The Alexandrian

Go to Part 1

Let’s turn our attention now to specifics: What are the exact navigation methods that can be used to guide characters into a node?

CLUES: Clues turn each node into a conclusion. When the PCs put the clues together, they’ll tell them where to go, who to look at, and/or what to do.

Clue-based scenarios are often considered fragile, but by using the Three Clue Rule and the Inverted Three Clue Rule you can make them robust.

One pitfall to watch for: In order to reach the next node, the PCs must know both what they’re looking for and how to find it. If you only give the PCs one clue telling them how to reach the Lost City of Shandrala, your scenario will remain fragile even if you include 20 clues telling them the Lost City of Shandrala is interesting and they should totally check it out.

On the other hand, clue-based node navigation conveniently organizes itself into mystery scenarios which provide over-arching push/pull motivations: Once the PCs are interested in unraveling the mystery, all you need to do is put a node on the bread crumb trails and they’ll follow it.

GEOGRAPHY: In other words, the choice of which way to go. The archetypal example is the dungeon, which generally provides a far more robust structure than a clue-based scenario. For example, consider this simple dungeon:

Advanced Node-Design 3

Moving from A to B to C requires no redundancy because the hallway provides a clear and unmistakable geographic connection.

However, geographical structure can occasionally create a sense of false security. For example, consider this very similar dungeon:

Advanced Node-Based Design 4

Now you have a potential problem: If the PCs fail to detect the secret door your adventure can easily go off the rails. (Assuming they need to reach C.)

Hexcrawls can be similarly problematic in that there’s no guarantee that any given piece of content will actually be encountered. (When I was 12 years old I remember pouring over a copy of X1 Isle of Dread and never quite figuring out how the PCs were supposed to “know where to go” in order to find all the keyed encounters.) Properly designed hexcrawls, however, employ a mode of redundancy similar to the Three Clue Rule: They don’t require you to encounter any particular piece of interesting content, but rather spread interesting content liberally so that you are almost certain to encounter at least one piece of interesting content even if you’re just exploring randomly. (This, of course, creates a high degree of extraneous prep. But hexcrawls are meant to be used over and over again, utilizing that extra content over the course of several passes.)

In geographical arrangements, obstacles serve as pushes. For example, if the PCs are in Room A and they want to get to Room C, then Room B is encountered only because it’s an obstacle. The PCs are pushed into encountering Room B because the geography of the dungeon requires it.

TEMPORALLY: The phone call that comes at 2 PM. The goblin attacks on the 18th. The festival that lasts for a fortnight.

Although lots of nodes can include time-sensitive components (“if the PCs arrive after the 14th, the Forzi crime family has cleared out the warehouse”), nodes that are triggered temporally are almost always a push: Something or someone comes looking for the PCs, pushing them into engaging with the node.

(Of course, temporal triggers can also be coincidental – like a red dragon attacking the Ghostly Minstrel when the PCs just happen to be dining there or the sun becoming eclipsed – but those are still pushes.)

Temporal triggers can also have some variability built into them. For example, you might decide that the Forzis hire a hitman to kill one of the PCs on the 16th. That doesn’t necessarily mean that the hitman will immediately find them.

RANDOMLY: Wandering monsters are the classic example of a randomly generated node, but they’re far from the only example. The early Dragonlance modules, for example, coded story events into their random encounter tables. Jeff Rients’ table for carousing mishaps offers a different set of possibilities.

Because of their long association with wandering monster checks, the random triggering of a node is often associated with the random generation of a node. Although both can be useful techniques, when we’re talking about navigating between nodes we’re primarily focusing on the random triggering of a node.

For example, in my current hexcrawl campaign the content of each hex has been fully keyed. But I use a set of mechanics to randomly determine whether or not that content is encountered by a group moving through the hex (i.e., triggering the node).

PROACTIVE NODES: A proactive node comes looking for the PCs. These are often triggered temporally or randomly, but this isn’t necessarily the case.

For example, instead of using random encounters I will often run small complexes in “real time” by splitting the enemy NPCs into small squads. I can then track the actual movement of each squad in response to the actions of the PCs.

