Showing posts with label boring. Show all posts
Showing posts with label boring. Show all posts

Sunday, May 1, 2022

DOUBLE FEATURE POST: FRONTLOADED VS BACKLOADED SETTINGS, PLAYER AGENCY VS SETTING INTEGRITY, ONE NIGHT ONLY

 

Frontloaded vs Backloaded settings

There is, in my opinion, a mild schism (among the major schisms) in the OSR regarding setting construction: Greyhawk and Blackmoor get shat upon for being “vanilla D&D” or “generic” while a revolving cast of flavor-of-the-month settings that describe themselves as “weird” or “gonzo” are held up as masterpieces. I care not for your reviews of published settings but rather wish to extrapolate on my own meditations.

First, “frontloaded settings” must be defined, as their existence is dualistic with backloaded settings. These are settings that are strange and outre from the very outset, possibly even from character creation or even the introduction: McKinney’s Carcosa, noisms’ Yoon-Suin, or Gibbons’ Bx Mars are what I consider to be good examples of such types of settings. The worlds are alien; cultures are weird; demi-humans are either replaced or deleted; science, pseudo-science, and science fiction cast a shadow over them. They are testaments to creative genii, yet their own alien novelty forms a barrier to play: Of what use dungeon delves and GP when most of Carcosa languishes at a neolithic level?  What of crab-man’s inhumanity to man? What if I don’t want to play someone who’s naked all the time?

The solution is pretty obvious: “Just change it.” Or rather “(you, the referee, can) just change it.” Which is true, but this puts all the burden on the referee AND undermines the whole reason for using a published setting in the first place (so the referee doesn’t have to do the hard work).

Now, there are “backloaded settings”, sometimes called “generic” settings: The ones with the kings and knights and castles and orcs and dragons and not-quite-medieval civilizations. This is where Gygax’s Greyhawk and Arneson’s Blackmoor started. But they didn’t end there: They changed, they EVOLVED based on player decisions (some of those players even being the creators themselves!). Those historical timelines have some referee-created trivia but the important parts are all because of player actions.

But even then, Blackmoor and Greyhawk weren’t as vanilla as claimed, there were aliens and magic apocalypses and weird shit. To go full D&Dcore, turning everything into the same diluted and flavorless melange, is something you can do with WOTC D&D or a host of other alleged competitors, and should be avoided. The balance is between the two, I think, vanilla enough to facilitate immediate player engagement but with sufficient indelible weirdness from the referee’s own mind to add excitement. But above all, the referee must be willing to allow the EVOLUTION of his setting based on player actions.

 

Player Agency vs Setting Integrity

The previous point rolls into this one. I recall many years ago, WOTC had a regular online advice column called Jedi Counseling for their Star Wars RPG (at the time, the Revised edition, which was also technically my first RPG), written by one Sarli. A flustered GM laid out the situation: The game was set at roughly the same time as A New Hope (0 BBY or Space Year 1977) and his party had decided to punch in the coordinates for Yavin IV (the big Rebel base in the climax) for unspecified reasons. Sarli’s solution was to have them wind up at the fake Rebel base named early in the film or arrive at the actual base after the Death Star had been blown up and the Rebels fled. Why did this GM even need to ask what to do? Why did Sarli reply with that? Because if the party got there and killed Luke or seduced Leia or jumped in X-Wing and blown up the Death Star or awakened Sith ghosts (press F for the pre-Disney EU) then they wouldn’t be playing a Star Wars game anymore, they’d be playing a Star Wars AU fanfic game because the setting changed irreversibly (if/until time travel became canon). It’s the tightrope you walk with established settings, especially those derived from media: The group wants to play in the setting but if changes are allowed then, sooner or later, they will no longer being playing in the setting.

But I believe this problem extends beyond published settings into homebrew settings. This is, I think, the root of the old “you shouldn’t stat gods because the PCs will kill them” mindset, not some true ideological take on the nature of divinity but a pre-emptive petulance about the players not appreciating the hard work that the GM making these (unnecessarily) complex characters.

