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The Levitz Paradigm was created by Paul Levitz, who has worked as a writer and editor at DC Comics since the 1970’s. The Paradigm itself is a rather straight-forward method for handling multiple ongoing plots in serialized storytelling (although the link I’m providing here would lead you to believe that it’s as complicated as neurosurgery).

I bring it up here because most roleplaying campaigns are, in fact, serialized stories with ongoing plot threads being carried from one session to the next. And I think the basic structure of the Levitz Paradigm can be usefully incorporated into the GM’s toolkit.

The Levitz Paradigm basically works like this:

(1) Plot A is your main plot. It will be the primary focus of attention during the current session.

(2) Plot B is your secondary plot. It functions as a subplot, getting some attention but not as much as Plot A.

(3) Other plots (C, D, and so forth) are given little or no attention.

(4) Once Plot A has been resolved, the other plots get promoted. Plot B becomes your new Plot A, Plot C becomes the new Plot B, and so forth.

(5) In order to avoid predictability, mix things up: Story X might remain Plot B for several sessions, while various other stories 1, 2, and 3 are all promoted to Plot A and resolved in the spotlight. Sometimes you might have two stories in the Plot B position. Or you can demote a plot from A to C, leaving it to simmer for a bit before moving it back into the spotlight. Or maybe in one session you have plots 1, 2, and 3 in the A, B, and C positions; but then in the next session you have plots 3, 4, and 6 in your A, B, and C positions.

USING THE PARADIGM

Basically, the use of the Levitz Paradigm gives you a simple organizational principle that you can use to keep track of multiple complex plots simultaneously. To do that, you just need to focus on doing two things:

(1) Keep a master list of all your active plot threads.

(2) For each session, know which plots are going to be your Plots A, B, and C (and so forth).

It’s dead simple in practice

Denny O’Neil (another DC editor) explains the appeal of the Levitz Paradigm: “Having three-plus stories running simultaneously is a small insurance policy against boring reads.” In a comic, this means that you’re basically upping your chances of any given reader being interested in at least one of the plots you’re currently developing.

The other appeal of the Levitz Paradigm is that it allows the writer to offer meaningful closure (by resolving their Plot A) without offering a convenient “jumping off” point from the title (because there’s always some sort of unresolved plot thread dangling out there).

The appeal of a similar paradigm in gaming is clear: The players are the audience and by simultaneously offering them several different ongoing plot threads, you make it possible to cater to each of them in different ways. And avoiding a “jumping off” point isn’t just about keeping people engaged (although that’s just as important in gaming as it is in serialized fiction), it’s also about maintaining a sense of pace and momentum.

THE PARADIGM WITHOUT PLOT

O’Neil goes onto say: “Another reason to employ the Levitz Paradigm requires us to step, gingerly from the practical to the philosophical. It seems to me that this storytelling method is the best imitation of life possible in a work of fiction. Life, you may have noticed, does not happen in parcels, but as a continuum.”

I’ve been using the word “plot” because that’s the terminology that comes baggaged with the Paradigm. But I think it’s important to note, given the important interactive nature of roleplaying games, that this method works just as well for managing scenarios in non-plotted campaigns: The choice of focus does not need to rest solely with the GM. While the players choose where to focus their attention, the GM can use the method to make sure that other important events, threads, and backdrops are kept in play.

Untested: Research Checks

March 12th, 2009

Shamus Young has posted his proposal for an interesting Learning Mechanic at Twenty Sided. Here’s how he describes the goal of the mechanic:

Most gameplay mechanics are set up so that characters learn and grow from success. The more success, the more XP. I wanted a mechanic that would simulate an activity that was inherently driven by trial-and-error, and where (this is the important part) the character got gradually better at the activity as time went on. Learning would be fast at first, but progress would be slow. Later on, learning would slower, but success would be more frequent.

He recommends the mechanic for tasks like translating a tome written in an archaic language; finding the cure for a zombie plague; breeding animals; and the like.

