The Alexandrian

Escaping the Dungeon!

February 17th, 2009

I’m in the early stages of prepping a new fantasy campaign. One of the specific design goals is that the campaign needs to be able to handle a variable group of players. That means, for the sake of verisimilitude, it’s important that — at the end of any gaming session — the PCs are no longer in the dungeon. (In other words, they need to be in a position where it’s easy to explain why — since player X can’t attend the session — character X isn’t part of the adventure next week.)

Towards that end, I am instituting a simple rule of table etiquette. There are three ways in which a gaming session can end:

(1) The players can, at any time of their choosing, make their way out of the dungeon and end the session for the evening.

(2) As the GM I can, at any time of my choosing, announce that we will stop playing in 1 hour. If, by the end of the hour, the PCs have made their way out of the dungeon, the session ends normalyly.

(3) But if they have not made their way out of the dungeon (for whatever reason), then either (a) everyone in the session can immediately commit to another session within 7 days; or (b) the Escaping the Dungeon! tables will be used to determine their fate.

The Escaping the Dungeon! tables were designed, with a tip of the hat to Jeff Reints for the inspiration, to be used determine the fate of PCs left in the dungeon at the end of the session. At the GM’s discretion they may also be used for some wilderness situations. (For most wilderness situations, I anticipate being able to use PBeM to resolve the journey back to the home base of the PCs.)

ESCAPE CHECK

SITUATION
CHANCE OF ESCAPE
You don't know where you are.
25%
You know where you are.
50%
You have a clear and unhindered path of escape.
75%

CHALLENGE ADJUSTMENT: Adjust the chance of escape by +/- 10% multipled by the difference between the average CR of the local opposition and the level of the character. (For example, a 5th-level character facing CR 7 opponents would suffer a -20% adjustment on their chance of escape. In a classic dungeon scenario, you can make this adjustment using the dungeon level — a 5th-level character on the 3rd level of the dungeon would enjoy a +20% adjustment on their chance of escape, for example.)

SMALL COMPLEX: If the characters are attempting to escape from a lair or other small complex, increase the chance of success by 10% to 20%.

MAKING THE CHECK: An escape check is made for each character separately. There is always a minimum 1% chance of escape or failure. On a failed escape check, roll 1d10 on the Failed Escape table below.

FAILED ESCAPES

1d10
RESULT
1
You escape unharmed.
2
You escape but have been permanently altered (maimed, permanently polymorphed, replaced with a double, etc.).
3
You escape but have been injured. You suffer 1d6 x 1d6 points of damage. (If this kills you, see result #8.)
4
You have lost 1d6 pieces of equipment. Determine randomly between slots and bags. If a bag is lost, all of its contents are lost with it.
5
You have been captured, petrified, or otherwise trapped. Roll the escape percentile again to see if your comrades know where you are. If they do not, roll the escape percentile again to see if your comrades have a clue of some sort.
6
You have become lost.
7
You have been transformed into a monster (undead, lycanthrope, mind controlled, etc.).
8-9
You have died. Roll the escape percentile again to see if your comrades were able to retrieve your body. (Instead of retrieving your body, your comrades may choose to loot it and/or leave it.) If they did not, roll the escape percentile again to see if your comrades know where your body is. If they do not, there is a 50% chance that your body has been utterly destroyed.
10
Opportunity for betrayal. You can choose to either reroll on this table or betray a comrade who would otherwise escape. If you choose to betray a comrade roll 1d6 -- on a roll of 1-4, you escape and they must roll on this table; on a roll of 5-6, both you and your victim suffer the fate they roll.

DESIGN NOTES

The primary goal of this little sub-system is not to punish the players. However, it is designed to provide them with a meaningful motivation to leave the dungeon in a timely fashion. Failing that, it is designed to provide interesting consequences that (frequently) can be followed up on subsequent forays into the dungeon — whether that’s recovering lost equipment, ransoming a lost comrade, or the like.

