The Alexandrian

Hugo AwardNot sure how many of these I’ll get to this year before the July 31st voting deadline, but for the first time ever I’m a member of the World Science Fiction Convention and, therefore, eligible to vote on the Hugo Awards. I’m taking this fairly seriously and making an effort to actually survey all of the nominees before casting my ballot. And I thought I’d also take the opportunity to share my thoughts with you.

We’re going to start with the short stories. Reviewing short stories is a tough gig because it’s really hard to comment meaningfully upon them without spoiling them entirely, but I’ll do the best I can to walk the tightrope here. Without further ado, here’s my voting slate for the Short Story category in reverse order:

5. “If You Were a Dinosaur, My Love” by Rachel Swirsky.

Despite the use of the word “dinosaur” in the title (and its frequent use throughout the text), this is not actually a work of speculative fiction. I’m not really sure the story is award worthy even if it were speculative fiction (it’s a decent little “shocker” story with a twist reveal, but while the prose builds nicely the twist is more of a straight line and there’s nothing of real substance here), but since I consider the Hugo Award to be something exclusively for speculative fiction I’m definitely forced to rank this one below…

4. NO AWARD

3. “The Water That Falls on You From Nowhere” by John Chu.

This story starts out really strong, but then somehow ends up in the same place that Swirsky’s story does: It really stops being an SF story and simply becomes a really good piece of character fiction.

The central conceit of the story is found in its title: One day the world changes and every time you tell a lie a bunch of water falls on you. The general implications of this suddenly universal truth detector are lightly touched on (with occasionally inconsistent metaphysics), but Chu’s primary interest in the first chunk of the story is exploring how this dynamic would completely transform interpersonal relationships. And he does a very, very good job of it: It’s one of the rare pleasures of SF to see fantastic character dramas that are impossible in the real world. (The exploration of the alien in human form often makes me reflect on the bizarre fantasies the dramas of our contemporary lives would be to someone living in, say, Elizabethan England.)

Unfortunately, the back half of the story largely falls apart: The titular water becomes functionally meaningless and the character drama resolves into the sort of cliche I would expect to see in a freshmen composition course. Particularly crippling is that the story structures itself entirely around a challenge faced by the main character… which turns out not to be a challenge at all. (He faces no internal conflict; his external conflict turns out to have literally no ability to oppose him; and the ideology he thought was opposing him is revealed to have never existed in the first place.)

This one is worth reading, although the failure to live up to its promise is crushingly disappointing.

2. “The Ink Readers of Doi Saket” by Thomas Olde Heuvelt.

This pleasant little romp is a Thai version of Dylan Thomas’ Under Milk Wood with a fantasy twist.

That particular blend of imagery may be too esoteric for anyone but me to really appreciate, but it’s actually quite difficult to talk about “The Ink Readers” without spoiling it. What I can say is that I was very pleased to see Heuvelt not only posit an interesting conceit for his speculative fiction, but to then develop the consequences of that conceit in multiple, creative, and increasingly speculative ways. (The revelation of what the titular Ink Readers were was the moment when the story won me over.)

With that being said, the story strives to achieve mysticism through incoherence and that’s not a genre technique that I’m particularly fond of. The plot of the entire story also depends almost entirely upon a glaringly huge continuity error, which I have occasionally gathered to be an acceptable foible in the sort of magical realism which Heuvelt appears to be pursuing but which I find intolerable. Although I , once again, recommend the story these reservations knock it back a pace for me.

1. “Selkie Stories Are For Losers” by Sofia Samatar.

I’ll be honest in saying that “Selkie Stories Are For Losers” did not blow me away: But it takes a singular conceit and uses it to transform interpersonal relationships like Chu’s “The Water That Falls On You From Nowhere” (but follows it through to the end of the story). It uses a speculative conceit as metaphor for character growth and pain like Swirsky’s “If You Were a Dinosaur, My Love” (but doesn’t leave the metaphor strictly as metaphor). And it also takes its conceit and improvises on it like a jazz theme (albeit not to the same richness or cleverness as Heuvelt’s “The Ink Readers of Doi Saket”).

It’s a complete package and I’m comfortable saying that it should win the award this year.

 Hugo Reviews 2014 – Part 2: Novelettes

Better Angels - System Cheat Sheet

(click for PDF)

I’ve done several of these cheat sheets now, but for those who haven’t seen them before: I frequently prep cheat sheets for the RPGs I run. These summarize all the rules for the game — from basic action resolution to advanced combat options. It’s a great way to get a grip on a new system and, of course, it also provides a valuable resource at the table for both the GMs and the players. (For more information on the procedure I follow when prepping these cheat sheets, click here.)

