I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Friday, December 06, 2024

A real encounter with quantum goblins

Here is one experience that might be worth discussing.

I (accidentally?) "quantum ogred" my players this week. I also used some improvising and encounter balancing, two things I usually dislike.

And here is how it happened.

A few weeks before, the PCs had defended a town from goblin attacks. However, when the local lord asked their help to defeat the goblins entirely, the PCs decided the reward was not good enough, so they left.

When they went back, I said "roll a d20 so see how town fared against the goblins". I didn't have a rule for that, but I thought it made sense to ask this question. "Roll a d20 and see what happens" is the kind of vague/free-form rule I usually avoid, but this is what I defaulted too.

They rolled a natural 1.

I decided the town had been burned to the ground, then I remembered this post and decided d100% of the populace had been killed/fled. 

I rolled 89.

Only 11% of the population was left. The city had been razed and sacked.

So the PCs decide to ignore the goblins again and go North, through goblin territory, to find a Tabaxi tribe for their own reasons.

Now, this is LITERALLY goblin territory, and they knew it. Here is the map:


Anyway, when they got to hex 29.20, I rolled a random encounter: an hydra.

And I could (should?) have rolled again, because of the "double dragon" rule.

[This is something I mention in Basic Wilderness Encounters but I didn't invent: when you roll a dragon encounter, roll again ONCE, unless it is a green dragon in the forest, red dragon in the mountains, etc - this is meant to avoid the large number of dragons you find in B/X encounter tables.]

Instead, I suddenly decided the encounter should be with the goblin tribe that attacked the city.

Looking back, this feels a bit like railroading: the PCs had decided they wouldn't fight the goblins. And the goblins didn't appear in the random encounter table.

The thing is, the goblins were in the region. I hadn't assigned a specific hex for them, nor had I added this specific tribe to the encounter table - I had just assumed the PCs would look for them eventually, I'd ask for some tracking rolls, etc.

But I knew the goblins were around there. And I was using goblins from B10: Night's Dark Terror (recommended!), which suggests you "assign" encounters rather than rolling them.

The encounter in B10 had a mounted goblin king and 4 hobgoblins. But the PCs had killed dozens of goblins and are known as "goblin scourge" in the region: this small group just couldn't be that brave (B10 notices the king is ready to flee, IIRC). So I added a goblin encounter (6d10 goblins) on top of that.

It just made sense.

But also, they are level 8 by now (think the usual 4 classes) and most random encounters are just too easy - I needed the extra goblins to make it interesting.

In conclusion... I don't know. 

On one and I hate the idea of forcing the "plot" down the player's throats, or to create "level appropriate" encounters.

OTOH, I didn't stop believing the setting in favor of an expected "plot". They were going through literal goblin territory, after finding out the nearby city (Suykin) had been sacked by goblins. And not all random encounters need to be random? Goblins can plan their own attacks too. I am not sure how "forced" they felt.

And I respected each roll after I asked for them. Natural 1 means the city was defeated. 89% means only 11% were left. 6d10 goblins is the number of goblins in an usual encounter.

Anyway, after they managed to defeat the goblins, I went back to the usual tables. I rolled 12 bugbears. It was uninteresting and felt disconnected to the rest of the game.

I've been playing and running RPGs for 30+ years. Sometimes a game makes me change my beliefs and expectations. This was one of these times, maybe, and I might reconsider how to deal with random encounters in the future.

Well, I guess this is part of the fun of playing RPGS... you're always learning.

Thursday, December 05, 2024

The Shadow People (book review)

Thoughts draw them. They are sensitive, they pick up something from us, they can track us by our thoughts as dogs can track by scent. Angry or disturbed or painful thoughts attract them most. That is why, in the old stories, somebody who had been "ill-sained" was particularly liable to capture by Otherworld denizens. And yet, for all their sensitivity, there could scarcely exist beings more primitive, rude, nearer to the archaic clay. They are not all alike.
There are three kinds of them, the gray, the black and the green. Green is the worst, but I have seen some white ones, too. I think that was underneath Merced. I wandered for a long time before I came out.
They dwell in a strange world, one of roaring waters, bitter cold, ice-coated rocks and fox fires glowing in the dark. They call our world the Bright World, the Clear World, or Middle-Earth. Their material culture is of the rudest. They have almost no artifacts except the ones they steal from us. Yet their place is home to them: I suppose that is what Kirk meant, in his Secret Commonwealth, when he spoke of their "happy polity". Their atter-corn is their one great luxury—that, and human flesh.
- "The Shadow People" by Margaret St. Clair

This is a weird book. 