Here’s how he describes the mechanic:

The player writes down all the numbers from 1 to 20 on a notecard. Every time they roll a number, that number will be crossed out on the card. If they roll a 15, then they cross out 15.

Each attempt needs to simulate a stretch of in-game time. Hours of labwork, meditation, tinkering, writing on the chalkboard, or whatever is required.

When they make an attempt, they roll the d20. If the resulting number is already crossed out, then the action was a success and they get their reward. If not, they still get to cross out the number they rolled, which will improve their chances next time around. Using a d20, they have no chance of success on their first attempt, and a 5% chance on their next attempt. Every failure improves their chances by 5%, and every success moves them closer to their goal. You decide ahead of time how many successes it will take to reach their overall goal. (For our game, I had the book broken into 13 sections. So the character finished the translation after 13 successes.)

I like the basic concept of this mechanic a lot. It’s similar to a complex skill check, but offers the specific benefits Shamus describes: At first, learning happens fast but progress is slow. Later, learning is slow but progress is fast.

 

STREAMLINING THE MECHANIC

The idea of keeping a notecard and crossing off number is a nifty gimmick, but if you want to streamline things then you can simplify this mechanic:

Roll 1d20. If the result is equal to or lower than the number of failed attempts you’ve made, you score a success. When you achieve the requisite number of successes, you succeed at the task.

I recommend checking out Shamus’ article directly, as he includes a probability chart useful for determining how many successes a task should require.

It should be noted that, by default, the problems handled by this mechanic are always soluble — given enough time, you will eventually solve them. There is no possiblity of absolute failure. In addition, the mechanic doesn’t account for skill. For some problems these may be seen as features. For other problems they’re bugs. Let’s take a look at how the mechanic might be made more flexible and robust.

 

EXTENDING THE MECHANIC

PROGRESSIVE SUCCESS: Each success can yield additional information or some other tangible benefit. (A cure that works against the bite of a specific zombie; several pages of translated text; a slightly improved animal.) The mechanic is specifically designed to model tasks which don’t feature all-or-nothing successes.

ROADBLOCK: After a certain number of successes, progress in the task may only be possible when some other prerequisite is met (additional biological samples, a different type of natural resource, etc.). In many cases, the nature of the roadblock may not be known until the roadblock is reached.

VARIABLE DIE TYPES: For tasks of greater or lesser difficulty, you could vary the die type. (With a 1d4 you learn everything about the project rapidly and then gather successes rapidly. On the other hand, with a 1d100 your learning curve takes considerably longer.)

INTRACTABLE PROBLEMS: For problems that could prove intractable for a character, simply set the maximum number of possible attempts. If the character has not achieved success after X attempts, then they’ve exhausted their insight into the problem. (Having multiple people working on a problem like this is useful not only because it speeds up resolution, but also because it gives greater insight into the problem — as represented by more potential checks.)

FACTORING SKILL, METHOD 1: You can factor the character’s skill into the attempt by limiting the number of possible attempts based on their skill. In D&D, off-the-cuff, I’d recommend something along the lines of 10 + skill modifier attempts.

FACTORING SKILL, METHOD 2: You can also make character skill a factor by simply setting a minimum skill requirement. A particular problem, for example, might require a minimum Knowledge (history) bonus of +10. (The drawback of this method is that it still doesn’t allow for any variation in completion time based on character skill. A character with a +10 bonus is just as capable of solving the problem as a character with a +50 bonus.)

FACTORING SKILL, METHOD 3: Set a DC for the task. Each d20 roll becomes an actual skill check. If the character succeeds on the check, the roll counts double. In other words, depending on the die roll, it either counts as two successes or as two failed attempts. (If you’re combining this method with an intractable problem, however, each die roll still only counts as one attempt against the maximum number of possible attempts.)

DISCLAIMER

I’m just spitballing some ideas here. I have not actually run any kind of mathematical analysis on this mechanic (although, as I noted, Shamus Young did provide useful charts for the core mechanic).