This set of cheat sheets is for Better Angels, a One Roll Engine game from Greg Stolze and Arc Dream Publishing. The core concept of the game is that supeheroes and supervillains have their powers because they’re possessed by angels and demons, respectively.The conceit that makes this compelling, however, is that the supervillains are actually trying to mitigate the evil of the demon inside them: See, if a demon ends up inside of a goody two-shoes who refuses to do any evil in their name, the demon gets bored and leaves. That’s a problem, because every time a demon shifts to a new host there’s a chance they’ll end up inside of someone who is truly evil: A Jeffrey Dahmer or a Hannibal Lector with the powers of a demon is capable of truly despicable acts. So if you end up with a demon inside of you, the argument goes, the best course of action is to keep them entertained with evil acts that are big and splashy, but ultimately not all that harmful to the people around you.

In other words, you do all the wacky stuff that pulp era supervillains did: You kidnap the Statue of Liberty and hold her for ransom. You have whales swallow explosives. You burn down the mansion of Big Bank, Inc.

The problem, of course, is that demons are actually pretty good at that whole “corroding your soul” thing. So while you’re trying to do splashy-but-limited-damage evil, the demons are actively working to make you compromise just a little bit more; sacrifice morals you thought were sacrosanct; cross lines you promised to never cross.

And, mechanically speaking, what makes this concept really pop and turned the game into a must-play for me is that each player is responsible for both their Mortal character and for the Demon of the character to their right. This dual-role dynamic forces the conflict between Mortal and Demon into the open and the rules of the game expertly model the ethical battlefield / minefield that the characters are all trying to traverse on tightropes.

HOW I USE THEM

As I’ve described in the past, I keep a copy of the system cheat sheet behind my GM screen for quick reference and also provide copies for all of the players. Of course, I also keep at least one copy of the rulebook available, too. But my goal with the cheat sheets is to consolidate information and eliminate book look-ups: Finding something in a half dozen or so pages is a much faster process than paging through hundreds of pages in the rulebook.

The organization of information onto each page of the cheat sheet should, hopefully, be fairly intuitive. The actual sequencing of pages is mostly arbitrary.

Page 1: I’ve adopted the green/purple distinction between Strategies and Tactics from the Better Angels rulebook. Understanding the explicit sinister/virtuous antithesis between each Strategy and Tactic is the core of the system and that’s headlined here along with an overview of the incredibly simple ORE mechanic.

Page 2: And here you’ve got pretty much every other mechanic in the game. (New players mostly just need to understand the “Damage” column here; everything else is relatively nonessential for launching your first session.)

Page 3 / Page 4: Demonic Prerogative and Domain of the Human cover everything you need to know about playing each of your characters. For Better Angels to really work, the players all need to understand the full dynamic of the game’s central conflict. (It’s particularly important to grok the methods a Demon has for mechanically corrupting their host and the methods a Mortal has to maintain or regain their moral equilibrium. Being clear on each side’s “end game” is also important.)

Pages 5-7: As I’ve discussed in the past, I generally don’t put “character option chunks” in the cheat sheet. The superpowers in Better Angels, however, are generally pretty streamlined. As a GM I also found it easier to parse NPC stat blocks with a power cheat sheet. And, last but not least, players found it useful because the effect of each power in Better Angels varies based on your current stats (and those change frequently and rapidly); so it’s not like other games where you can really familiarize yourself with your current powers.

Page 8: The ability to construct devilish devices (a.k.a. supervillain death-rays) is something I saw new players overlooking, so the full procedure gets highlighted here. (This isn’t “first session critical”, but it’s something I’d consider reviewing at the start of the second session.)

Page 9: This page has all the mechanics the GM needs in order to run angelic NPCs / superheroes.

WHAT’S NOT INCLUDED

These cheat sheets are not designed to be a quick start packet: They’re really useful as a tool for an experienced player teaching the game to new players, but you’ll find it really difficult to learn the game from scratch by just reading through them. (They are an adjunct to the core rulebook, not a replacement.)

You also won’t find most of the optional rules for the game.

MAKING A GM SCREEN

These cheat sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

Personally, I use a four-panel screen and use reverse-duplex printing in order to create sheets that I can tape together and “flip up” to reveal additional information behind them. For Better Angels my screen looks like this:

  • Page 1: Basic Mechanics (with Demonic Prerogative & Domain of the Human behind it)
  • Page 2: Other Mechanics (nothing behind it)
  • Demonic Aspects (with both pages of Demonic Powers behind it)
  • Angels (with Devilish Devices and the logo sheet behind it)

I hope you find these useful!

When discussing roleplaying games I’ve tried to eliminate the term “immersion” from my vocabulary: It’s terminology with a horribly fractured etymology and never fails to create confusion whenever it’s used.

The problem has its primary roots in the ’90s: In the tabletop community, the Usenet groups picked the term “immersion” to refer to people deeply immersing themselves in the playing of their character. “Deep immersion” became the state in which roleplaying flowed naturally and you were able to make decisions as your character and portray your character without having to engage in logical analysis.

