The Alexandrian

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TRANSLATION AS QUANTUM LEAP

In stark contrast to inapposite recursion travel, the process of translation — which has been hypothesized to use the “normal” transfer protocols of the dark energy network — is, if you’ll pardon the pun, a strange one.

A fundamental part of the translation process, of course, is that the Strange alters the recursor in order to fit them into the local context of the destination recursion. This can include physical alterations, but also notably includes new skills and abilities, too.

The experience of having these new skills, however, is similar to an amnesiac’s: The recursor has semantic memories of how the skill is performed, but lack any episodic memory of how they were acquired. This can be disorienting and sometimes confusing. Even more disturbing for many is the realization that the Strange overwrites some of their normal semantic memories in order to… make room? for the new semantic processes. (Or possibly the Strange is blocking those semantic memories without actually removing them? But for what purpose? Or is it just a random bug resulting from whatever catastrophic event caused the Strange to malfunction into its current form?)

(Note: Although it’s customary — and recommended! — for players to choose their new Focus when traveling to a recursion, this is generally not an experience shared by the character. Most characters are surprised by their new appearance, skills, and the like.)

Fitting the translated recursor into the context of the recursion is not merely a matter of changing the recursor, however. The Strange also seeks to integrate them into the life/narrative/social topography of the recursion. Generally speaking, there are two versions of this.

The Man With No Name: This is widely considered the easier variant. The Strange decides that the quickened individual should be cast as some form of outsider who has just arrived in town (or similar scenario). There may be some evidence that they’ve come from somewhere else (travel papers, identity card, or the like), but that life is largely irrelevant to current circumstances and often turns out not to have left any meaningful trail to it (dead parents, no friends, classmates who don’t really remember you all that well, etc.). In some cases, a recursor will find that their identity’s “former life” never existed at all, with continuity gaps in to the recursion.

Quantum Leap: The other variant has been nicknamed quantum leaping by Estate Agents. Here the recursor finds themselves slipped into a fully fledged identity within the recursion: They’ll have family, a job, friends… and no memory of any of them. Figuring out the parameters of the life they’ve found themselves in can often be a little tricky.

(Even worse is “cliffhanging”. That’s when you show up in a recursion hanging off of a cliff or having a gun pointed at you with no idea how “you” got “yourself” into this situation.)

In some cases, this new identity and its full supporting cast will have been created out of whole cloth by the Strange and integrated into the recursion. In other cases, the translating recursor will have taken over the life of some previously Spark-less member of the recursion.

Translation Orientation: Upon arriving in a new recursion, recursors typically have no knowledge of the recursion or of their place within it. However, in some cases recursors gain episodic memory in addition to semantic memory, often manifesting as a basic knowledge of what the recursion is. (It’s been suggested that this is the subconscious mind in some way picking up knowledge from the Strange’s data stream.)

Quickened individuals with sufficient skill can sometimes force this acquisition of information about a recursion they’re arriving in via translation.

(Note: This is a specific house rule. Players can spend 2 XP when translating to a new recursion in order to get the standard “recursion briefing” described in the core rulebook. If they do not, they simply arrive in media res and will have to figure things out as they go.)

Persistent Recursion Identity: In very rare cases, translating out of a recursion won’t cause the PC’s identity there to disappear. Instead, a spark-less duplicate (seemingly possessing only the knowledge of the “recursion identity”) will continue living their life there. (This construct will, of course, be once again replaced by the PC when or if they return to that recursion.)

Many find this disquieting for obvious reasons.

No one has ever observed a persistent recursion identity gaining the Spark (let alone becoming quickened in their own right). It’s possible that it’s impossible for this to happen. But if it did, no one knows what the consequences would be for the recursor to whom the identity “belongs”. (It’s possible that they would simply kill the new Sparked individual. Or it’s possible that they would just temporarily inhabit their body. Or it’s possible they’d both end up in the same head, able to talk to each other and wrestle for control of the body. Or maybe the recursor would simply find themselves in a new identity, since their former one has been “claimed”.)

THE CRISIS POINT

The Strange - Crisis Point

Contrary to what the core rulebook says, the Aleph component buried inside the Earth is not why Earth has generated so many recursions. The Aleph component may prove important, but Earth isn’t a special snowflake: The Strange is drawn to concentrations of sentient life. Any planet with 7+ billion people on it would have a similar corncucopia of recursions all around it.

And that’s part of the problem.

Historically, Earth’s population was small and its collective creative consciousness was heavily limited due to the lack of mass communication. The lower concentration of the Strange around the planet meant that ideas needed to be bigger and more persistent in the collective subconscious of the planet in order to instantiate as a recursion, and the limits of literacy and communication meant that it took very long periods of time for ideas to reach that threshold.

