess, they will have to put a timely end to your existence… 

So where it comes to the subject of winning, we can at least acknowledge that you will have to be taking something from someone.  Who you take it from is up to you.  Your gamemaster is probably going to make this very convenient for you, nicely standing up strawmen you can beat into submission easily with your pain stick ... but if you have any influence on the decision-making process at all, you really ought to sit down and think.  "What is it that someone has got that I would really like to have?" ... and ... "Who is it that has things that I think really ought to have nothing?" 

Those are two very simple questions, and they will greatly help in establishing a purpose for your character. In the greater sense, they will build up those goal posts we were saying earlier didn't exist.  The questions are open and non-moral in structure.  The who and the what could be anything, after all…[cheat edit]…So first and foremost, go get the thing you want.
[the cheat edit is one where I have deliberately removed Alexis's context; in context, he's saying "go get the thing" from the (presumably NPC) target and its "minions." But for the purpose of this post, I could give fuck all about such boss monsters]

We shall now return to my post on player versus player conflict that I started writing well over a year ago. I will leave out the opening paragraphs about a trip to the dentist and the cutesy-ness that I was able to incorporate with dental puns. You folks don't need that anyway. SO, picking right up:

One of the things that got me in trouble with Alexis’s campaign yesterday [note: 14 months ago], was my stated willingness and/or intention of instigating an intraparty conflict. I had previously read his post on the subject of PVP (to sum up: he doesn’t allow it), but I had completely forgotten about it by yesterday morning; after all, at the time I read it I had not been preparing to play in his campaign, and since it didn’t fit with MY way of running games, I had dismissed it from my mind after perusal.

Needless to say, when I read his post yesterday that linked to that earlier article I felt even more silly…not only had I been a heel, I’d violated a cardinal mandate of the DM!

But as I said, it wasn’t in my mind because that’s not how I run my games.

If you look over to the right of my blog, you’ll see some “badges” (whimsically placed by Yours Truly, not awarded by any neutral panel). A couple of them are the typical “old school cred:” random dice rolls governing cause and effect and regular player character death. Personally, I’ve never been big on “fudging” for a better story/game…in games where heroic success is supposed to be a regular occurrence, designers inevitably include rules for “hero points” or “drama chips” or whatever, and that’s totally cool. And along similar lines, I generally give the benefit of the doubt to game designers that they are making games exactly as deadly as they are supposed to be, with no “fudging for life” needed. Intellectually, I know this isn’t always the case, but I generally prefer life and death struggles with a high body count…makes victory for the survivors all the sweeter.

The other two badges I would consider matters of GM philosophy that might flip either way. The mirror indicates I will mirror back what players give me…that is, player input (if any) will go into the design of an on-going game. Some DMs don’t operate this way, or don’t make it a large part of their game, instead focusing on creating the setting and scenarios for players to which players react. I prefer proactive players, myself…but especially when starting a new campaign (or a new group of players with a fresh and fragile social contract) this is trickier to get as everyone (including the GM) is still “learning the ropes.” Or, at least, tightening the knots.

The last badge…the little stick figure with arrows in his back…indicate I allow, and often welcome intraparty conflict, or PVP (“player vs. player”) as it’s known.

Not everyone does PVP in their games; a lot of experienced DMs (like Alexis) have decided that the cons of players attacking each other far outweighs the pros. And it’s easy to see that point of view:

-        Role-playing is a cooperative exercise and party conflict drives a real wedge into players cooperating.
-        It’s easy for some players, especially those who’ve invested a lot of time and emotion into a character, to get upset (and want to stop playing).
-        Party conflict can derail the “adventure at hand,” sidetracking the party and stopping the whole “fun thing” we’re doing.
-        It’s easy for random dice rolls or unbalanced class abilities to prevent any type of level playing field for actual PC conflict. Unlike, say, a PVP Arena in World of Warcraft, there’s no artificial “Thunderdome moderation” that occurs in an RPG. The magic-user casts power word: kill or the cleric casts harm or destruction, or the fighter uses a vorpal sword , or the assassin auto-kills someone when he’s not looking, or multiple PCs gang up on a lone PC…none of these things are “fair” to the victim.
-        Grudges and vendettas between PLAYERS can spill over into the game leading to all the bad things in bullets 1, 2, and 3. “You killed my elf so my new fighter is going to kill YOU.”