Blue Butterflies - Stergo

Before scientific experimentation disproved it, most people believed in the spontaneous generation of life (also known as equivocal generation). For example, it was believed the maggots spontaneously generated out of rotting meat. That places of darkness spontaneously generated all manner of crawling things (as could be seen upon lifting up a rock). Worms arose from dirt and even frogs were once thought to come from the mud.

This was a universe literally teeming with life energy.

For the purposes of fantasy, I find it particularly fascinating how many of these theories revolved around places of filth, putrescence, and decay giving rise to vermin: Maggots from rotting flesh, rats from excrement, and so forth.

So when we look around our fantasy milieus and see monstrous forms of vermin — dire rats, giant spiders, and the like — could we use such theories of creation as their basis? I think we can. In the vile places of the earth — the places were the very form of the world itself has begun to decay — such creatures are given form out of the darkness. And thus our dungeons teem with life.

Another interesting facet of the theory of the spontaneous generation of life is that, like many pre-scientific beliefs, it was not extinguished by scientific thought — rather, it retreated before it. Once it was proven that maggots are the larvae of flies, for example, the theory simply moved to become the spontaneous generation of bacteria out of the “life force” of the air. It wasn’t until Louis Pasteur rooted out the last of its hiding places that the theory finally died.

I bring this up to suggest that we can just as easily turn the dial in the opposite direction. We can even add a metaphorical (or perhaps metaphysical) component to the theory.

For example, John Wick’s Orkworld postulates that orcs are actually photosynthetic. But we could just as easily say that the orcs spontaneously arise wherever civilization is not: When empires fall, tribes of orcs appear in the ruins.

And we could elaborate upon further upon the themes of this theory: Mice were known to physically reproduce, but they were also thought to spontaneously generate out of moldy grain. Ergo, our orcs can both spontaneously generate out of the lack of civilization, but also reproduce.

Further, we could build upon this by considering the ideas of Lamarckian evolution — that life, once spontaneously generated, strives to become more and more complex. Thus we could postulate that all humanoid life has its origins in the primordial generation of orcish life from the absence of civilization — orcs, goblins, hobgoblins, and beastmen of all sorts appear spontaneously, but then some among them will breed and improve.

This doesn’t even necessarily need to be true, but it would certainly be an interesting religious belief. For example, your dark elves might believe that orcs, humans, elves, and dark elves all exist along a continuum of improvement. (It might be even more shocking if you made this a secret belief among the elves: They look at humans the same way that humans look at orcs… they’re just too polite to say it.)

You could root all of this cosmology in the apeironic weave of creation. Where that weave becomes weakened, spontaneous generation occurs. When weakened by decay, filth and vermin appear. When weakened by the loss of civilization, orcs appear. When weakened by vile death, undead appear.

Such a cosmology could have interesting implications for how summoning rituals or the creation of undead work. For example, Jean Baptista von Helmont had a receipe for mice: “Place a dirty shirt or some rags in an open pot or barrel containing a few grains of wheat or some wheat bran, and in 21 days, mice will appear.” Magical spells like create undead could directly manipulate the apeironic weave in order to cause undead to appear; but you could also open things up by allowing non-magical manipulation of that weave (through ritualistic murder, for example).

You could also flip the whole conceit of “weakening the weave” on its head. Perhaps clerics and living saints appear in those places where the weave has been strengthened. Perhaps the gods themselves are nothing more than those places where the weave has been unnaturally strengthened through the power of belief or sacrifice or chance.

Rules vs. Rulings?

March 9th, 2009

I’m calling shenanigans.

Of late the meme has arisen that the difference between “new school” and “old school” gaming is “rules, not rulings”. The free Lulu PDF A Quick Primer for Old School Gaming seems to be a primary infection point and I don’t think we’ll go too far wrong by quoting it:

Most of the time in old-style gaming, you don’t use a rule; you make a ruling. It’s easy to understand that sentence, but it takes a flash of insight to really “get it.” The players can describe any action, without needing to look at a character sheet to see if they “can” do it. The referee, in turn, uses common sense to decide what happens or rolls a die if he thinks there’s some random element involved, and then the game moves on. This is why characters have so few numbers on the character sheet, and why they have so few specified abilities.