And while it is indeed very much in the weird tradition of mixing horror, fantasy, and sci-fi, what I mean is that it is also a STRANGE book because of a sudden genre twist.

There will be some spoilers below.

----


The plot is about a man living in California, during the 1960s, that has to go to find and brave a surreal underworld after his girlfriend gets kidnapped. 

This "Underearth" is populated by evil elves - somewhat between fairy tales and cryptofauna - that want to rule surface eventually.

When the action shifts to the surface world, we suddenly see the world is living in a weird dystopia, probably caused by the elves machinations - in just three years! This is where dark fantasy gives way to sci-fi conspiracy, and the story seems to change focus completely, without much connection to the first part.

But the surreal tone is kept even in the surface. The world has gone dystopian and crazy. The protagonists find the villain eventually, but things don't really get resolved. Well, at least the protagonist can be protected from this social order... by magic?

Maybe the whole makes sense in the weird mix of Californian culture in the 60s: fantasy, hallucinogenics, conspiracy theories, anti-authoritarianism, computers, social unrest, etc. It feels a bit disjointed, but I have to say it is interesting. 

It is somewhat reminiscent of The Futurological Congress in its hallucinatory tone.

It's inclusion in the Appendix N makes sense because the underworld is very reminiscent of the Underdark: dangerous, surreal, magical, endless, populated by evil elves and hallucinogenic mushrooms.

I find the first few paragraphs, reproduced above, incredibly inspiring. 

This has probably been a big influence in D&D's "mythic underworld", and even the drow probably took inspiration from this novel.

In short, this is a curious read. Definitely idiosyncratic. Probably not as D&Dish as other Appendix N books (except for the Underdark part), and not particularly well written, but reasonably short, and certainly worth checking out if these themes interest you.

Read more about the Appendix N and other fantasy books HERE.

Tuesday, December 03, 2024

More d20 damage

I have spent several posts considering making a single roll for attack and damage, and even more posts considering Critical Hits.

But what if we combine both?

Here's what I am thinking: if you beat AC by 10 or more, you deal maximum damage.

But if you beat AC by 11 or more, you add the excess damage (e.g., +4 damage at if you beat AC by 14 and so on).

Beating AC by 10 or more is something that RARELY comes up, EXCEPT for strong fighters against weak/unarmored foes.

So Conan could maybe defeat a horse with a single punch - although it is unlikely. 

(Or defeat a sorcerer with a chair, if you want an example from the books).

But your average magic-user is unlikely to get much out of this (on the contrary, if he has no armor, this puts him in more danger!)


What if you get a natural 20? I dunno, maybe you get maximum damage regardless of margin, or double damage, or add five points to damage, or count it as 25, etc.

Effects:

- Fighters get stronger.
- A thief's sneak attack gets better.
- Big monsters get scarier.
- Combat get deadlier and less predictable.

I like them all.

Maybe something else I'm missing? Let me know, Anyway, just a random thought for now.

Tuesday, November 19, 2024

Simplifying THAC0 (and attack matrices)

I usually prefer ascending AC to descending AC, but I never thought THAC0 was particularly complicated.

You don't even need subtraction to use THAC0. 

Just roll 1d20, add AC and modifiers, and beat THAC0. Done. 

Delta has already done most of the work. I also found this post by @contrarian, which inspired most of what I'm writing here - and provided most of the images.

One thing I dislike are attack matrices, because I feel there is no need to check a table for that. If you need a "to hit" number, a single digit will do.

With that said, there ARE some interesting aspects of the AD&D matrices. But they could easily be reduced to this:

* Roll 1d20+AC+modifiers.
* Add your level if you're a fighter-type, half your level if you aren't.
* If you roll 20 or more, you hit.

And... that is it, basically. 

We still have to deal with negative AC, but we'll get there.

Let's see. This is the original DMG table:

Notice that 20s are repeated SIX TIMES, making many kinds of armor practically identical. 

This six-point spread is huge; in OD&D and B/X, for example, it is as big as the difference between UNARMORED and PLATE!

Here is an optional rule that allows you to roll higher than 20 on the d20, but requires a natural 20.


I dislike this table because it makes negative AC too powerful against a fighter of amazing strength and magic weapons. And STILL treats AC -2 identically to AC -7 in some cases.