Player agency, the ability for the players to freely act, goes hand-in-hand with consequences. Yes, the party can jump to Yavin IV and TRY murk Luke, but how will they cope with both the Rebels and Papa Vader seeking vengeance? They can storm Olympus and TRY kill every god in the place while stealing all the loot, but how do they deal with the things the Olympians were keeping under control? Give the players a rope and see if they tangle (or hang) themselves . . . or someone else.

Friday, December 23, 2016

Are Ability Scores biological or sociocultural? Both?

I suppose you could also I add Ability Minimums/Maximums as well. This is just some idle chitchat that's been joggin' in my noggin specifically around Intelligence.

Take Half-Orcs for example: +2 Strength, -2 Intelligence, -2 Charisma in D&D 3.5. How much of that -2 Intelligence is a natural lack of mental capacity and how much the lack of education from being a monstrous, ostracized, and probably unwanted child? The same can be asked for Strength (natural Orcish muscles or a life of hard, possibly forced labor?) and Charisma (natural gruffness or underdeveloped social skills?). Then you cases that are unambiguous: A Mind Flayer's Intelligence really does mean it's smarter than you; an 8-foot tall Half-Ogre's Strength really is just plain stronger.

But if ability scores can be sociocultural as well as biological then that opens interesting design space. How about priest-caste human with -1 Str and Con but +2 Wis? What about peasant humans with +1 Str and Con but -2 Int? Or a city-dweller human with +1 Int and Cha but -2 Wis? Do members of a culture that emphasize hard work and self-control get +1 Int and -1 Cha? Do members of a culture that pushes freedom of speech get +1 Cha but -1 Wis?

And going off this idea you can tailor a bunch of different sociocultural backgrounds that can change abilities even further. For example;


Dwarf Caste
Ability Bonus
Ability Penalty
Artisan
+1 Int, +1 Cha
-2 Wis
Miner/Laborer
+1 Con
-1 Cha
Priest
+1 Int, +1 Wis
-2 Str
Warrior
+1 Str, +1 Con
-2 Dex

Using AD&D Dwarves as a base, a dwarf of the miner caste would get +2 Con, -2 Cha (which are 3.5's ability adjustments for dwarves) while a dwarf of the soldier caste would get +1 Str, +2 Con, -2 Dex, and -1 Cha.

What do you think?

Tuesday, August 16, 2016

The Tyranny of Freedom: or, why I kinda hate PWYW

Note: Sean over at Power Score did a post that touched on this topic from the publisher side. This post isn't a response to it but it did kinda inspire me. My post is customer-oriented, unlike his. And I'm pretty sure his PWYW stuff is good if his blog is any indication of his typical creativity and writing skills.

"Pay What You Want" RPG products are a trend that has exploded pretty recently. I don't like them.
Or rather, I don't like the execution of the model. Usually I have to decide before I buy whether I'm paying or not. It feels like going to a restaurant and having to tip the waiter and the start of the meal. What if I pay and the product turns out to be shit? What if I don't and the product turns out to be something great that I want to pay for? I'd feel bad if I gave the waiter a lousy tip at the beginning of the meal then offered me exemplary service. As far as I know, the onebookshelf juggernaut doesn't allow you to re-purchase the same product so I can't correct my quality product-induced guilt. "But Buzzclaw," the gentle readers says, "Surely you can buy another product from the same publisher?"
Sure, in theory, I could. But what if the PWYW product I got was worth $5 in my estimation and the only other products they sell are all $10+?  What if I absolutely hate the concepts of all their other products? Screw that. And if I pay for a turd there's not going to be much of remedy since it tends to be a while between my purchase time and actual reading time.

tl;dr: Like Free, like Paid, HATE PWYW.

Saturday, August 6, 2016

Earth-3 Project: Timeline of 20th-Century Earth


Here’s a brief timeline of relevant recent events on Earth-3. Expect other timeline posts covering other subjects (like the distant past and potential futures) but this a roadmap for both y’all and I. Red links will eventually lead to other posts as I type up the relevant material.

1930s: Exposed to ancient magic, strange chemicals, and all other sorts of weird substances, men and women across the world gain strange and terrifying powers. Initially called “mutant-humans”, the term later developed into “muta-humans”. Most muta-humans used their powers for crime, hoping to live like kings and queens amidst the terrible Great Depression. But a few, like the mysterious Guardian, used their powers to punish crime instead of commit it.