The actual chance of outright dying, you’ll note is quite slim. If the escape check is the standard value of 50% (and it will usually be higher), then your chance of dying is only about 10% vs. a 55%

The results of the Failed Escapes table, it should be noted, are meant to be flexibly interpreted by the GM given the exigencies of the specific situation in which the PCs find themselves at the end of the session. The creation of a short fable explaining the events leading to their escape (or lack thereof) — perhaps even one garnering them with some bit of lore or insight into the dungeon complex — would not be out of place.

And, of course, the table is specifically designed to be used in a very specific type of old school inspired campaigning. In most of my campaigns I have no problem hanging out the reliable “To Be Continued” placard.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

PRELUDE 2D: THE AWAKENING – TITHENMAMIWEN

PBeM – March 5th thru 9th, 2007
The 15th Day of Amseyl  in the 790th Year of the Seyrunian Dynasty

Read more »

IN THE SHADOW OF THE SPIRE

Prelude 2: The Awakening – Tee

In which our heroine elf awakes to a welcome (yet surprising) homecoming, only to discover that things are not always what they seem and the past is not so easily forgotten (even if it has been completely misplaced)…

When I pitched In the Shadow of the Spire to my prospective players the campaign didn’t even have a name yet. Actually, it didn’t have much form at all. I only knew two things:

(1) I had pre-ordered Ptolus and it would be arriving within a couple of weeks. I already knew enough about the city to know that I wanted to run an urban-based campaign there, but I (obviously) didn’t know a lot of the details.

(2) I wanted to incorporate the Banewarrens adventure into the campaign. I first read this adventure back in 2002 and I’d been itching to run it ever since. In some ways I had actually started laying the groundwork for this campaign way back then, when the players in my original 3rd Edition campaign passed through the port city of Ptolus and saw the Spire for the first time:

Banewarrens - The Spire

(That’s a player handout modified from a DM-only reference image.)

As I started wading through the Ptolus tome and the campaign began to take shape in my mind’s eye, one of the things I realized early on was that the PCs shouldn’t be from Ptolus itself. It would be more interesting, in my opinion, if their characters were exploring the city with the same fresh eyes that they were. It would also be more disorienting (for both players and PCs) to awake with amnesia in completely unfamiliar surroundings.

Those of you who have been reading the campaign journal from the start, however, may have noticed a slight incongruity here: Tithenmamiwen is from Ptolus.

No plan, however, survives contact with the enemy… or, in this case, the players.

Actually, though, trying to push this one off on the player is a bit disingenuous on my part. Tee’s player simply came to me with the idea of playing an elf. The character concept she was discussing in general terms, however, struck off all kinds of resonance for me with the work I had just recently put into fleshing out some of the elven communities in Ptolus itself.

Taking a step back, I realized that it made more sense to tap into this pre-existing development work and use it as part of Tee’s background. I also came to the conclusion that variety is the spice of life: Yes, it was interesting to have both players and PCs coming to the city with fresh eyes. And, yes, that lack of familiarity was disorienting.

But there was also something inherently interesting in the broken homecoming experienced by Tee: She had left home for reasons she didn’t fully understand and now she was back again for reasons she didn’t even know. There was a disoriention to be found there as well, and a useful contrapuntal beat to the other characters.

This decision also had some long-term consequences that I hadn’t fully considered. For example, Tee had a greater sense of ownership in the city than the other PCs… which meant that her reputation was important to her from Day One. She needed to be able to live there when all was said and done, which meant that she helped to keep some of the more radical impulses of the group in check.

The Seagull – Jupiter is Angry

February 14th, 2009

Seagull - Dorn
Photo by Mark Vancleave

In Act I of the The Seagull, Arkadina has become upset with her son Kostya. This prompts Dorn, a family friend, to respond in this exchange:

Дорн. Юпитер, ты сердишься…
Аркадина. Я не Юпитер, а женщина.