Now, however, the population has caused the Strange to concentrate. That lowers the threshold for the creation of new recursions at the same time that the sheer size of the population — combined with mass literacy and mass communication — has caused an explosion in memetic content.

There’s also some evidence that the concentration of the Strange around the planet is resulting in a higher proportion of the planet’s population becoming quickened, at the same time that the population boom would already be radically increasing the total number of quickened.

Simultaneously, the sheer quantity of recursions means that recursion natives with the Spark (and even quickened recursion natives!) are increasing at an exponential rate.

All of this, in turn, increases the number of interactions between recursions. Which, in turn, causes more Spark events among recursion natives. Larger recursions also tend to naturally possess a larger percentage of natives with the Spark, and, of course, those are also on the rise.

Some refer to this as the Strange Point. Planetovores are a real and prevalent threat from the Strange, but they’re not the only one: The Estate is arriving on the scene at the very moment that the Shoals of Earth are transforming from a handful of isolated worlds into a burbling and interconnected morass of recursions. What the consequences of this may be would be impossible to predict even if we fully understood the nature of the Strange itself.

Which, of course, we don’t.

THE QUIET CABAL

Virtuvian Cabal

When the Estate first made contact with the Quiet Cabal on Ruk, the Cabal told them that Ruk had been hidden in Earth’s shoals since before humanity evolved.

This is a lie.

Or, if you want to be more polite about it, a cover story.

Ruk — the recursion of an alien world transformed into a life raft for the survivors of their race — arrived in the Shoals of Earth three or four hundred years ago. When they arrived, the Quiet Cabal decided the best way to make their new “home” secure was to try to isolate Earth from the Strange. The reason all of the “magical” stuff went away and science now reigns supreme is because the “real” magic was all about pulling stuff from recursions or manipulating the Strange, and the Quiet Cabal eradicated the inapposite gates and suppressed the “magical” teachings which allowed people to tap into the Strange.

Age of Enlightenment? Inadvertent byproduct of the Quiet Cabal.

It’s hard to say how the Estate will react to this when the truth comes out, but the Quiet Cabal would tell you bluntly that they did it for humanity’s own good. The first danger a civilization faces from the Strange is that it obscures the civilization’s ability to interact with and understand the physics of the prime reality.

The second danger? Look at what’s happening now.

The problem is that the Recursion Renaissance created by the massive boom in Earth’s population and our technological advances has made the Cabal’s “seal Earth off” plan non-viable. The Cabal is trying to figure out how to deal with the new situation, but this is also why the Karum is gaining political strength on Ruk: An increasing number of Rukians are forced to conclude that, if humanity can’t be protected from itself, then the problem of humanity needs to be dealt with. Permanently.

As the Estate digs deeper into researching the Strange and investigating Strange-related incidents, they’re going to increasingly discover evidence of this historical cover-up.

ENDGAME: STRANGE INCURSIONS

In addition to the emergent dangers of the increasingly chaotic system forming from the increased recursion and quickened activity in the Shoals of Earth, it’s possible that the increasing concentration of the Strange itself may manifest new properties.

One hypothetical possibility are Strange Incursions: The Strange literally overwriting the prime reality instead of merely creating pocket universes within its dark energy network.

Imagine, for example, a day when Devil’s Tower in Wyoming is overwritten by the popular conception of the laccolithic butte which exists in the popular consciousness as a result of Close Encounters of the Third Kind: Alien spaceships stream into the sky above the United States.

Disturbingly, some of the Estate’s investigations into inapposite gates suggest that this sort of phenomenon is already consistent with the mechanisms of the Strange: The difference between a very large inapposite gate and a recursion being written “over” the prime reality may be an entirely academic distinction.

Is this the end? Perhaps. Perhaps some of the worlds which have been torn asunder by their exposure to the Strange have died not as a result of planetovores, but due to the Great Filter of the Strange itself. Perhaps that is, in fact, what led to the destruction of the civilization which originally created the Strange in the first place.

Or perhaps not.

Lyapunov Fractal

DESIGN NOTES

My primary goal with these tweaks to the metaphysics of The Strange is to open up scenarios that the existing metaphysics make impossible. For example, “Fantasy creature comes to Earth!” is already the basis for a large number of scenarios for The Strange, but the stakes are always relatively low because even if the PCs don’t do anything at all the creature will generally decay and die within a few days. I think it’s more interesting to have a setting which is, in fact, under meaningful threat not only from the planetovores, but from the recursions themselves. It also allows for the recursions to function as a more meaningful resource to be exploited (both by Earth and by each other).

I believe the intention of the Strange “half-life” for entities from other recursions is to help explain why Earth isn’t already overrun with things from the Strange. My revised background for the Quiet Cabal provides an alternative solution for this, while leaving wide open the possibility that they (and the other emerging organizations like the Estate) will lose control of this situation.