1940: To avoid all-out war, coordinate crimes, and foster cooperation for bigger heists, the Crime Lodge of America is formed.

1941-1945: After the attack on Pearl Harbor, President Roosevelt contacted the CLA requesting their aid in the war effort. Motivated by greed, racism, and a small amount of patriotism, the CLA accepts on condition that they are pardoned for all their crimes. World War II ended in an allied victory.

1946-1960: Content with the loot and public admiration they gained from their patriotism, the CLA degrades into little more than a country club for retired muta-criminals. Their “amazing heists” become infrequent and outlandish spectacles done more for attention than for wealth.

1966: In an alley in Gotham City, a mugger kills Martha and Bruce Wayne. Thomas Wayne sr. and Thomas Wayne jr. survive the attack but scarred by this event.

1973: Thomas Wayne jr. abandons his father and begins his journey into the criminal underworld.

1974: A mysterious magic ring is discovered by a marine named Stewart Johnson in an ancient temple Vietnam. For a solid week the mysterious new Power Ring manages to turn the tide against the Viet Cong until he collapses dead, apparently from exhaustion and dehydration. A crashed USAF pilot named Martin Harrolds recovers (but does not don) the ring and takes it back to the United States.

1982: Thomas Wayne jr. returns to Gotham as Owlman and begins a campaign of petty vengeance against his father, who has now become the mayor.

1986: An unidentified object enters the atmosphere and crashes in Kansas. Besides the impact crater there are no clues as to the nature of its source. Meanwhile, Lt. Clark Kent of the USAF and four others test a spaceship equipped with a new experimental engine. Something goes catastrophically wrong and all the crew are presumed dead.

1988: Now both more and less than he was before, Clark Kent returns to Earth. Conscious of the passage of time and fearful of how his parents will react to his strange new powers, he settles into a life of anonymity

1989: After reading Nietzsche and several books on the CLA, Clark Kent re-styles himself as the Ultraman. Meanwhile, Joseph Harrolds inherits a strange ring from his dead father’s estate and becomes the new Power Ring.

1990: Concerned with the sudden appearance of muta-criminals, the governments of the world begin several covert projects dedicated to containing muta-human threats, particularly Checkmate and Project Cadmus.

1991: Mary Batson is visited by a mysterious being calling itself “The Super-Power”. She becomes Superwoman.

1992: Owlman, Power Ring, Superwoman, and Ultraman band together to form the Crime Syndicate of America. Elsewhere and to little fanfare, John Garrick discovers a “super-speed drug” that enables creatures to move at exceptional rates of speed. Billionaire industrialist and philanthropist Alexander Luthor begins assembling a group tentatively named “Justice Underground” to oppose the CSA.

1993: Unable to secure funding or subjects for his super-speed drug, John Garrick tires it on himself. Under the influence of the drug and inspired by the recent exploits of the CSA, he adopts the muta-criminal persona of Johnny Quick. Meanwhile, the Crime Lodge of America reforms with a mix of botrh new and old members to cash in on the CSA’s popularity. In Europe, muta-criminals band together under the banner of the Crime Syndicate of Europe.

1994: Johnny Quick is inducted into the CSA, quickly rising to expand the “Big Four” into a “Big Five”. In Asia, the operations of both the CSA and the CSE are sabotage by a mysterious group calling itself The Greater East Asian Co-Delinquency Sphere.

1995: Joseph Harrolds successfully manages to convince a young man to take his cursed ring. Todd Scott becomes the new Power Ring. The CSA, CSE, and Sphere enter into an unsteady cold war as they try to contain each other and the innumerable splinters of the Justice Underground movement

1996: The current year.


Why 1996? Well, mainly because I like that era of DC comics. It also makes the history pretty tight: Seven years is enough time for the new crop of muta-criminals to impact the world in notable ways without impacting it too much. In fact, most of the "big events" of Earth-3 don't actually start happening until 1992 when the CSA itself forms.