However, the idea that you ALWAYS have a small chance to hit - even negative AC - is nice.

How often do your 1st-level PCs fight monsters with negative AC? Not often. 

BUT: I'm guessing the multiple 20s are there to allow, say, an army of NPC archers to fight a dragon, which makes sense.

How can we achieve the same effect without the tables? Well, you could simply add +5 to your roll if you hit AC 0 BEFORE considering the negative AC. 

But, again, this makes many types of different armor identical in practice.

So, my idea is that negative AC is not added to your roll (count it as zero), but subtracted from your damage. 

Maybe a powerful attacker can CHOOSE between subtracting AC from the roll or from the damage (sometimes, you NEED to take the "less damage" option).

Now AC 0 is different from -1 or -2, etc.

Gygax considered something vaguely similar is Isle of the Ape.


(Of course, we could go even further. Since you need 20 or more to hit, each point over 20 could be translated to damage (something that AD&D also suggests for fighter that hit automatically). But now we are getting further away from the original. Anyway...)

Here are a few additional considerations:

- Should clerics, thieves, and MUs use the same table? 

Yes. Clerics are too tough and thieves too weak already. For MUs, if really doesn't make a difference - your level 10th MU will use its 10d6 fireball rather than 1d4 dagger.

- But shouldn't a MU keep the same attacking capabilities until level 6? 

Not really. Gygax indicates a smoother curve for Fighters - why not do the same for other classes?


- What about backstabbing?

Since this is mentioned in the matrix, I will suggest thieves/assassins simply add their level to backstabbing damage (maybe a minimum if +4). This encourages them to attack with small weapons, and gives them a little boost every level. The books indicate that the only part of the damage that is multiplied is the weapon dice, not Str or magical bonuses. 

So, a thief with a magical shortsword (say, 1d6+2) dealing quintuple damage would roll 5d6+2. This is about 19.5 on average. 1d6+19 is just slightly higher than that, and the thief deserves the boost.

- What about monsters?

Treat them as fighters. Much easier but not that much different.

- But I want THAC0!

Here you go. Expand to level 20 or whatever you want.



- But I want something EVEN CLOSER to the original matrices!

In that case, check the original post by @contrarian. Great stuff!

Also, let me know about any other objections to my solutions!

Monday, November 18, 2024

The campaign spreadsheet

We used to joke about needing a spreadsheet to run certain games, but, come to think of it, this can work WONDERS for your campaigns - especially if you're playing online, of course.

I'm a bit of an Excel nerd. Not that I know much about it - I just use it for everything, especially to manage my calendar, passwords, goals, new year resolutions, links, and so on.

I have been saving my campaign stuff in text format (see here), plus various PDFs, but I'm certainly using excel (or OpenOffice, etc.) for my next campaign.


The first sheet to consider is a campaign timeline. This it's both a schedule (of future events) and a diary. The diary is basically "set in stone"; the players have access to it (you can have a second column of unknown/secret events to yourself). The schedule is basically a list of things you have planned or rolled in advance: an earthquake on November 16, the Dark Lord is planning an invasion on the October 1st, etc. As the players move closer to the events, they can see some signs and even potentially alter it.

The second sheet to consider is your GM screen. Anything you'd put in your "GM screen": random tables, critical hits, a list of random names, THAC0  tables, etc.

I'd keep random encounters in their own sheet. I've been using my own Random Wilderness Encounters PDF, but come to think of it, it might be useful to be able to edit encounters. Maybe discard some used ones (and roll them again) You could even prepare some encounters in advance, make a d10 table, and replace them as you go.

Then you might have a glossary of sorts: places, people, monsters, and so on. You might list them alphabetically (adding a column to specify "type": location/NPC/ etc) or create different sheets for each.

Characters could have their own sheet too, especially in systems that require math for character building (for example, to figure out skill points for the 2e thief).

You can probably add a sheet of random ideas in the end: links, modules you might want to check, tables you don't use often, and so on.

Now, one might wonder: why not use a .doc or wiki instead?

Well, you can. But spreadsheets may have at least two additional perks.

First, spreadsheets can do math. For example, I can quickly add a formula to know how many HP each PC will have on each level (if I'm playing 5e, for example).

Second, they can roll dice. 

I'm not an expert at all; I know that "=RANDBETWEEN(1,20)" automatically rolls a d20, and so on. You could create an entire line of formulas to make all the six or seven rolls you need for a random encounter in just a click or two (I could have saved so much time!).