The revision of the translation mechanics has a similar motivation: First, I like the idea of truly exploring the strange new world you’ve come to, which you lose if you follow the rulebook’s procedure of providing a brief primer to the players/characters of the recursion they’re arriving in. Second, the “quantum leap” dynamic adds some really rich possibilities for scenarios which otherwise wouldn’t exist.

Note that, in both instances, I leave open avenues for the GM and/or players to bypass the “let’s figure out where we are and who we are” portion of the scenario whenever they wish. It’s one of those best of both worlds things.

I was also seeking throughout to clarify certain points where I find that the core rulebook isn’t necessarily clear about whether decisions are being made by the players or the characters. I find this primarily happens because, in The Strange, character creation bleeds over into actual play (with character creation activities taking place every time you translate to the new recursion). Once again, I find the, “Who am I?” question to be an interesting one for the character to confront; but this is balanced against the player’s interest in controlling the type of character they’re playing.

I’ve found that many people feel this is very different from other RPGs, but I think it’s more similar than you think: The dissociated decisions you’re making in selecting a new Focus for your character in The Strange is not that dissimilar from the dissociated decisions you’re making when you level up a character in D&D or spend skill points in GURPS. These are all character creation/development/advancement mechanics and, as I’ve mentioned in the past, such mechanics are virtually always dissociated.

The final thing I did was remove the idea of Earth as a “special snowflake” of the setting. This just boils down to my belief that the setting is more interesting if you can imagine lots and lots and lots of alien recursions floating around out there. (Later stages of a campaign could even feature ways of traveling from the Shoals of Earth to the shoals of alien worlds. Perhaps that could be the true purpose of the Aleph component in your game?)

This is, in many ways, a house rule document, although it is primarily concerned with setting material rather than mechanical content. I’m a big fan of Bruce R. Cordell’s The Strange. I find its premise fascinating and the possibilities of the setting refreshingly vast. It’s a truly delightful twist on the interdimensional genre.

But having spent a few years playing around with The Strange, there are a few tweaks to the metaphysics of the setting which I think enrich it for the purposes of gaming, and I think other prospective GMs of The Strange might find them useful to consider.

REWIND THE TIMELINE

I’ve talked about the potential benefits of rolling back the clock on a published RPG setting previously.

For The Strange specifically, the thing I note is that the Estate — as described in the core rulebook and sourcebooks — is aware of and has relationships with a lot of different organizations and threats. The Estate has fully established itself among the major players, carved out a specific role for itself, and is also very knowledgeable of the current state of affairs as far as the Strange is concerned.

If you’re running a campaign in which the PCs are (or are likely to become) Estate agents, I’m going to recommend that you roll the timeline back to a point before that’s all true. Let the players experience the “first contact” experiences of the Estate and help determine exactly what place the Estate carves out for itself (and how that will affect the fate of the entire planet and the many recursions which it sustains).

One option would be for the PCs to be among the very first agents recruited by Katherine J. Manners after her experiences with Carter Strange (as described in Bruce R. Cordell’s Myth of the Maker novel). This would make for a campaign roughly equivalent to the first days of the Office of Strategic Services (OSS) in the summer of 1942; much as the agents of the OSS were confronted with figuring out how an intelligence agency should work from scratch, the PCs would need to invent what it means to be a Strange agency from scratch.

The approach I would advocate as a more general structure for The Strange would place the action four or five years after that (the equivalent of joining the CIA during its early days): The Estate is an established organization, the campus in Seattle has been built, and they have at least several dozen active agents. At the moment they:

  • Are well-established in Ardeyn and Ruk.
  • Have explored or “made contact” with over a hundred other recursions and have active missions in at least a dozen of them.
  • Using the Morrison Fellowships (and other, more nefarious means) to detect, monitor, and shut down individual projects which threaten to ping the Strange.
  • Tracking and shutting down incursions from the Strange.
  • Tracking and recruiting quickened individuals.

They have just recently:

  • Discovered that independent “recursion miners” exist. They are now tracking the activities of several, and this department is ramping up.
  • Made contact with the Quiet Cabal (see below), who has also made them aware of the existence of the Karum. These are the first major Strange-related organizations that the Estate has become aware of an begun interacting with.

The Estate is NOT aware of:

  • Circle of Liberty; they may discover the Circle’s activities as a result of investigating Dr Gavin Bixby (The Strange, p. 154), and then later uncover its connections to the Karum as a result of liaisoning with the Quiet Cabal
  • September Project
  • Office of Strategic Recursion; the CIA discovered quickened individuals as a result of the MJ-12 projects and the OSR has been around for decades
  • Spiral Dust; which may not even have started being distributed yet (I imagine the PCs being the first ones to make contact with it)
  • Butterfly Objectors; these disaffected former recursors are only just beginning to organize (and Dedrian Andrews is still an Estate Agent, see The Strange, p. 155).