Almost simultaneously, however, the video game community created the concept of “immersion vs. interactivity”. In this construct, loosely speaking, interactivity refers to the player making decisions and immersion refers to the player becoming drawn into or convinced by the faux reality of the game world. (You’ll notice that, in this construction, the concept of “immersion” is effectively set up as being in a state of antithesis with the tabletop community’s use of the word “immersion”.) This video game concept of “immersion” then “jumped the pond” and got picked up by various tabletop communities.

Then you can take all of that confusion and stir in a healthy dose of people using the word according to its general dictionary definition: “Deep mental involvement.” That meant any time somebody said “no, immersion is about deep mental involvement in X” (whether X was “playing your character” or “the presentation of the game world”), somebody else could respond by saying “no, I experience immersion by having a deep mental involvement with Y”.

My personal use of the term was shaped in those old Usenet discussions. So if you ever do see me using the word “immersion” in the context of tabletop roleplaying, it’s a virtual certainty that I’m talking about immersion in the process of roleplaying a character; the sort of one-to-one flow of thought to action and the empathetic flow of thought that often characterizes our conception of the very best Method actors. But I’ve generally found that when I need to discuss that sort of thing it’s almost always more rewarding to find a way of talking about it which doesn’t use the word “immersion”.

Whatever your personal conception of the word “immersion” is, I recommend you do the same.

Well, in this case, mostly untested. Here’s a mechanic I improvised while running Trail of Cthulhu last night:

Mitigation Test:When making a mitigation test, instead of setting a difficulty number the Keeper sets a “worst case quantity”. The Investigator then resolves the test normally (spending points, adding them to their roll, and so forth), but the result of the test is subtracted from the worst case quantity to determine the actual outcome. (In some situations, you might choose to use multiples of the test of the result.)

Example: One of the investigators has been bitten by a Mythos creature and the creature’s poison is turning their flesh to stone. The team’s doctor decides the only way to save their life is to cut away the “infection”. The Keeper calls for a mitigation test using Medicine to determine how much damage the doctor deals to the victim/patient and sets the “worst case quantity” to 12 points of damage. The doctor’s player spends two points, rolls a 4, and manages to perform the procedure while only inflicting 6 points of Health damage (12 – 4 – 2 = 6).

Example: An orphanage is beginning to collapse. An Investigator is trying to rescue as many kids as possible before the building comes down completely. The Keeper calls for an Athletics mitigation test to determine how many kids survive and sets the “worst case quantity” to 6 dead kids. The player asks if he can spend Architecture points to assist (by judging which sections of the building are in most jeopardy) and the Keeper agrees. He spends 3 points and rolls a 2… He’s just not able to find Timmy before it’s too late.

Example: The player is trying to carve a forged copy of a stone tablet, but is under something of a time crunch to get it done. The Keeper sets a “worst case quantity” of 48 hours and calls for a Craft test. The Investigator gets a result of 6, which the Keeper multiplies by 5: It’ll take 48 – 30 = 18 hours to complete the duplicate tablet.

Thanks to Colleen Riley, Phil Henry, Tess Keen, and Sarah Holmberg for being my guinea pigs.

Half a decade ago, a fellow named FireLance posted a really interesting breakdown of non-combat challenges over at ENWorld in a post that got, apparently, no attention whatsoever. Which is unfortunate, because I think it’s actually a really interesting way of looking at non-combat encounters.

Before delving into it, though, I should note that this is a lot like the “36 Dramatic Situations” or “7 Basic Plots” or “20 Master Plots” lists that periodically go floating through the meme-verse: These are useful as conceptual tools, but you shouldn’t get too wrapped up in believing the reductivist perception of the creative process they maintain. If you believe that The Terminator and Hamlet are both the same story because they can be boiled down to “Man vs. Man”, then you’re making the same categorical error as believing that the Grand Canyon and your garden are the same thing because they can both be categorized as “earth”.

Tossing that proviso aside, however, I’m going to briefly restructure and revisit FireLance’s basic work.

DISCOVERY CHALLENGES

Discovery challenges involve seeing, finding, or becoming aware of something that was previously lost or unknown.

TYPES OF DISCOVERY CHALLENGES

Knowledge: Determining whether or not a PC already knows a piece of information.

Invention: The creation or revelation of new knowledge. (This can also include the creation or repair of physical objects.)

Observation: Determining whether or not a PC notices something hidden (an object, a person, an intent, a clue, a pattern).

Research: Exploring existing sources of knowledge to discover the information (databases, libraries, warehouses).

Tracking: Discovering the location of a creature or object by following a trail of observations.

DISCOVERY CHALLENGE COMBINATIONS

Movement challenges contribute to Discovery challenges if being in a particular location makes its easier (or necessary) for the PCs to observe or discover something.