Friday, August 5, 2016

Heroes & Other Worlds: Random race determination for Zeroes



Today’s post is going to be a supplement for E. P. Donahue’s excellent Zero-Level Play rules for C. R. Brandon’s Heroes & Other Worlds game. The actual Zero-Level rules are in Cauldron #1

One set of tables uses only the core rules of Heroes & Other Worlds while another has expanded race options taken from The Tome of Terrors and Treasures. There are both unweighted (equal chance of being a Halfling or a Bugbear) tables and weighted (higher chance to be one of the core races) tables. The weights are based on my own personal handwaving. They're also color-coded for ease of reference! Let me know if I missed any official races or screwed up the numbers.

Random Zero Race (Unweighted, Core Rules)
1d4
Race
1
Dwarf
2
Elf
3
Halfling
4
Human


Random Zero Race (Weighted, Core Rules)
1d8
Race
1
Dwarf
2-3
Halfling
4-7
Human
8
Elf


Random Zero Race (Unweighted, Tome of Terrors and Treasures)
1d34 (sorry)
Race (ToTaT page number unless indicated otherwise)
1
Azer (253-254)
2
Bugbears (254-255)
3
Centaurs (232-233)
4
Doppelganger (257)
5
Dwarf, Duergar (222)
6
Dwarf, Hill (220-221)
7
Dwarf, Mountain (222)
8
Elf, Standard/Forest (223-224)
9
Elf, Grau/Deep (224-225)
10
Frogling (225-226)
11
Gargoyle (307-308)
12
Gnoll (Tome of Terrors and Treasures 258-259)
13
Gnome, Forest (236)
14
Gnome, Rock (234-235)
15
Goblin, Standard (260)
16
Goblin, Mountain (260)
17
Halfling (227)
18
Hobgoblin (262-263)
19
Human (Heroes & Other Worlds core rules 14-15)
20
Katian (263-264)
21
Kobold (264-265)
22
Lizardman (266-267)
23
Lycanthrope, Werebear (286, 293-295)
24
Lycanthrope, Wereboar (287,)
25
Lycanthrope, Wererat (288)
26
Lycanthrope, Weretiger (289)
27
Lycanthrope, Werewolf (290)
28
Ogre (270-271)
29
Orc  (272-273)
30
Satyr (238-239)
32
Tengu (278)
33
Troglodyte (279-280)
34
Wolfkin (284)


Random Zero Race (Weighted, Tome of Terrors and Treasures)
1d100
Table
1-60
Roll on the Common Races table
61-90
Roll on the Uncommon Races table
91-100
Roll on the Rare Races table


Common Races
1d100
Race (ToTaT page number unless indicated otherwise)
1-15
Dwarf, Hill (220-221)
16-20
Dwarf, Mountain (222)
21-35
Elf, Standard/Forest (223-224)
36-40
Gnome, Forest (236)
41-45
Gnome, Rock (234-235)
46-65
Halfling (227)
66-100
Human (Heroes & Other Worlds core rules 14-15)


Uncommon Races
1d100
Race (ToTaT page number unless indicated otherwise)
1-10
Elf, Grau/Deep (224-225)
11-20
Frogling (225-226)
21-30
Goblin, Standard (260)
31-45
Hobgoblin (262-263)
46-50
Lycanthrope, Wererat (288)
51-55
Katian (263-264)
56-65
Kobold (264-265)
66-70
Lizardman (266-267)
71-80
Orc  (272-273)
81-85
Satyr (238-239)
86-90
Tengu (278)
91-100
Wolfkin (284)


Rare Races
1d100
Race (ToTaT page number unless indicated otherwise)
1-5
Azer (253-254)
6-10
Bugbears (254-255)
11-20
Centaurs (232-233)
21-30
Doppelganger (257)
31-35
Dwarf, Duergar (222)
36-45
Gargoyle (307-308)
46-50
Gnoll (Tome of Terrors and Treasures 258-259)
51-55
Goblin, Mountain (260)
56-65
Lycanthrope, Werebear (286, 293-295)
66-70
Lycanthrope, Wereboar (287,)
71-75
Lycanthrope, Weretiger (289)
76-90
Lycanthrope, Werewolf (290)
91-95
Ogre (270-271)
96-100
Troglodyte (279-280)