Basically, the vibe you’re looking for is that the Estate feels very large and well-established and the big fish in the Strange pond when the campaign starts… but they’re about to discover that there are more big players out there than they ever suspected.

Taking a little peek into the future, I will also now suggest that what will set the Estate apart from the other extant organizations is their willingness to form alliances and working relationships with the inhabitants of the recursions they interact with. Where most of the other “big players” take an Earth First (or Ruk First) approach and look on the Strange as a resource to be exploited or a danger to be guarded against, the Estate has a more holistic approach to the problems of Earth and its shoals.

STRANGE SCIENCE

One of the major priorities of the Estate’s research department has been to explore how “Strange Science” works. Their initial efforts at a Unified Theory of the Strange was that different recursions operate under distinct “laws”: Mad Science, Magic, Psionics, and so forth. The reality, however, has proven more complex than this.

Standard Physics — the rules of physics as they exist in the prime reality of Earth’s universe — is also fundamental to all recursions.

In any circumstance where recursions appear to allow effects impossible under the laws of physics, that is almost always because the Strange is actively creating and sustaining that effect. When you cast a spell in Ardeyn, for example, the fundamental reality is not that the laws of physics on Ardeyn allow spells to work; it’s that the dark energy network of the Strange recognizes the spell as being consistent with its model of the Ardeyn recursion and it actively creates that effect. The distinction is subtle, but important.

Substandard Physics: In a recursion with substandard physics, the Strange network appears to do exactly the opposite. Instead of enabling acts which are not compatible with physics, it actively prevents or suppresses actions which physics would normally allow. A common example are fantasy recursions where gunpowder won’t ignite.

Exotic Physics: The exception which proves the rule are exotic recursions. In these recursions, the Strange has fundamentally altered the laws of physics. These effects are generally fairly minor (like varying the gravitational constant), but radical departures are also possible. These recursions are incredibly dangerous to visit through inapposite gates, as the proper functioning of the human body is rather dependent upon the laws of physics. (Visiting them through translation is just fine, since the translation process creates a body consistent with the local exotic laws. Although, in this case, leaving the exotic recursion can be equally dangerous.)

TRANSFERRING REALITIES

When traveling via translation, the Strange takes care of realigning people, creatures, and objects to their “new reality”. Where things become complicated is when inapposite gates allow matter to transfer directly from one recursion to another (or to Earth) without going through the translation process.

Transferring Technology: The first thing to note is that mixing-and-matching reality is not something which can be easily generalized. The Menzoberranzan, Harry Potter, Ardeyn, and Middle Earth recursions all feature magic wands, but the wands which work in one recursion may not be “compatible” with another. The same thing applies to, say, laser guns from different science fiction recursions. On the other hand, sometimes they do.

Technology taken through an inapposite gate to an incompatible reality will become “buggy”, becoming subject to a depletion roll once per use or once per day. On a failure, the technology stops working. The severity of the depletion roll usually defaults to 1d20, but the GM can set a different threshold if they feel it appropriate.

Note that technology with an Earth origin will work in virtually all recursions, the exceptions being those with substandard or exotic physics.

Stabilized Technology: Some technology, however, will become stable within the new reality. This can happen as a result of a GM intrusion, but can also occur if the technology succeeds at a number of depletion checks equal to the die type. (For example if a 1 in 1d20 depletion roll succeeds 20 times without breaking down, the tech becomes stable.)

Some stabilized technology actually becomes an artifact, but most stabilized technology will become unstable again if it’s taken through another inapposite gate.

Working with Impossible Technology: Although existing items can be brought through an inapposite gate, attempting to create new versions of those items (or repair them) outside of the incursions where their creation is part of the simulation never works. (You can import Star Trek phasers, but you can’t create them on Earth.)

The underlying cause of this behavior appears to be that items are “tagged” by the Strange network as possessing certain attributes. Inapposite gates move those items to a new context (possibly bypassing the normal translation-based safeguards of the Strange), but they’re still tagged with a particular functionality and the Strange will continue to actively enact that functionality.

Revelatory Technology: Sometimes, however, the Strange is allowing technology to work because it follows the normal laws of physics in ways that humanity doesn’t understand yet. This technology is incredibly valuable, because you can bring it back to Earth, figure out what makes it tick, and replicate it.

Some believe that this technology actually offers a glimpse into the unimaginable civilization which originally created the Strange. But it’s also possible that the Strange is simply working from templates created by other civilizations. Or perhaps the Strange itself is some sort of insane (or simply incomprehensible) artificial intellect. We just don’t know enough to be sure.

