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Preliminary Cover Sketch - Viktor Fetsch

Preliminary Cover Sketch – Viktor Fetsch

Getting the art I need for Legends & Labyrinths continues to be a struggle. It’s a project that has been a monkey on my back for a long time; and as Zeno’s Paradox seems to invoke itself as I get closer and closer to its final completion, it feels like that monkey has been chowing down on neutronium.

But the process has not been without its joys. And watching Viktor Fetsch’s beautiful illustration for the cover slowly evolve and emerge has been a particular high point. Over the next week, I’m hoping to share a (rapidly accelerated) version of that experience with you.

We start today with the preliminary sketch Viktor gave me for approval before launching into the final piece. Prior to this, I had given him an art order which looked like this:

3 CORE ELEMENTS: 3 iconic heroes; fighting a dragon; in an evocative ruin.

DRAGON: Dead or alive. (Or both.)

RUINS: A sense of preternatural age. The majestic contours of long-lost civilizations. Whisper the suggestive echoes of a thousand, limitless stories.

HEROES: Three major fantasy archetypes — Fighter, Wizard, Rogue/Assassin. There should be no sense of these characters as “posing dramatically”, but rather being captured in a real moment. We want realistic armor. At least one of the heroes should be female. Consider having the heroes facing “away” from the camera: I don’t know if that’s necessarily right, but I am struck by how it invites the viewer to either identify with the characters or think of themselves as “the fourth member of the party”. Not a passive viewer, but a participant sharing in the same experience/vista.

3 KEY NOTES: A depth of field which invites the viewer into the sense of a wider world. The heroes and dragon interacting with the environment (dragon gripping a piece of ruin; flame washing around a rocky protuberance; one of the heroes hiding behind a wall; something like that). A “wow” element that’s not immediately apparent, but makes the image more than just a generic scenario.

If you had to describe the perfect cover for a fantasy RPG, what would it be?

Game Structures

April 2nd, 2012

One of the most overlooked aspects in the design and play of traditional roleplaying games is the underlying game structure. Or, to put it another way, there are two questions which every game designer and GM must ask themselves:

(1) What do the characters do?

(2) How do the players do it?

These questions might seem deceptively simple, but the answers are complex. And getting the right answers is absolutely critical to having a successful gaming session.

Some of you may already be challenging this. “How difficult can it be? The players tell me what their characters are doing and then we resolve it. What could be easier?”

To demonstrate the oversight taking place here, let me give you a quick example of play:

Player: I want to explore the dungeon.

GM: Okay, make a Dungeoneering check.

Player: I succeed.

GM: Okay, you kill a tribe of goblins and emerge with 546 gp in loot.

Is there anything wrong with that? Not necessarily. But it’s certainly a very different game structure than the traditional D&D dungeoncrawl.

And, of course, that example already assumes that the PCs are fantasy heroes who do things like dungeoncrawling. Given the exact same setting and the exact same game system, they could just as easily be monarchs, dragons, farmers, magical researchers, planar travelers, gods, military masterminds, or any of a dozen other things for whom these dungeoncrawling game structures are irrelevant.

BOARD AND CARD GAMES

The reason game structures become an issue for us is because roleplaying games are functionally open-ended: There is an expectation (and a reasonable one) that the players should be able to say “I want my character to do X” and then we’ll be able to figure out if (a) they’re successful and (b) what happens as a result.

Twilight Imperium - Fantasy Flight GamesTraditional board and card games don’t run into this problem because their game structure is rigidly defined and limited by the rules: Each time you take a turn in Monopoly or Chess or Arkham Horror there is a precisely defined sequence of actions for you to take. The complexity of this structure can vary quite a bit – in Candyland you simply follow the instructions in order; in Twilight Imperium your decisions would require an incredibly complicated flowchart to model – but the structure is invariable and comprehensive.

Or, to put it another way, boardgames and card games always have an answer to the questions of “What should I be doing now?” and “What happens next?”

ROLEPLAYING GAMES

Consider a hypothetical scenario in which you drop a group of PCs onto a random street corner. Now, take the same group of PCs and drop them into a random room in a dungeon. Why does one group say “I head through the north door” while the other says “I go looking for the local police station”? Why doesn’t the guy in the dungeon say “I go looking for the treasure” and the guy on the street corner say “I take the street on the left”?

Partly, of course, this is a matter of each group of characters having a different set of immediate goals. But it has a lot more to do with habits that have been casually engrained into us through years of playing RPGs.