All very valid reasons to NOT allow PVP conflict at one’s table. Long-term, one has to decide what the game is about; once PVP begins to occur, there’s the possibility that this is ALL your campaign will be about…assuming it doesn’t simply dissolve entirely.

And don’t tell me it’s necessary for “realism” to the game…there’s a lot of things in D&D that are unrealistic. Vancian magic. Talking swords (do they have mouths?). 15th level master thieves unable to hide in shadows (Mentzer’s BECMI edition only). Grell. In a world where many “unrealistic” things are real, it is perfectly acceptable to say, “player characters have a bond of camaraderie such that they would never EVER attack each other.” Kind of like telling the cleric he would never pick up an edged weapon.

Having said all that, I STILL allow player versus player conflict. I welcome it in my games; to a certain degree, I’ve been known to encourage it.

Why, JB, why would you do such a thing?

Ahh, that’s the part I’ve been trying to sort out into words. Let me start with a couple of real examples.

#1 (from many, many years ago): My character, a lightly armored swordsman, encounters a hulking barbarian (the other PC) on the road.  The barbarian immediately begins talking smack to me because he is so much bigger and stronger (18/90+ strength). I draw my sword and tell him he should be more polite or he’ll regret his words. He insults me further. I roll to hit…and miss. “That was just a warning shot,” says I. The barbarian guffaws and makes some more ill-conceived remarks; he may also have attacked me, but I don’t recall. I roll to hit and this time succeed, doing maximum damage and killing the lout. The player is upset; the DM asks why he antagonized my character, instead of just “partying up.” I believe I then bound his wounds (he was only at “death’s door”) and we continued on to our adventure, none the worse for wear.

#2 (from last year): Play-testing DCC, my two 0-level characters ambush our two (cowardly if well-equipped) NPC companions, murder them, and take their gear. Later on, one of my two characters dies in combat. A little while after that, another player in the group decides to attack and kill my remaining PC. When asked why, he explained my character had proven to be a loose cannon, and it was only a matter of time (he felt) before I turned on the other party members. Combat ensued, one of his PCs fell on his own knife (dying, as is a not uncommon experience in DCC), and the other mortally wounded my PC. When I brought a new PC to the table, he (I) did not hold a grudge against the other guy.

These are examples of PVP play in which I’ve been involved as a player. I could cite other examples…a time when another player “lightning bolted” my PC for calling his character by the wrong name one too many times (“That is NOT my name!”), and an instance when two PCs (mine and another) was attacked (from stealth) by a third for a grudge he carried based on treasure distribution. In instances where I was a DM/GM, I’ve had PCs bushwhack each other or plot against each other, and times when a PC simply stood by when another PC was in mortal danger due to a prior slight or argument.

Some will say I’m stupid and/or destructive to allow this behavior at a game table. Some will say I’M a jerk for participating in this behavior at all. As wiser, cooler heads have pointed out:

The character is an avatar of the player. The player is directly responsible for the character’s choice of behavior. It is not a defense of “jerk” behavior to say, “I’m just playing in character;” as the person making the character’s choices, YOU are responsible for your character’s behavior.

[that is a paraphrase and, no, I am not taking it from Alexis, but from a different arrogant intellectual I respect: Ron Edwards]

But there IS a real, down-to-earth reason that I have allowed (and have participated in) PVP conflict over the years and it is this: it drives home, more than anything else, the consequences of one’s actions.

Players DO act like douches from time to time, for a whole helluva’ lot of reasons, justified or not. Sure, as a DM or GM I could “hit them with a lightning bolt from God” or some other type of Divine (DM fiat) Karma. I'd guess many DMs have tried this approach in the past…I know I did on one or two occasions as a kid. But while I take my role as rules arbiter and referee seriously, biased fiat justice of this type just doesn’t sit right with me. It breaks the suspension of disbelief that the game is a game (it IS a game, but we’re using it as a fantasy escape for awhile)…it also gives a feeling of DM “playing favorites” (even if the “favorite” is the DM himself!) by taking a side.

I could also just boot players from the table. That depends on your tolerance level for miscreants. Personally (and I realize this is personal) I prefer a little drama and conflict so long as it is “in character” (that dreaded term) and in the spirit of the campaign…and my long-term games tend towards a darker tone to them. At least, my AD&D games always have in the past.

So for me, the best way to drive home the point of consequences is to allow other players to administer the beatings. Or (as a player) to administer the beatings myself.

[now, that's all stuff I wrote back in 2012. Here's the new bits...]