Cyphers and Artifacts: Cyphers and artifacts fundamentally seem to work due to the same principles that allow other forms of technology to work in alien recursions. The distinction is that cyphers and artifacts can also pass through the normal translation-based firewalls of the Strange. (Carter Strange once described these items as having “sysop privileges”.)

Transferring Life: Unlike technology, lifeforms passing through inapposite gates usually have no difficulty, although environments which would naturally be lethal to them will, of course, continue to be so (including exotic recursions, as described above). The best hypothesis for the distinction is that the byzantine, alien operating system underlying the Strange somehow gives priority to life.

Vitruvian Man SymbolIf that’s the case, the Strange network’s definition of “life” seems to be fairly broad, encompassing virtually any independently operating entity (including things like animate skeletons and robots).

Fortunately, it appears that the Strange contains some sort of limited hazmat protocol that weeds out viruses and most microscopic / sub-atomic entities. “Gray goo” nanotech can’t propagate through inapposite gates; nor can the civilization-ending flu from The Stand.

(No firewall is perfect, of course, as the zombie outbreak in Oklahoma in 2014 amply demonstrated.)

It should also be noted that taking sentient creatures without the Spark through an inapposite gate will often awake the Spark within them.

In a manner similar to that found with technology, creatures with physiologies sufficiently incompatible with their current recursion (or the prime reality) are also unable to breed or otherwise reproduce: You can bring a Tribble to Earth, but they won’t take over the entire planet. (Taking a Tribble to a Star Wars-derived recursion, however, will probably result in varied forms of hilarity.)

Go to Part 2

IN THE SHADOW OF THE SPIRE

Session 7B: Blood in the Water

In which the dark abyss of the harbor claim many a valiant soul, leaving but one to stand vigilance upon disaster…

So what you have in this session of the campaign is basically a TPK. (Ranthir stayed in the boat, but other than that…)

What happened here is a sequence of strategic errors which are, I think, well summarized narratively in the journal, but which may be useful to break out more specifically:

  • The players ignored the shark on the surface, dismissing it as not being an active threat.
  • When the shark attacked, Tee and Elestra continued swimming down, leaving the rest of the party multiple rounds of movement behind them. (This problem was further exacerbated by poor Swim checks that caused characters to flounder instead of making progress.)
  • As the situation got bad, characters rushed forward one at a time (again, exacerbated by poor Swim checks) instead of regrouping.

The result was that instead of facing the encounter as a group, they basically fought the encounter as three sequential micro-groups.

TPK.

The Princess Bride - Grandfather

The campaign did not end here. I’m explaining because you look nervous.

Once the water was filled with blood, I called a short break. The group was in various states of shock. Things had gone from “pleasant romp” to “horrific” really, really fast. We all needed some time to recover, and that included me. I needed some time to think about what had happened and what was going to happen next.

In many similar circumstances, this would most likely have been the end of the campaign. Or, at least, the campaign in any recognizable form: With Ranthir still alive, it’s possible he might have been able to continue. Maybe called in some favors to bring his comrades back (albeit, with a huge debt weighing them down like a lodestone). Or, more likely, fallen in with a different troupe of delvers.

But there are plenty of TPKs where that’s all she wrote: You got killed by people who don’t care in a place where no one will ever look for you. (Assuming methods of resurrection exist in the milieu of the campaign at all.) Game over. What shall we do next week?

And, by and large, I’m okay with that. I think it’s important that encounters play out to their logical and non-handicapped conclusion because that’s what makes the moments where a group truly rallies and wins a day which had seem lost truly exciting. And the same is true on a large scale: Knowing that a campaign is not fated to end in success makes it more meaningful when a campaign does.

You value what you earn, not what you are given as charity.

In this particular case, however, there was another logical outcome: The sahuagin weren’t a random encounter. They were there for a purpose. And the people who had hired them for that purpose would logically be interested in who the PCs were and why they were there. I also realized, as you’ll see in the next journal entry, that the PCs would be immediately useful to them. In fact, once I stepped into their shoes and thought about what they would do with the situation that was being presented to them, there was only one logical thing they would do:

They’d dump some healing magic in the PCs, wake them up, and start the interrogation.

So… not a TPK.

This time.

CONSEQUENCES

The other great thing about letting things play out (instead of predetermining or forcing an outcome) is that the consequences you discover along the way are inevitably wonderful and unexpected and take you to amazing places you would otherwise have never discovered.

Although, unfortunately, that’s not always the case. This session had severe metagame consequences: Agnarr’s player felt strongly that I should have railroaded the encounter to prevent them getting overwhelmed and knocked out. He also hated the idea of his character being taken prisoner in general, and specifically felt there was no justification for the sahuagin taking prisoners.

He didn’t hang around to see how it played out. He quit the campaign.

Which threw things back into a bit of chaos for awhile, leading to a long break and the sequence of events which eventually resulted in the Big Retcon before we continued.