Which can be literally translated:

Dorn: Jupiter, you’re angry…
Arkadina: I’m not Jupiter, I’m a woman.

Wait… what?

Translation isn’t an easy gig sometimes, and it’s perhaps unsurprising to find translators struggling with this line. However, I was somewhat surprised to discover how many of them — at the end of the day — get it wrong.

Let me spoil the ending here by explaining what this line is actually all about. Its source is a Latin proverb: Iuppiter iratus ergo nefas. Literally, “Jupiter is angry, therefore [he is] wrong.” Although less known in English, this old saying was apparently quite popular in Russia (appearing, for example, in the works of both Dostoyevsky and Lenin, among others). Here Chekhov is assuming that the audience will be familiar enough with the saying that they will know what Dorn is saying even though Arkadina cuts him off.

In the end, I translated this line as:

Dorn: Jupiter is angry, therefore–
Arkadina: I’m not Jupiter, I’m a woman.

This is basically a literal translation. The significant difference is adding the word “therefore” (which I hope is enough of a clue for modern audiences to realize that Dorn is offering up a maxim) and changing the ellipsis at the end of his line to a dash (Chekhov uses ellipsis to indicate both characters trailing off and characters being interrupted; in modern usage the dash is a clearer indication that Dorn is being cut off by Arkadina).

Now, translation is more of an art than a science. There are certainly other ways a translator could try to tackle this line. But the essential elements here are (a) Dorn starts to quote a maxim and (b) Arkadina cuts him off.

Elisaveta Fen, on the other hand, translates this exchange as:

Dorn: Jupiter! You are angry, therefore…
Arkadina: I’m not Jupiter, I’m a woman.

By sticking that exclamation point after “Jupiter!”, Fen turns it into an odd ephitet quite separate from the maxim that follows.

The Marian Fell translation (which is reproduced by Project Gutenberg without proper credit) has:

Dorn: Thou art angry, O Jove!
Arkadina: I am a woman, not Jove.

This, honestly, doesn’t even make sense. Dorn referring to Arakdina as “Jove” looks like a complete non sequitur.

George Calderon, one of the earliest translators of the play, gives us:

Dorn: (singing) “Great Jove, art angry yet”…
Arkadina: I’m not Jove, I’m a woman.

Having Dorn break out into song is not as much of a non sequitur as you might think if you’re not familiar with the play: Dorn frequently interjects snippets of song into conversation.

My point with all this is not to talk about how clever I am. (Well, not primarily anyway. I have an over-abundance of ego.) But I think it’s a notable example of the ways in which translations can (and do) go astray. I’ve met lots of people who have written off Chekhov or Tolstoy or Hugo or Dumas on the basis of bad translations, bad productions, or bad adaptations.

Of course, not everyone is going to like Chekhov, Tolstoy, Hugo, or Dumas (or the thousands of other foreign authors like them). But I think it’s worthwhile to remember that not all translations are created equal. If it turns out that you don’t like the works of a foreign author, it might be worth your while to give them a second chance in a different translation. And this is a maxim that extends beyond the classical.

Caligula

February 13th, 2009

Caligula - Walking Shadow Theater

Walking Shadow Theater’s production of David Grieg’s translation of Albert Camus’ Caligula opens tonight!

I’ve only got a small role in the show, but it’s a really beautiful and thought-provoking piece of theater. Often when I see Camus’ work performed it is done devoid of passion or life. These empty productions had previously left something rather akin to the taste of ash in my mouth when thinking of Camus’ work, but Walking Shadow’s production — realized by the talents of a remarkable cast — brings the characters to life… and thus reveals powerful and moving truths.

CALIGULA
February 13th thru 28th

Thursdays, Fridays, and Saturdays – 7:30 pm
Sundays – 3:00 pm
Pay What You Can – Monday the 16th (7:30 pm)

RED EYE THEATER
15 West 14th Street
Minneapolis, MN 55403

TICKET RESERVATIONS:
(612) 375 – 0300

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