Engaging in PVP behavior is one form facilitating the gamist creative agenda...of providing an outlet for players to indulge in the mini-game of "who's the biggest swinging dick at the table"...and if you'll pardon the gender specificity of the expression, I've found female gamers fond of the same indulgence from time to time. Part of a game like D&D is showing off "how awesome" your character is...your creativity in designing the character, sure, but also your effectiveness within the game. Your tactics, your strategy, your acumen when it comes to kicking ass. And simply kicking the ass of the DM's "strawmen" does eventually (as I think Alexis implies) wear thin. 

Now creative agenda (showing whose sword is bigger) may not be enough to put PVP in your game, but how about when intraparty conflict is appropriate based on your character's objectives? What happens when the thief wants to fence the loot and party when the paladin wants to give it all to the poor? If you're a proactive player, one not afraid to establish your own goals and agenda, sometimes that agenda doesn't jibe with those of the other players at the table.

So what do you do then? Give up your f'ing goals for the sake of "getting along with everyone?" Based on Alexis's later post, yeah, that's exactly what you should do...because D&D is a group activity, and if you're not "flexible enough" to play nice, then your option is the highway. Even, apparently, if the players at the table are all insipid knuckleheads.

See, I don't agree with that...as a player OR as a DM. I do agree with most everything in the 10,000 word post, including the parts about the psychology of a DM and the need for "self respect;" though in place of the latter term I'd probably use something more prosaic and floofy like "being true to yourself" or something. And if I a player character IS "self respecting" and has an agenda that breaks with the rest of the party, I think that should be allowed and, yes (often), encouraged. Because otherwise you're doing a couple things that I'm really not a fan of:
  1. You (the DM) are breaking the illusion of the reality of the game ("why can't I stab Jimbo?" Because you can't, jerk-face)...which interrupts the whole escape portion of the game (i.e. the third foundational pillar on which the game is built).
  2. You (the DM) are supplanting the player's own objectives and expectations of play. It disempowers (or "deprotagonizes") the player...and that's as likely to break the player's drive to creatively engage and participate proactively as anything else.

I realize that for some DMs, their attitude towards #1 is "it serves the greater purpose" of facilitating a game that involves a group activity, and the attitude towards #2 is "so the fuck what...I don't want 'em in MY game, they can go play elsewhere." And I also realize that my little post here probably won't change any DM's mind about whether or not they include PVP-type action in their campaign. My point here is to explain my perspective, and why I allow intraparty conflict in my own games. Hell, I have an expectation of party conflict within a game when it's appropriate...and part of that expectation comes from my same reasoning about how to play a character as Alexis outlines in his essay.

To me...well, I guess I only really know how to do this from my perspective. I can "turn it on and off" when it comes to gaming...I can be very in the moment, living vicariously through my character when we're playing, and yet be detached enough outside the game to not let another character stabbing mine in the back irritate me too much, so long as its justified and appropriate. That part is where I see the DM having a role in the issue: as a referee and arbiter.

I'd never shut the door on PVP completely. I'd much rather see PCs administer their own lumps (and suffer their own consequences) then have to "force" cooperative behavior (said force being accomplished in any number of ways). Besides, to me it is totally (forgive the term) "unrealistic" to think that a band of rogues (the typical D&D party) is going to get along all the time or always have the same agenda. In the military, yes, you put your lives in the hands of your brother (and sister) soldiers and trust them implicitly, have been trained in point of fact to lay down your lives for them. But a D&D party is no such Band of Brothers...while they might experience horror and combat and traumatic experiences together, they are still a group of independent mercenaries and sell-swords with grand ambitions and monstrous egos...the kind of Type A personality that drives a man to go brave a dragon's den instead of minding the shop or plowing a field. These are folks with agendas...and agendas that don't always synch neatly with the other characters. Thinking otherwise is just too fanciful for my brand of fantasy.

So, yeah, players should have a mind for what "winning" means to them (and their character)...and sometimes, that means taking it from someone else, even a fellow player character. The way I see it, that's part of the nature of the game, and it's up to each individual player to decide how far they want to push it and risk the wrath of their fellow players; you never know when you might get taken out for being a "loose cannon."

To me it makes for an interesting game. But then, I am kind of an ass.
; )

[and BTW, none of this is meant as a retraction in any way of my earlier post. If you agree to play in another DM's world, you agree to abide by the DM's rules. I'm just talking 'bout how I roll, dig?]