In the campaign itself, however, the consequences were much more interesting: They resulted in the PCs coming to the attention of (and becoming indebted to) the Balacazar crime family, with wide-ranging consequences that would continue to effect play more than half a decade later.

But I’m getting ahead of myself. You’ll just have to keep reading to see exactly how things turned out.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 7B: BLOOD IN THE WATER

May 5th, 2007
The 23rd Day of Amseyl in the 790th Year of the Seyrunian Dynasty

 LINECH’S JOB

After lunch the party headed back to the Ghostly Minstrel so that those who had changed for the occasion could switch back to clothing which would make them appear more like the rough-and-ready wanderers that it sounded like Linech was looking for.

Linech, it turned out, owned an entire burrow in the Rivergate District. Everyone living there worked for Linech – either directly or indirectly. In truth, the entire place was basically a walled compound. They could see several armed guards scattered here and there amidst the buildings.

Entering the lower level of Linech’s place of business, the group was greeted by a young man with his hair pulled back into a ponytail. He asked them their business and, when they told him they were here for the job, he led them upstairs.

Asking them to wait outside for a moment, the man headed through a door. They couldn’t hear what the man said about them, but they did hear the bellowing voice which replied: “Well what are you waiting for? Get ‘em in here!”

Ptolus - Linech CranThe door opened and the group was ushered into a large office that had been garishly decorated. Perhaps the most arresting sight in the place was the life-sized gold statue of a nobly-dressed man which stood opposite the door. Behind a large desk covered in papers they saw the half-orc Linech. He bore an uncanny resemblance to his brother – he even seemed to be mashing the same brand of cheap cigar between his teeth.

After some discussion the group had agreed, with some trepidation, that Agnarr should be the one to talk. As unlikely as it seemed, he was the most appropriate person considering the circumstances. (“You’re all on Agnarr’s team now.”) So when Linech demanded to know who they were and what they wanted, he stepped forward: “We’re delvers. We’re here for the job.”

“Delvers, eh?” Linech said. “How do I know you’re cut out for this job?”

Agnarr grinned. “Cut out for the job? Just look at us. I’m a barbarian, he’s a priest, he throws spells, she’s got a sword, and she’s a sneaky elf. We’re exactly what you’re looking for.”

“Fair enough. All right, here’s the deal: I love my daughter dearly. I sent her on retreat to an estate I keep on an island off the coast. A week ago someone attacked the resort. They burned it to the ground and she was killed. I sent a ship to retrieve her body so that she could be buried with full rites in the Necropolis. But last night, when the ship was returning to Ptolus, it caught on fire and sank in the harbor. I think somebody attacked it. I think somebody is trying to hurt me. Why, I don’t know. But it’s important to me that my little girl be given a decent burial. So I want somebody to go down to the wreck and retrieve her coffin. And I want somebody who can defend themselves if it comes to it. For this, I’ll pay you 1,200 gold pieces. How’s that sound to you?”

(more…)

Go to Part 1

Banksy - Surveillance Team

It is surprisingly easy to mess up the resolution of group actions. (In no small part because so many games include group resolution mechanics that are flawed. Or don’t offer a group resolution mechanic at all.)

The primary problem is skewed probabilities. The classic example of this is a group of five PCs trying to sneak past a guard. The GM looks at the standard mechanics for this sort of thing and, with logic seemingly on their side, has each PC make a Stealth test.

Say that these PCs are pretty good at stealth, so they each have a 70% chance of passing the test. “Since they’re all pretty good at this,” the GM thinks, “they’ll have a pretty good chance of sneaking past this guy.” But, in reality, they don’t. Because the failure of any single character is a de facto failure for the entire group, they now only have a 17% chance of successfully sneaking past the guard.

This categorical error happens because our brains do not intuitively grasp probabilities. So we set up a stack of “pretty good odds” and fail to realize that, collectively, a string of uninterrupted successes is still incredibly unlikely to happen.

This gets even worse if five PCs are trying to sneak past a group of five NPCs. In 3rd Edition D&D, for example, this effectively becomes a check in which the PCs are rolling 5d20 and keeping the lowest result while the NPCs are rolling 5d20 and keeping the highest result. The average roll of 5d20-keep-lowest is 3. The average of 5d20-keep-highest is 17. That 14 point differential means that it’s virtually impossible for a party of characters to sneak past a group of evenly matched opponents.

(The odds are actually even worse than that in 3rd Edition, because virtually all stealth attempts will require both a Move Silently and a Hide check.)

The argument can certainly be made that this is realistic in some sense: A large group should have a tougher time sneaking past a sentry than one guy and more eyes means more people who can spot you. But I would argue that the probability skew is large enough that it creates results which are both unrealistic and undesirable.