Another example: Consider the difference between playing D&D and playing the Wrath of Ashardalon boardgame. Both feature similar mechanics, similar settings, and similar character goals. Why is my D&D group likely to spend time examining the walls and investigating arcane circles while my Wrath of Ashardalon group isn’t? Because the game structure is different.

In addition, as our example of dungeon vs. urban scenarios suggests, roleplaying games will often switch game structures. By contrast, computer games usually don’t swap game structures, choosing instead to unify their gameplay: In Elder Scrolls you use the same interface and commands whether you’re exploring a dungeon, traveling through the wilderness, or shopping in town.

On the other hand, games like Final Fantasy VII give you an overland map for travel. And Elder Scrolls V introduced a “fast travel” system that also changes that structure. Meanwhile, at the other extreme, the engine for the original Bard’s Tale was so limited that the town of Skara Brae was a murderville in which citizens attacked like monsters and the gameplay was almost completely indistinguishable from the dungeon at even the micro-level.

In a similar fashion, when I was twelve years old, I tried to run my earliest wilderness adventures as if they were dungeoncrawls: “Okay, you see some trees. What do you do?” “We go north.” “Okay, you go about a hundred feet. There are still trees. What do you do now?”

Use the wrong game structure and you can end up with a really lousy game.

Go to Part 2

GAME STRUCTURES
Part 2: Game Structure Basics
Part 3: Dungeoncrawl
Part 4: Combat
Part 5: Mysteries
Part 6: Hexcrawls
Part 7: Playing With Hexcrawls
Part 8: The Importance of Clean Procedures
Part 9: Archaic Game Structures
Part 10: Incomplete Game Structures
Part 11: Complete Game Structures
Part 12: Using Scenario Structures
Part 13: Custom Structures
Part 14: Scenario Structures for Between the Stars
Part 15: Generic Scenario Structures
Part 16: Player Known and Unknown Scenario Structures

Game Structure: Party Planning
Game Structure: Thinking About Urbancrawls
Game Structure: Tactical Hacking

Addendum: Katanas & Trenchcoats
Addendum: System Matters

Legends & Labyrinths

Things have been quiet around here lately because I’ve been frittering away on a number of projects. One is a lengthy series of essays that I’ll be posting here once they’re done… but they’re not done yet, so you’ll have to wait a little longer.

And one of the reasons they’re not done is because I’ve been working hard to finish up Legends & Labyrinths.

Basically, the current status of L&L is pretty easy to sum up: Flaking artists.

This was to be anticipated. Unfortunately, some of the outstanding pieces are actually crucial: The cartography for the Tomb of the Crypt Spiders bonus; the character sheet; and one of the pieces I’m contractually bound to include in the printed book as a sponsor reward. The character sheet is probably not 100% essential, but I literally can’t print the book without providing that last one. I probably should have pulled the plug sooner and moved onto a different artist.

Expect more preview stuff in the near future. And for those of you who missed the 8-Bit sponsorship but have been hammering my e-mail to know when the book will be available for general sale: You have been heard. There will be a pre-order system set-up, but it will probably not be made available until the book is ready to go.

Ocular Tyrant

March 2nd, 2012

The ocular tyrant is a bulbous ball of floating flesh dominated by a large, central eye which protrudes from its circular bulk. Five smaller eyes extend on thickly-veined eyestalks in a penumbral crown above it, while a dangling array of five psychic tendrils hang in a thick mass below it.

DESIGN NOTES

The first goal of the ocular tyrant is to provide an OGL alternative to a well-known beastie that remains unavailable because it was declared product identity. Their progenitor is fairly self-evident, and the ocular tyrants are happy to become part of that proud family which includes luminaries like the gazers from Ultima. (Or, at least, as happy as these cynical, narcissistic creatures can ever be.) The main innovation here are the psychic tendrils, which initially occurred to me as a lark and are now growing on me quite a bit.

The second goal was to tweak the power list of the progenitor to improve it. Whether you use the original creature or the ocular tyrant, I hope you’ll give some thought to swapping in the power list below. Let me explain why.

Original List of Eyes: charm monster, charm person, disintegrate, fear, finger of death, flesh to stone, inflict moderate wounds, sleep, slow, telekinesis

This list presents three problems.

First, duplicate powers. Does it really need both charm person and charm monster? Similarly, although disintegrate was revised in 3.5 to resolve a little differently, both it and finger of death are basically slightly different ways of saying “save or die”. Speaking of which…

Second, two of its powers are type 4 save-or-die effects (save or you’re dead); four are type 3 (save or you’re out of the encounter); and one is a type 2. I don’t necessarily think all save-or-die effects need to be nerfed out of existence, but the massive lethality of seven save-or-you’re-gone abilities being unleashed every round has certainly made me hesitant about using these guys over the years.