One could also easily imagine an “Alert Track”: Every time the PCs do something risky or expose their activities in some way, the alertness level of their opponents rises. The rising alertness level could change the content of some nodes in addition to triggering a variety of proactive nodes.

In reading many published adventures, it’s not unusual for the first node to be entirely proactive. (The classic example being “an NPC wants to hire you for a job”.) But then many adventures will suddenly stop being proactive. Neither of these things need to be true.

It can also be tempting to think of proactive nodes as being a railroading technique. While they certainly can be used in that way, there’s no need for that to be true. Examples entirely free of predetermined GM machinations might include NPCs making counter-intelligence checks to discover the PCs’ identities or the PCs being tracked through the wilderness by enemy forces after they escape from the Dread Lord’s Castle.

In general, proactive nodes are useful for creating a living world in which there are both short-term and long-term reactions to the PCs’ choices.

FOLLOWING A TRAIL: I’m not sure if following a trail from node A to node B constitutes navigating by clue, geography, both, or neither, so I’m including it here as a common sort of special-case hybrid.

A trail, of course, doesn’t have to be limited to following tracks in the mud: Tracing data trails through the ‘net; hacking jumpgate logs; a high-speed car chase. There are lots of options.

PLAYER-INITIATED: In their quest to get from A to C, it’s not unusual for players to invent their own B’s without any particular prompting. Sometimes these can be anticipated (like most Gather Information checks, for example), but in many cases the players will find ways of tackling a problem that you never imagined (like the time my players inadvertently started a shipping company in order to find a missing person).

In the same spirit as permissive clue-finding, it’s almost always a good idea to follow the player’s lead: Your prep should be a safety net, not a straitjacket. (That doesn’t mean all their schemes should prove successful, but when in doubt play it as it lies.)

Go to Part 3: Organization

Legends & Labyrinths - Black Book Beta

One of the major reasons for the Black Book Beta and 8-Bit Funding project was to raise the funds to improve the art for the book.

Some of the new art will be going into the sections of the book currently missing from the Black Book Beta (the Grimoire and Bestiary). But a good chunk of it will actually be replacing art already found in the Black Book Beta (which is almost entirely lifted from public domain sources).

I used those public domain sources because I wanted to lock-in layout. The Black Book Beta is actually a fairly art-rich book. It features 79 illustrations in 150 pages, for an art-to-page ratio of 0.53. (You can compare that to other RPG art throughout history here.) That ratio will probably be dropping as I anticipate some of the sections missing from the Black Book Beta will end up featuring less art per page.

But the use of public domain art carries with it some problems:

  • Some of it is ugly.
  • Some of it is inappropriate.
  • Some of it is too familiar.

In short, it was always my intention to replace at least some of the art in the Black Book Beta with different pieces. At the funding level we achieved, I can’t afford to replace all of it.  So here’s your chance: Flip through your copy of the Black Book Beta and tell me what you think sucks; the stuff you hate with the fiery passion of a thousand burning suns; the stuff you think is completely inappropriate; the stuff you think is too generic or well-known; and anything else you just don’t like.

I’ve included a poll with what I suspect will be the likeliest subjects. Vote for as many as you’d like, but don’t feel like you need to stop there: If there’s another piece that’s really bugging you, drop it into the comments.

What art from the Black Book Beta should be shown the door?

  • Page 15 - Battle With Giants (16%, 8 Votes)
  • Page 74 - Dragon Volcano (14%, 7 Votes)
  • Page 123 - Loki's Get (12%, 6 Votes)
  • Page 65 - Warrior Heading to Battle (12%, 6 Votes)
  • Page 1 - Dragon Fighter (10%, 5 Votes)
  • Page 67 - Wolf and Rider (8%, 4 Votes)
  • Page 71 - Dude With a Hammer (8%, 4 Votes)
  • Page 58 - Parley on a Hill (6%, 3 Votes)
  • Page 10 - Peasant With Wanderlust (6%, 3 Votes)
  • Page 107 - Coins of the Ages (4%, 2 Votes)
  • Page 69 - Siege of the Sultan's Cannon (2%, 1 Votes)
  • Page 62 - Expeditionary Party (2%, 1 Votes)
  • Page 19 - Ruined Buttresses (0%, 0 Votes)
  • Page 44 - Animal Lover (0%, 0 Votes)