In the case of stealth, for example, the effects of the skew are obvious: Since it’s virtually impossible for them to succeed, group stealth attempts quickly drop out of the game. When stealth is called for, it takes the form of a sole scout pushing out ahead of the rest of the group. And when the scout becomes too fragile to survive when the check finally fails, stealth stops being a part of the game altogether.

THE FOUR TYPES OF GROUP ACTION

When dealing with a group action, the first thing a GM must determine is what type of group action they’re dealing with. In general, I find this breaks down into four categories:

(a) Everybody is performing individually and succeeds or fails individually.

(b) Everyone is attempting the same task, but as long as one of them succeeds it’ll be fine.

(c) Everyone is working together to accomplish a single action collectively.

(d) Everyone is working together / assisting each other, but everyone still needs to accomplish the action (i.e. succeed).

Consider a Climb check, for example:

  • Everyone starts climbing the wall independently.
  • Bob tries to climb up and grab the idol. Then Nancy does. (Or maybe they’re both trying at the same time, but as long as one of them gets the idol, the idol has been gotten.)
  • People lower a rope and help pull someone up. (Limited by the number of additional people you think pulling on the rope will meaningfully help.)
  • Everyone is belayed together and assisting each other in scaling the mountain.

Or a Stealth check:

  • Each person tries to sneak past a guard one at a time.
  • Everyone simultaneously tries to infiltrate the room with The Button in it from radically different directions, so that even if one of them gets discovered (i.e. fails the check) the others are unaffected by it. (This is somewhat contrived, but I can’t actually think of a non-contrived example of a Stealth check where members of the group can fail as long as one member succeeds.)
  • Steve distracts the guard by showing him a nudie mag while Gwen sneaks past him.
  • Aragorn leads the hobbits through the dark wood, working to keep the whole group concealed from the roving Nazgul.

TYPE 1: SIMULTANEOUS INDIVIDUAL ACTION

Everybody is performing individually and succeeds or fails individually.

The first type is not, in fact, a group action. It is many simultaneously individual actions which, although they are identical to each other, are each seeking to accomplish a separate goal.

When resolving “group” actions of this type, use the normal process you use for resolving individual actions.

Here’s a relatively clear cut example: The group needs to make six porcelain dishes. There are six PCs, so each of them makes a Craft check in order to make a single porcelain dish. If they all succeed, then each of them has separately created a porcelain dish and, as a result, they have created a total of six porcelain dishes.

Despite these types of actions not actually being a group action at all, this is the form of group action resolution that most GMs seem to default to. I think this is a combination of most systems (notably those most GMs start out with) not featuring any explicit mechanics for other types of group actions, and the fact that it’s also frequently the easiest resolution method. (It’s really easy to simply say, “Everybody give me an Athletics test.” And it’s also really easy to use the resolution mechanics for individual actions because those are, generally speaking, the simplest mechanics and the default mechanics in any roleplaying game.)

Basically my whole point here is that rather than defaulting to this form of resolution, I think most GMs would benefit from thinking of this as the last resort when it comes to resolving group actions. In other words, make sure that it’s not a group action before defaulting back to simultaneous-individual resolution.

But if you’re looking for a general rule of thumb on when it’s “okay” to use Type 1 resolution, look at any situation where the failure of one character doesn’t cause the other characters to ALSO fail. Thus, it’s okay for everyone to climb up a wall separately, because one character falling behind the rest doesn’t mean that those who succeed are automatically held back. (Although the consequences may nonetheless be dire.)

TYPE 2: INDEPENDENT GROUP EFFORT

Everyone is attempting the same task, but only one of them needs to succeed.

Use this type of group action when the characters are all aimed at accomplishing a single goal, but are each acting completely separately in their efforts to achieve that goal.

When resolving an independent group effort, you’ll actually still use the normal process for resolving individual actions. But as long as at least one of the individual actions succeeds, the attempt is successful.

You can also think of this as “best result counts”.

To use our previous example: The group needs one porcelain dish. Each of the six PCs makes a Craft check in order to make a single porcelain dish. As long as at least one of them succeeds on the check (i.e., makes a dish), the group will have the one dish that they need. If the quality of the dish matters, the dish they’ll use will be the best one they made (i.e., the one with the highest check result).

The disadvantage of this method is that it actually causes probability to skew in the other direction. It’s the situation you end up with where everybody in the group says, “I search the hall for traps” (either simultaneously or sequentially), greatly increasing their odds of success.

Once again, it can be argued that this probability skew is realistic. (More eyes on a problem makes it more likely that someone will spot the solution.) And I, personally, tend to have much less of a problem with this sort of skew because (a) success rarely causes the gameplay experience to flatten (due to dropped strategies) and (b) I think it’s actually very difficult for a GM to err too much on the side of the PCs succeeding.