The other problem is that these save-or-die abilities make the ocular tyrant too dangerous. The only way to make the creature at all workable is to nerf its hit points so that the PCs can take it out quickly. But the result turns it into a super-swingy paper tiger: PCs who get the drop on it will often wipe it out before it can even take a shot. PCs who don’t are likely to be completely devastated. There’s no way to have any kind of substantial confrontation with the monster the way that it’s currently designed.

Third, because sleep has been nerfed so many times over the years it’s now effectively useless to the creature: It’s a CR 13 creature, but sleep isn’t effective against any creature with more than 4 HD.

Some of this stuff just has to go.

The Culling: charm monster, —, disintegrate, fear, —, flesh to stone, inflict moderate wounds, greater sleep, slow, telekinesis

This list eliminates the duplicates and bumps sleep up into being an effect that will actually be meaningful in CR-appropriate encounters (see below).

The next thing I’m going to do is take the two severe save-or-die effects (disintegrate, flesh to stone) and modify them: I don’t want to eliminate these effects from the tyrant’s arsenal, but I will soften them up a bit so that I can use ’em with heartless glee as a DM.

Finally, I need to replace the two abilities I removed entirely.

The Replacements: confusion, force missile

Confusion feels like a good replacement for charm person: It’s got a similar role in combat (turning friends on friends), but does it in a unique way that doesn’t duplicate charm monster.

Force missile is an original spell I developed a couple years back. It’s similar to magic missile, but it’s going to give the ocular tyrant the ability to shove people around the battlefield. I think it’ll complement telekinesis and really let this guy throw his weight around.

THE NEW SPELLS

These are the new spells I’m using.

SLEEP, GREATER
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3, Sorcerer/Wizard 3
Components: V, S, M
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 15-foot-radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

As sleep, except that you roll 4d6 to see how many Hit Dice of creatures are affected.

FORCE MISSILE
Evocation [Force]
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to 5 creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

Force missile is similar to magic missile, but each missile inflicts 1d6+1 points of force damage. In addition, a target struck by a force missile must make a Fortitude save or be forced back 5 feet per 3 caster levels. (So a creature struck by a 6th-level caster would be forced back 10 feet.) Forced movement is in a straight line directly away from the caster.

THE OCULAR TYRANT

OCULAR TYRANT (CR 12+1*): 152 hp (16d8+80), AC 23, ranged touch +21 (eyestalks), Save +15, Ability DC 21, Size Large

Str 10, Dex 14, Con 18, Int 18, Wis 15, Cha 14

All-Around Vision immune to flanking

Darkvision 60 ft.

Fly 20 ft. (perfect)

Antimagic Eye (Su): The ocular tyrant’s main eye emits a continual 160-ft. cone in which magic items, spells, spell-like abilities, and supernatural abilities (including the tyrant’s eyestalks and psychic tendrils) have no effect. Spells or effects brought within the area are suppressed, but not dispelled. Summoned creatures and incorporeal undead wink out of existence within the area, but reappear in the same spot when the tyrant’s gaze moves away. (Time spent within the area counts against the suppressed spell’s or summoned creature’s duration.) The ocular tyrant can redirect the gaze of its main eye as an immediate action.

Eyestalks (Sp): As a full action, the ocular tyrant can fire any number or combination of its eyestalks and psychic tendrils. The tyrant’s eyestalks require successful ranged touch attacks (unless otherwise noted below). The maximum range is 160 ft. The effective caster level is 11th.

Disintegrating Ray: A thin, green ray which inflicts 2d6 points of Constitution damage (or 5d6 hit points on a successful Fortitude save). If this damage kills the target, it is entirely disintegrated. When used against an object, the ray simply distintegrates up to one 10-foot cube of nonliving matter. The ray even affects objects constructed entirely of force energy.

Flesh to Stone: A dull gray ray which inflicts 2d6 points of Dexterity damage (Fortitude save negates). If this damage reduces the target’s Dexterity to 0, the target, along with all its carried gear, is turned into a mindless, inert statue.

Inflict Moderate Wounds: A black ray coruscated with silver, inflicting 2d8+11 points of damage.

Force Missiles: The eye emits five missiles of force energy, which can be directed independently at multiple targets. Each missile unerringly strikes its target and inflicts 1d6+1 points of force damage.  In addition, a target struck by one or more force missiles must make a Fortitude save or be forced back 15 ft. directly away from the ocular tyrant. (This movement does not provoke attacks of opportunity.)