Well, this is just a brainstorming post. Unfortunately, I have little actual practice with campaign spreadsheets.

Hopefully, I can just give you my spreadsheet when I start my next campaign. But if there is one like that out there... let me know! It will save me some work!

Thursday, November 07, 2024

Create a sandbox map in 7 easy steps (or 10)

I've written several posts on similar subjects; they are mentioned below. This is a compilation of sorts.

You only need a piece of paper and pen to start - I'm not getting into "hex maps" for now.

1 - Place the starting point. This is usually a starting village, city, or stronghold. If you're using a piece of paper, make it near the center. You can put it near the edge if there is something in the edge discouraging the PCs from going off map - for example, sea, tall mountains, or "back to civilization" (if the goal is exploring the unknown lands). See the map below - you can use something similar, and start your game anywhere in the East coast (even Florida, near the edge). You can cut it in half keeping only the East coast and Midwest. 

2 - Separate land from sea - just draw the outline of your main continent, add some islands if you want.

3 - Add "mountain lines", representing the tallest altitudes. Put a big range of tall mountains to a random direction. Add a smaller mountain range, with hills etc., somewhere else., for variety.


4 - Add rivers. They look like trees with lots of "branches" and trunks on the sea. They run to the sea. They do not cross mountain lines.

5 - Add cities. Most cities are near the water (rivers or seas). In D&D-ish worlds, there are probably few cities and lots of areas inhabited by monsters instead. You do not need to map every village.

6 - Add vegetation. You already have mountains, hills and rivers. Just scatter some big forests, swamps, deserts, plains, etc. I don't usually bother with much realism here. Deserts are usually next to mountains (mountains can stop humidity, so you'll often have desert on one side as humid/lush conditions on the other). Vegetation needs water, especially swamps.

7 - Name some regions (no borders needed): "here be goblins" (or "goblin territory"), and do the same for "giants", "dragons", "drow", "slavers", "franks", etc. These "vaguely known" areas can be different human kingdoms, monster territory, or anything else you want to add to you game (e.g, "poisoned swamps", etc.). Use flavorful titles rather than specific names ("Dark forest" rather than "Hullbeck forest"), unless the name is obviously referring to something mythic or historical (Cimmeria, Albion, etc.).

And there you go! You map is ready! Here is my current example (using hextml, but again, you don't need to). Belarte is the starting city. Mektlan is Tamoachan (recommended!). Ilmare is Illmire (recommended!). Savakir is DCC #66.5 (also recommended!). I wrote down "goblin territory" somewhere up north, but it wasn't included in the beginning.


Now, a map is not ALL you need to run a sandbox campaign. So I'll leave you a couple of extra steps that will get you most of the way there.

8 - Detail the starting area. You need some additional detail on the starting area, since the PCs will be more familiar with it. Keep on the Borderlands is a classic campaign starter, but not one I can recommend as I haven't used it. I used BFRPG's BF1 Morgansfort, and I like it - it is FREE! You just have to assign all the relevant locations to somewhere in your map.

9 - Prepare some random tables. It should be obvious by this point that I do NOT encourage you to randomly generate the map, as I've never seems a randomly generated map that looks better than what anyone can do following these simple steps. Besides, mountains can be seen from  A HUNDRED MILES away or more; it is absurd to suddenly enter an hex and find a mountain. What you need here is random encounter tables, plus some random tables to add villages, lairs, castles, ruins, and landmarks if you want to do so. I am using this for random encounters, but I still have to find or create some table for locations. I also encourage you to use random events.

10 - Ask PCs where they want to go. They find some random stuff on the way, and when they arrive you should have something prepared. I use classic modules: I use B10 - Night's Dark Terror for "goblin territory" - I really like this one! You can use G1-3 for giants, maybe Desert of Desolation for deserts, etc. Or use the BFRPG versions.

In old school D&D, it is assumed the PCs are searching for gold & glory, so there is enough motive to go around the map. If they need further motivation, you might have to prepare some hooks, backstories, etc.

Tuesday, October 29, 2024

Unused parts - Reduce, Reuse, Recycle?

Lately, I've been reconsidering the amount of work I put in my campaigns.

As an example, let's talk dungeons. No matter if you create your own, use a published module or random tables, I expect you to have a minimum knowledge of the thing you're running.

The problem is an interesting dungeon has lots of content - and, while the players will probably never see half of it, the GM has to at least give it some consideration.