There are several problems with this meme.

BAD EXAMPLES

The Spot and Search skills tend to get targeted a lot by people trying to explicate the “rules, not rulings” concept. For example, the Quick Primer for Old School Gaming goes into a pair of lengthy examples of “old school” vs. “new school” play.

In the “new school” example, a player says they’re searching a hallway. They find a pit trap. They ask the GM if they can disarm it. The GM rules that they can. They jam the mechanism. (The results of the search and disabling attempt are handled by skill checks.)

In the “old school” example, a player says they’re checking the hallway. They fail to find the pit trap, but they’re suspicious so they try a different method of searching. They find the pit trap. They ask the GM if they can disarm it. The GM rules that it can’t be disarmed. They go around the trap instead. (The results of the search and disabling attempt are handled by GM fiat.)

Now, if you’re trying to establish that the difference in play here is GM fiat vs. dice rolling, then these examples would be just fine. But what the author actually does is load up the “old school” example with a bunch of details — using a 10-foot pole; carefully inspecting the floor; pouring water onto the floor to detect the edges of the trap — and then tries to attribute that additional detail to the GM fiat.

But the GM fiat has nothing to do with it. It’s an artificial conflation of two different distinctions between the examples. The use of GM fiat vs. predefined mechanics only matters in the moment of resolution. The amount of detail that goes into searching a particular stretch of hallway, on the other hand, is an entirely separate issue.

The “old school” example could just as easily read:

GM: A ten-foot wide corridor leads north into the darkness.
Player: I carefully check the floor for traps.
GM: Probing ahead you find a thin crack in the floor — looks like a pit trap.
Player: I try to jam it so it won’t open.
GM: No problem.

And the “new school” example could just as easily read:

GM: A ten-foot wide corridor leads north into the darkness.
Player: I’m suspicious. Can I see any cracks in the floor? Or a tripwire? Anything like that? [makes a Search check]
GM: Nope. There are a million cracks in the floor. If there’s anything particularly sinister about any of them, you certainly don’t see it.
Player: Hmm… I still don’t like it. I’m going to take my waterskin out of backpack. And I’m going to pour some water on the floor.
GM: [calls for a new Search check with a circumstance bonus for using the water] Yeah, the water seems to be puddling a little bit around a square shape in the floor.
Player: Can I disarm it?
GM: How?
Player: Jam the mechanism? [makes a Disable Device check; it fails]
GM: There’s no visible mechanism. The hinge must be recessed.
Player: Is there enough room to walk around it?
GM: About a two-foot clearance on each side.
Player: Okay, we’ll just try walking around it. Everybody watch your step!

Here’s a different example:

What I like mostly is more of the focus on descriptions rather than mechanics.

Player: “How wide is the ledge?”
GM: “Maybe 2 inches..”
(New School) Player: *seeing the modifiers of the Balance skill for that short a span* “Oh, nevermind, I better find another way across.”
(Old School) Player: “Okay … can I press myself up against the cliff face and side-step across?”
GM: “Sure. Since you aren’t pressured and can take your time, you don’t even have to roll anything.”

In other words, it’s more about player (and GM) creativity.

The poster here ascribes the difference to “creativity”, but that’s not what the example is actually demonstrating. Although the poster obfuscates it by giving different outcomes to the “old school” and “new school” games, the core of the example boils down to a single question: “Will I be able to cross this ledge?”

In the “old school” system the GM determines this by fiat (automatic success, automatic failure, or some probability of success based on an arbitrary dice roll). In the “new school” system the chance of success is determined mechnically.

Isn’t the “old school” GM getting to be “creative” because he determines the probability of success? I guess. But, of course, the “new school” GM also gets to determine the probability of success — he set that probability as soon as he described the ledge as being only 2 inches wide.