Persuasion challenges contribute to Discovery challenges if the knowledge sought by a PC is possessed by an NPC.

Survival challenges may contribute to a Discovery challenge if some information can only be found or pursued in a dangerous location.

MOVEMENT CHALLENGES

Movement challenges involve reaching a particular location. Such challenges can be broadened by including additional characters, creatures, or objects that must be moved along with the PC (e.g., clearing a pile of stones, guiding a group of pilgrims, helping someone climb a wall).

TYPES OF MOVEMENT CHALLENGES

Chase: The PC must arrive at a location before a certain time or before someone/something else does. (Or, alternatively, they must stay ahead of a pursuer.)

Obstacle Course: The PC must traverse some form of physical obstacle in order to reach their destination (e.g., climbing, jumping, swimming, balancing, opening locks, moving heavy boulders).

Sneak: The PC must evade discovery.

MOVEMENT CHALLENGE COMBINATIONS

Discovery challenges contribute to Movement challenges if the discovery makes the movement easier (e.g., providing a short cut, an easier method of travel, or the like).

Persuasion challenges contribute to Movement challenges if the journey requires the PCs to handle mounts, convince NPCs to allow them passage, or if they have to bring NPCs with them.

Survival challenges contribute to Movement challenges if the PCs have to travel through a dangerous area.

PERSUASION CHALLENGES

Persuasion challenges are focused on convincing another person (or group of people) to take a particular course of action.

TYPES OF PERSUADE CHALLENGES

The full gamut of potential social situations allows for a wide variety of potential goals for Persuasion challenges (literally anything a person could know or do for you) and also a wide variety of potential tactics (seducation, coercion, intimidation, flattery, bribery, etc.), but ultimately they are all challenges of the same type despite this vast panoply of possible variations.

PERSUADE CHALLENGE COMBINATIONS

Discovery challenges can contribute to Persuasion challenges by providing leverage over someone (or, perhaps, removing the leverage that someone else has over them).

Movement challenges contribute to Persuasion challenges by giving access to the person you need to persuade.

Survival challenges contribute to Persuasion challenges by keeping people alive until they can do what you want them to do.

Any challenge type can contribute to a Persuasion challenge if it’s being carried out in exchange for a person’s cooperation.

SURVIVAL CHALLENGES

Survival challenges involve characters escaping or enduring physical danger (or helping others escape or endure physical danger). They could also feature the prevention of potentially dangerous situations (like negating a ritual that would summon a demon).

TYPES OF SURVIVAL CHALLENGES

Environmental: Dangerous weather, natural disasters, extreme temperatures, poisonous gases, inimical energies, or any other pervasive hazard.

Health: Recovering from diseases, long-term poisons, curses, or other afflictions. Also enduring shortages in the essentials of life (food, water, oxygen, etc.).

Trap: Hidden hazards unleashed by specific triggering conditions. Traps can generally be disabled so that they no longer pose a threat. (They are usually contrivances created by an intelligent creature with the intention of snaring the unwary, but certain natural hazards may also possess some or all the characteristics of a trap.)

SURVIVAL CHALLENGE COMBINATIONS

Discovery challenges contribute to Survival challenges by giving advance warning of danger or methods of surviving or bypassing the danger.

Movement challenges contribute to Survival challenges by allowing a character to reach a safe area.

Persuasion challenges contribute to Survival challenges if someone is convinced to help the PC survive.

USING THE ABSTRACTION

As a GM, what I generally find these types of categorical analyses most useful for is self-diagnostics: Am I defaulting to a particular type of challenge too often? Is there a type of challenge that I’m usually not including in my scenarios? Are there ways that I could be combining multiple challenge types in interesting ways?

What I don’t recommend doing, however, is designing directly from the abstraction: Thinking something like “OK, I need a Survival challenge of the Trap variety here” is, ironically, a trap itself. As anything other than a creative exercise, that sort of thinking will throttle your creativity and is also likely to artificially restrict you into thinking there’s a “right” way to resolve a given challenge.

On the other hand, that’s a good self-diagnostic exercise to perform: Look at an obstacle you’ve created in your current scenario and think about all the way different ways that someone could overcome or avoid or subvert that obstacle.

For example: Duke Leonardo has ordered the arrest of the PCs for a murder they didn’t commit. The obvious solution is a Movement challenge with the PCs trying to evade the guards or escape the city. But the PCs could also resolve it as a Persuade challenge (bribing guards or even convincing the Duke of their innocence). Or as a Discovery challenge (where they discover the true identity of the killer).

(Which isn’t to say that every challenge needs to be designed with liberal solutions in mind. Sometimes a trap is just a trap… unless, of course, the PCs find the architect who built the dungeon and convince him to give them the construction blueprints.)

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