It is not just the ignored rooms and secret doors that were never found - it is also the NPC with relevant information that the PCs immediately attack, the writings in languages no one speaks*, random encounters/events that do not happen, maybe even the villain monologue that gets interrupted, etc. 

[*For example, I ran Tamoachan the other day and it has SEVERAL writings and dialogues in "Olman" or whatever. Nowhere in the adventure summary I found any warning for the GM about that. I might have missed it. I used both the 1e and the 5e version].

This is what I call this "unused parts".

It seems that the DM will always have a lot more work than the players - the fun part, for me, is that during the actual game (my favorite part) I can sit back and see what the PCs do, as a neutral referee, without having to author anything.

While I love the sandbox format, I think it encourages "unused parts". A sandbox needs huge unexplored parts, and the freedom to allow PCs to go where they want. I takes the GM a lot of work to create or get acquainted with an entire setting.

Here is an example from X I've seen today (from @ericbabe3):


The PCs decide to follow the main corridor, found the treasure behind a secret door, and left. All the work the GM had choosing this module and reading it beforehand was wasted. 

I definitely LIKE the fact that the PCs can do that.

But how to deal with all those unused parts?

Let's see.

- Force them on the PCs (quantum ogre). This is just putting each encounter/trap/room you want to have in your game in front of the PCs, no matter which door they choose. I dislike this - it makes PC's choices meaningless and ruins any sense of surprise for me, the GM, as I know exactly what will happen.

- Randomize everything (random ogre). Roll 1d6 to put a random trap in front of the PCs, no matter which door they choose. Like the example above, it makes PC's choices mostly meaningless, and you still have a few traps/encounters that will simply not happen.

- Talk to the players beforehand. In my sandbox, the PCs can go anywhere, but I need at least a vague idea on where they are going. I've scattered several dungeons around the map, but I can't read - let alone remember - each one. So I just ask before the next session about where the PCs intend to go.

This is harder to do with dungeons. Depending on the size of your dungeon and your sessions, maybe you can read only a few levels beforehand.

- Minimum prep. Just do the bare minimum:  give a quick glance to the module and read the entirety of the room IF the PCs get there. This is what I've been doing, but it has led to some confusion on occasion, when the module is not clear enough and I'd need more time to understand. For example, I was once running a module that gave the PCs an "Amulet of the Phoenix" that was simply not described anywhere. I had to improvise in a case of life or death (that deserves a post in the future). Later I found out there was a "Talisman of the Phoenix" or something in the magic item list.

Another example: There are huge unmapped areas in my sandbox that are simply called "giant territory", "goblin territory", and "undead territory". No dungeons in most of these areas - I'll detail them when the PCs get closer, but they at least have a vague idea on what to expect and can make meaningful choices.

- Zooming in an out. Another way to think of this is "zooming in and out". Ideally, modules should be prepared in such a manner. You should be able to get the clear picture from a sentence or two, preferentially in bold, and the have other paragraphs describing what may happen if the players do X or Y.

Any important secrets or details must also be emphasized/ marked to make sure the GM will not miss them.

Likewise, for a overland map, with hexes or otherwise, you could have brief descriptions of each are and then a more detailed description - with a corresponding map - later on.

I know there are several attempts to do that in OSR games. I never read a module that really stands out in this manner, but I'm always searching! Have you? 

- Reduce, Reuse, Recycle. This is especially important if you're creating your own stuff.

Reduce: make it terse, keep prep to a minimum. Don't fill all the details, just create whatever you want to inspire you. "This room has two sleeping ogres, Torg and Gurps, not aggressive but starting to get hungry".  If the PCs kill them while they sleep, you haven't wasted much details.

Reuse: have recurring NPCs and factions, and let they repeat their tactics/traps/behavior sometimes. Let the PCs go back and forth in your wilderness maps. PCs usually need a home base that will be more detailed than other cities. 

Some times, the PCs will enter the same dungeon multiple times (although it is useful to consider how the dungeon changes as they come and go). In my latest "haunted castle" adventure, the undead simply rose again every night.

Recycle. Traps/rooms/encounters that are cool and unused can be kept for later. This is not a "quantum ogre" thing. The PCs must have the option of ignoring it again. You have to deliberately change where the thing is placed, and you have to do it carefully -  the new place must make a last some sense.

Let me know in the comments if you have any other methods to deal with unused parts!