LOSS OF CONSISTENCY

So we’ve discovered that “rulings, not rules” is really just a mantra for, “I like GM fiat.” Fair enough. What’s the problem with pervasive GM fiat?

The loss of consistency.

Ben Robbins’ essay “Same Description, Same Rules” is an excellent summation of the problem. Here’s a quick quote:

Rules should not surprise players. More specifically, if you describe a situation to the players and then describe the rules or modifiers that will apply because of the situation, the players should not go “whaaaa?”

If they are surprised it’s either because you specified an odd mechanic (a will save to resist poison) or a really implausible modifier (-6 to hit for using a table leg as an impromptu weapon).

[…]

On the other hand if the same thing uses different rules on two different occasions, it’s hard to see how it makes sense no matter who you are. This might just be the result of inconsistency (oops) or you might intentionally be using another rule to get an advantage.

I recommend reading the whole thing. Robbins’ basic point is that players cannot make logical, informed decisions if their actions have inconsistent results.

The problem with pervasive GM fiat is that you are either (a) creating inconsistency or (b) creating house rules on the fly. And if you’re creating house rules on the fly then:

(1) You have to keep track of them.

(2) Hasty decisions will frequently have unintended consequences.

(3) Even if the house rule you came up with on the fly is good the end result is no different than if you’d had a good rule to start with.

OLD SCHOOL DID WHAT NOW?

So you say, “Screw that. Ben’s wrong. Consistency is vastly overrated.” Well, sure, that may be true. Everyone’s entitled to their own tastes and opinions after all.

But that really brings us to the crux of the issue: The whole concept of using “rulings, not rules” as a distinction between “old school” systems and “new school” systems?

It’s complete, unmitigated bullshit.

For example, take a peek at the example given in A Quick Primer for Old School Gaming: The difference between GM fiat and mechanical determination of success in finding and disabling traps. That’s a distinction that’s been around since the Thief class was first introduced in Supplement I: Greyhawk.

In 1975.

And if your contention is that the New School started in 1975, then I think it’s safe to say that your use of the term is out-of-synch with the way that most people use the term.

But this extreme example only highlights the other core failure of the meme: It claims that the great thing about the “old school” is the lack of rules (which, in turn, allows for GM fiat). But all of those “old school” games seem to feature all kinds of incredibly detailed, nitpicky rules — betraying a bugaboo for the exact sort of consistency that the “old school” movement is now trying to forswear.

Having a Search skill changes gameplay? Sure. But let’s not pretend that’s any kind of systematic preference for rulings vs. rules, because you know what else changes gameplay? Explicit mechanics for determining the loyalty of hirelings. And those rules are part of OD&D, but not 3rd Edition or 4th Edition.

The truth is that the game has moved towards GM fiat in some cases and away from GM fiat in other cases.

CONCLUDING THOUGHTS

There is, I think, a legitimate philosophical divison being alluded to here: The difference between “do what you want and we’ll figure out a way to handle it” and “you can only do what the rules say you can do”. But let’s not pretend that this is a division between “old school” and “new school” play. The term “rules lawyer” is older than I am.

In addition, I think the truth is that a properly structured rule system facilitates rulings — assuming, of course, that you’re not using the word “rulings” as an ad hoc synonym for “GM fiat”. The 3rd Edition skill system doesn’t just give you a tool for differentiating character concepts — it also provides a robust and open-ended mechanic which can be used to make any number of rulings.

It’s certainly possible to look at any ruleset as being a set of shackles that prohibits you from doing anything not explicitly proscribed. But, in my opinion, a properly designed ruleset is a flexible foundation on which an infinite number of structures can be securely built.

Honestly? The whole “rules, not rulings” thing was a valiant effort. But you’re going to have to keep trying if you want something more than “old school is what I point to when I say ‘old school'” as your definition.