However, when it’s necessary or desired, this skew can be counteracted by having consequences — or the risk of consequences — for participating. This often takes the form of something bad happening on a failed check; or on a failed check with a sufficiently bad margin of success. (Are you sure you want to search the hall when a poor check means potentially triggered a trap? The materials for making a porcelain dish are expensive, so does it make sense to have Sally — who’s terrible at the Craft check — participate in the group pottery session?)

One thing to consider is the possibility for a sufficiently large margin of success by one character participating in the independent group effort to negate (or ameliorate) the consequences of failure for another member of the group. (For example, Elyssa fails her Search test by 5, but Raasti succeeds on his by 10, so he reaches over and snatches her back mere moments before she bumbles into the tripwire.)

TYPE 3: COLLABORATIVE ACTION

Everyone is working together to accomplish a single action.

For example, when multiple characters are working together to fix a car. Or build a gravity gun. Or research an obscure topic at Miskatonic University.

The distinction here is that there is one thing the group is attempting to achieve, and they are all contributing to that single attempt. Mechanically speaking, there are a couple of broadly applicable approaches.

Assistance: One character is “taking point” on the attempt. (This is generally whoever the most skilled character is at whatever the primary task is, but not necessarily depending on circumstance.) The other characters who are assisting the point man grant a bonus to the point man’s test. This assistance may require a successful skill test in its own right, which may or may not be the same skill test that the point man is making (and may or may not be made at the same difficulty).

The form of this bonus can vary. 3rd Edition D&D, for example, hard codes this as the Aid Another action and grants a +2 bonus. In a dice pool system you might grant the point man a bonus die. The Cypher System has several different bonuses depending on the relative skill levels of the characters involved and the type of help being given.

Collective Margin of Success: An alternative method is to look at the total margin of success generated by the entire group and compare that against a target number. (This is very common in dice pool systems where you count successes, since it’s just as easy to count successes from multiple sources as it is to count them from a single source.) This approach can be quicker (since all of the skill tests can be resolved simultaneously), and can also be particularly appropriate in scenarios where there’s no convenient “point man”. The disadvantage is that the target numbers from these collaborative actions tend to be out of sync with the target numbers for individual actions, which lacks elegance and can cause some headaches when it comes to consistency.

With either approach, there may be practical limits on how many characters can simultaneously assist in a specific attempt. (You can only squeeze so many people under the hood of a hotrod.)

TYPE 4: PIGGYBACKING

Everyone is assisting each other in a task where all need to simultaneously succeed.

The distinction between Type 4 and Type 1 can be something of a gray area: Everyone climbing a wall separately is clearly a Type 1. But if the team is working together, employing belaying techniques, and the like, at what point does it become Type 4?

Banksy - Anti-Climb PaintIn my opinion, when in doubt, default to Type 4. I don’t always do a great job of this myself, but for all the reasons discussed above I think it’s the better way to go.

Basic Version: One character takes point on the attempt and everyone else “piggybacks” on their success or failure. (If they succeed, everyone succeeds. If they fail, everyone fails.)

In GUMSHOE, the point character suffers a penalty based on the number of characters that are piggybacking. However, piggybacking characters can spend a single point from a skill pool (usually, but not always, the same skill pool as the point character’s test) to negate their penalty.

When I adapted piggybacking to the D20 system, the piggybacking characters needed to succeed on a skill test at one-half the normal DC of the test. The point character could reduce the DC of the piggybacking test for their allies by increasing the difficulty of their own test.

Simple Variant: Have every character participating make a skill test. If at least half of the group succeeds, the entire group succeeds.

Complex Variant: Everyone who succeeds on the test grants a bonus to those who would have otherwise failed. If the collective bonus from those succeeding is enough to bump all the failures up to successes, the attempt succeeds.

FINAL THOUGHTS

I’ve jotted down several different options for resolving the various group actions. For any system you’re running, however, you generally only need one for each type of group action. In some cases, of course, the system itself may come prepackaged with a mechanic for doing that. If you find yourself needing to add a mechanical structure for one of the types, you should hopefully find it relatively easy to take one of the options presented and find a way to use it in the system you’re using.

Practical experience has taught me that, generally speaking, the GM should make the determination of whether or not a group check is appropriate and what mechanic should be used for resolving it. For example, when I first introduced piggybacking mechanics into my D&D games, I left it up to the players to determine whether or not a particular attempt at Stealth would be a “normal check” or a “piggybacking check”. The problem was that players fairly consistently went with the default method of resolution, and they would also consistently rebel the minute the point character failed their test and would want to default back to individual tests.

So I recommend that, in practice, you treat group checks just like any other ruling: Determine how the action should be resolved and declare that to the PCs.

“Okay, this will be a piggyback check. Who’s taking point?”

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