Total Voters: 11

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Advanced Node-Based Design 1

In Node-Based Scenario Design we explored an alternative to the typical plotted approach to scenario design: By designing a situation instead of a plot we create a flexible environment in which the meaningful choices of the players are allowed to flourish. And by organizing the elements of that situation into nodes we retain the clarity of the plotted approach without accepting the limitations of its straitjacket.

Now that we’ve established the basic elements of node-based design, however, I want to explore some of the tips and tricks I’ve learned in working with node-based prep.

Let’s start by taking a closer look at the fundamental structure of node-based design: How do the players move from one node to the next?

Advanced Node-Based Design 2

In discussing basic node-based design I defaulted to clue-based movement because (a) it’s simple; (b) it’s versatile; and (c) it clearly demonstrates just how powerful and flexible the node-based approach can be. It’s also fairly universal in my experience: Whatever other methods I may be using, the clue-based approach is virtually always part of the mix.

But it’s not the only way.

PUSH vs. PULL

Let’s start with a general principle.

In discussing narrative velocity in computer games, Andrew Doull coined the terms “push” and “pull”. I find Doull’s usage of the terminology a little vague, but nonetheless useful as a basic concept: A “pull” happens when the players want to explore, experience, or discover a node. A “push” happens when the players are forced to do these things.

A pull, by its nature, requires that the players have some sort of knowledge about the node which makes it desirable for them. The appeal of the pull can take the form of a reward, an opportunity, or any other form of benefit. In a typical D&D dungeon, the pull is the promise of treasure. In a mystery scenario, the simple promise that “you might find some clues over there” is often more than enough of a pull.

A push can similarly rely on player knowledge (“rob the bank or your girlfriend dies”), but it doesn’t necessarily require it. For example, the PCs can be pushed into an encounter with the assassin hunting them (by way of ambush) without ever being aware that the assassin was coming. In other cases, the PCs’ ignorance may be the entire difference between a push and a pull. For example, they might have loved to seek out the Hidden Citadel of the Golden Empire if they had ever heard about it. But since they didn’t, it was a complete push when they randomly stumbled across it during a hexcrawl.

In practice, the distinction between a push and a pull can be somewhat muddy. This is particularly true once you start layering motivations. (For example, the PCs might be forced to investigate the recent raids by giant war parties when the duke threatens to execute them if they don’t. But once they’re engaged in the investigation, the pursuit of individual clues might still be pulls. And maybe they’d already been pulled by the giant raids because Patric’s father was killed by frost giants.)

It should also be noted that pushes don’t need to be fait accompli. The duke threatening to kill them if they don’t investigate the giant raids is certainly a push, but it doesn’t necessarily mean they don’t have the option to leave the duchy and seek their fortunes elsewhere. (Or assassinate the duke. Or bribe him to leave them alone. Or kidnap his daughter and hold her hostage until he grants them a pardon. Or any number of other things.) In other words, the game world can push at the PCs without the GM railroading them.

Pulls and pushes also don’t have to be limited to character motivations; they can also act on player motivations. If you’ve ever heard your players say “let’s find some orcs to kill so that we can level up”, then you’ve heard the siren call of the metagame pull. But this can also take the simple form of “let’s explore the Eyrie of the Raven Queen ‘cause it sounds like the most fun”.

Whether pushing or pulling or both, a node still needs to overcome a certain “gravity” in order to be explored. For some groups, this gravity is simple apathy. (You need to make the place sound a lot more interesting or threaten them with a lot more consequences before they’ll drag their sorry asses out of the local tavern.) Sometimes it’s the competition with other active pulls and pushes. (“We’d love to deal with the Temple of Deep Chaos, but first we need to make sure the Pactlords can’t breach the Banewarrens.”) Or it might be the known and suspected costs of going to the node. (“The Tomb of Horrors may contain a ton of treasure and that’s a fantastic pull… but it’s still a bloody death trap and I don’t want to go there.”)