Slow: An orange-red ray which drastically slows the target (Will save negates). The victim moves at half speed, can only take a single standard action each turn, and suffers a -1 penalty to attack rolls, AC, and Reflex saves.

Psychic Tendrils (Sp): The ocular tyrant can fire any number or combination of its eyestalks and psychic tendrils as a full action. Each psychic eyestalk affects a single target (unless otherwise noted below). The maximum range is 160 ft. The effective caster level is 11th.

Charm Monster: The target considers the ocular tyrant to be its trusted friend and ally. The charm effect lasts for 11 days. (Will save negates; +5 bonus on the saving throw if the ocular tyrant is currently attacking the target or its allies.)

Confusion: The target becomes confused for 11 rounds (Will save negates).

Fear: The target must make a Will save or become panicked for 11 rounds. On a successful save, they are shaken for 1 round.

Greater Sleep: This psychic tendril causes 4d6 HD of creatures to fall unconscious for 11 minutes (Will negates). It can affect multiple creatures within range, with those closest to the ocular tyrant succumbing to the effect first. Wounding a sleeping creature awakens them, but normal noise does not. Allies can use a standard action to slap a victim awake.

Telekinesis: Using this tendril, the ocular tyrant can apply a sustained force (moving objects weighing 275 pounds or less up to 20 feet per round; creatures can negate the effect on an object it possesses with a Will save), perform a combat maneuver (bull rush, disarm, grapple, or trip without provoking attacks of opportunity, using a +14 bonus for any required action checks), or make a violent thrust. During a violent thrust, the tyrant can hurl up to 11 objects or creatures (all within 10 feet of each other and weighing no more than a total of 275 pounds) towards any target within 10 feet of the objects. The tyrant makes an attack roll for each object, dealing 1 point of damage per 25 pounds (for less dangerous objects) or 1d6 points of damage per 25 pounds (for hard, dense objects). Hurled creatures and creatures holding hurled objects get a Will save to negate the effect.

* CR adjustment due to multiple attacks each round.

FINAL NOTES

The stat block here is designed for Legends & Labyrinths, but can be used in 3.5 without modification. (That’s the whole point of L&L, after all.) Alternatively you can just grab the eyestalks and psychic tendrils and slap ’em onto the stat block in the MM.

This material is covered under the Open Game License.

Tagline: I’ve given my thumbs up to the Trinity Field Reports before, and this product is no exception.

Trinity Field Report: Alien RacesI offered hearty compliments to the first Trinity Field Reports: Extrasolar Colonies for fixing almost everything I found to complain about the main Trinity rulebook in an elegant, creative, and engaging manner. Just so you’re warned, I’m going to rave about Alien Races.

First, this product possesses all the strengths of the first Field Report. It would be very difficult to produce a roleplaying supplement for $4.95 in which I could not find some scrap of information which would justify the purchase price – and these Field Reports come nowhere near that minimal threshold. The pages are all glossy, full-color affairs with high-quality artwork which is directly related to the text. The text itself is not only well written, but also tantalizing in that it says enough to begin working with what the subject matter is, but leaving everything you wish you knew unsaid (I literally finished reading these 25 pages and had an uncontrollable urge to pick up another Trinity supplement because the cliffhanger full of questions which this book left me with meant that I desperately wanted to fill in more of the picture). Finally, because the entire product is cleverly presented as a field report to Aeon Trinity operatives (as the title suggests), it is a handout you can safely give to your players.

Second, this product improves upon the example laid down in Extrasolar Colonies in a couple of ways. First, as mentioned above, the loose ends and half-answers are beautifully constructed to leave you begging for more. Second, this report provides oblique references to the Darkness Revealed series of adventures. If you didn’t use those adventures it doesn’t matter – the references aren’t all that important and are self-explanatory in the context of this product – but if you did the minor mention here provides an extra feeling of importance to your PCs. Because of the nature of the comments made the players can really feel as if the actions of their characters are having a long-term effect on the setting. Definite kudos.

There’s really nothing bad which can be said about this Field Reports : They’re a great read, they’re high-quality, they’re cheap, and they’re useful. Is there anything else you could possibly want in a roleplaying supplement?

Style: 4
Substance: 4

Author: Bryant Durrell
Company/Publisher: White Wolf
Cost: $4.95
Page count: 25
ISBN: 1-56504-772-9

Originally Posted: 1999/02/17

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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