On page 10 of Men & Magic we get the first RPG stat block ever published. “A sample of the record of a character appears like this:”

OD&D Character Stat Block

This is also the closest thing we get to a character sheet in the OD&D rules. (Like many things in OD&D, you have to reverse engineer the general principle out of the example.)

I think the simplicity exemplified by this character sheet is something that a lot of gamers (including myself) look back on fondly: Roll your stats. Pick a class. And you’re ready to go.

Of course, like many things tinged with nostalgia and viewed through rose-colored glasses, this idyllic simplicity never actually existed. Xylarthen’s player still needs to select a race (since he’s an M-U he must be either a human or an elf), equipment (budget those 70 gp wisely), and his spells (well, a spell). And then he still needs to roll or calculate hit points, AC, encumbrance, and speed.

This division between between perception and reality actually proved quite vexing during the early design work for Legends & Labyrinths. I kept trying to get the game to the point where it was literally “(1) Roll ability scores; (2) pick race; (3) pick class”. And, of course, I kept failing. It wasn’t until I took a step back and re-analyzed what I was really trying to accomplish that I was able to get a satisfactory result.

But I digress.

The other interesting thing about Xylarthen is the description of his hypothetical creation: “This supposed player would have progressed faster as a Cleric, but because of a personal preference for magic opted for that class.”

I’m fairly certain that this makes OD&D the only edition of the game to put the idea that not all characters need to perfectly optimized front-and-center. But I also find the passage interesting because it highlights one of the features of rolling your ability scores in order: You are given the raw core for a character. What you choose to do with that core is up to you.

When was the last time you saw a wizard who didn’t have their highest ability score in Intelligence?

The insistence that the game can only be “fun” if your character is perfectly optimized limits the scope of the game. It takes character concepts off the table.

Of course, there are plenty of people who would argue that the guy playing Xylarthen is destined to have “less fun” than if he’d played a cleric. (Or was playing in a game where he could tweak his stats so that Xylarthen looks like every other magic-user in the game.)

And I get that. I can also appreciate that it can be annoying to come to the session saying, “I want to play a magic-user.” And then rolling an Intelligence of 6 and making the character you want to play completely untenable.

And this does, in fact, become less tenable because of the expected longevity of most characters in modern RPG’s. When a character has an expected lifespan of a couple of sessions (if he’s lucky), you can be a bit more philosophical about tackling an unexpected challenge than when you’re expecting to be playing this guy for the next year and a half.

But, on the other hand, Xylarthen sure looks like fun.

The counter-argument, of course, is that nothing stops me from making a wizard with his highest abiltiy score in Wisdom. True. But there is a distinct difference between facing a challenge and dealing with a self-imposed handicap. Just as there is a difference between being given a character and seeing what you can make of it and carefully scultping every detail of the character for yourself.

And I think there’s also a tendency to read the word “challenge” and think that I’m merely talking about the gamist side of the game. But I’m also talking about a creative challenge. The act of creation does not always have to begin with a blank slate. In some cases, deliberately eschewing the blank slate will give unexpected and extraordinary results which might never have been achieved if you limit yourself to a tabula rasa.

The Holmes Basic Set has an interesting section on “Hopeless Characters”:

Sometimes the universe of chance allows a character to appear who is below average in everything. At the Dungeon Master’s discretion, such a character might be declared unsuitable for dangerous adventures and left at home. Another character would then be rolled to take his place.

The act of rolling up a set of ability scores is literally perceived as the moment of creation. When you reject a stat block you aren’t rejecting numbers which aren’t appropriate for your character, you’re rejecting a character who is unsuitable for your play.

The shift in perspective is subtle, but notable.

And this, again, gets back to the idea that character creation itself is a part of the gameplay — not merely a means to an end, but an important part of the process itself. Character creation is not being seen as a prelude activity in which you craft the character you will be playing. Rather, from the moment you pick up 3d6 to roll up their Strength, the game has begun: The ability scores give you the character you will play. And then, from that point forward, it’s your decisions that shape that character’s destiny.

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