Go to Part 2: Node Navigation

Over on Hack & Slash, -C has written an interesting trio of posts on the matter of the Quantum Ogre:

On Quantum Ogres

On Slaying Quantum Ogres

On Resurrecting Quantum Ogre

If you enjoy some of the theoretical stuff I post around this neck of the woods, you’ll probably enjoy this stuff, too.

With that being said, however, I pretty strongly disagree with some of his advice. An addendum I’d like to point out: Players making a choice without having relevant information is only a problem if they don’t have the ability to gain that information. The choice to not get that information is a meaningful choice. (Or the failure to do so is a meaningful consequence.)

So any time he recommends giving players access to information that their characters don’t actually have access to, you can just imagine me shaking my head sadly. That technique is killing player agency just as dead as the quantum ogre is.

Untested: Sacred Heat Feat

October 1st, 2011

Reign - Greg StolzeIn Ptolus, the House of the Sacred Heat believes in the divine healing power of fire. They are not priests and they do not have truly holy magic, but their techniques “serve the needs of Ptolusites who cannot afford to pay a temple hundreds of gold coins to heal a wound or deal with an illness.”

This concept of fantastical healing lying somewhere between the naturalistic limits of the Heal skill and the magical extremes of divine magic has always been very appealing to me. Unfortunately, the purview of the sacred heat wasn’t given any mechanical definition. Without that mechanical definition, there’s no compelling reason for the PCs to ever interact with the Healers of the Sacred Heat. As a result, in a setting already teeming with activity, the Sacred Heat is a non-entity.

Reading through Reign t’other day, however, I found the esoteric discipline of Truil Bodywork. Greg Stolze describes this discipline, in part, by writing: “Some Truils argue, quite seriously, that bodywork functions by compressing a month’s suffering into ten or fifteen minutes. The bodyworkers themselves just roll their eyes at the jibe.”

Reign is built on the One-Roll Engine (ORE), so the pain-for-gain mechanics of Truil Bodywork don’t directly translate. But the basic concept was inspiring. Here’s the Healer of the Sacred Heat feat:

HEALER OF THE SACRED HEAT

Prerequisite: Heal 5 ranks

Benefit: The character gains access to the Healing Arts of the Sacred Heat. As long as they have access to an open flame, they gain a +2 circumstance bonus to Heal checks and they can also use any of the following abilities.

Burning Out the Poison: By using flame and heat applied to specific locations on the body, a Healer of the Sacred Heat can attempt to burn a poison out of a patient’s body. (Some ingested poisons will also require the patient to swallow specially prepared coals.) This treatments takes 1 round and deals 1d6 points of nonlethal damage to the patient, but if the healer succeeds on a Heal check with a DC equal to that of the original poison + 5 the patient is completely cured. (They suffer no additional effects from the poison and any temporary effects are ended. However, the treatment does not reverse instantaneous effects such as hit point damage, temporary ability damage, and the like.)

Cooling the Disease: By using strategically placed flames or heat sources around a patient’s body, a Healer of the Sacred Heat can create a biorhythmic vortex which will draw heat out of the body. As the heat departs the body, it draws non-magical diseases with it. The treatment takes 10 minutes and deals 1d6 points of nonlethal damage to the patient due to the sudden chilling of their body, but if the healer succeeds on a Heal check with a DC equal to that of the original disease +5 the patient will automatically succeed on their next saving throw against the disease.

Cauterizing the Wound: With 10 minutes of work and a successful Heal check (DC 15), a Healer of the Sacred Heat can convert lethal damage to nonlethal damage equal to their margin of success. A patient receiving this treatment also suffers 1d6 points of additional nonlethal damage due to the strain placed on their body by the technique.

DESIGN NOTES

I’m tempted to add a “once per day per patient” limitation to Cauterizing the Wound, but I’m  not sure it’s actually necessary. What do y’all think?

This material is covered by the Open Game License.

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