The Alexandrian

VS.

(prompted by “Signs of Life” at the Society of Torch, Pole, and Rope)

The reason we look for verisimilitude in the rules of a roleplaying game and not in the rules of Monopoly is because we don’t play roleplaying games as if they were a round of Monopoly.

QED.

Personally, I look at the rules of a roleplaying game as the interface between me and the game world. I want those rules to be fun and interesting, but I also want them to be transparent: My primary interest is interacting with the game world. If I wanted to interact with the rules of a game, I’d play a boardgame like Monopoly or Arkham Horror.

So if the rules in a roleplaying game get in the way — either due to a lack of verisimilitude; or because they’re boring; or dissociated; or too complicated — then I’m going to be unhappy with those rules.

I Talk About Shakespeare

May 20th, 2010

Twin Cities Theater Connection recently put a panel together of local artists working on summer productions of Shakespeare. You can hear the discussion on their “Summer of Shakespeare” podcast. So if you’ve always wanted to know what I sound like (and can’t afford to spring for the Call of Cthulhu audio book I did), this is your chance.

The Hall of the Mountain King

WORST. PLAN. EVAH.

Dwarves: Oh no! All the gold in our mountain has been cursed!

Dwarven God: That sounds sucky. Here’s a magical artifact to remove the curse.

Dwarf 1: Think we should use it?

Dwarf 2: Nope. Let’s lock all the dwarves afflicted by the curse into the lower vaults.

Dwarf 1: And then use it?

Dwarf 2: Nope. Let’s evacuate the mountain.

Dwarf 1: And then we’ll use it?

Dwarf 2: Nope. We’ll hide the magical artifact in the depths of the mountain.

Dwarf 1: And… then use it?

Dwarf 2: Nope. We’ll create clockwork bodies for ourselves and inscribe the secret of how to find the artifact on the gears and cogs.

Dwarf 1: And… wait, what?

Dwarf 2: Then we’ll go senile. And centuries from now the grandchildren of our disciples will “con” a small group of adventurers into retrieving and using the magical artifact.

Dwarf 1: What the hell are you talking about?

I guess this is what happens when you write adventure modules by committee. (I really wish I was exaggerating this, but I’m not. Although they technically didn’t plan to go senile, this is, in fact, the background used in the module.)

THE SIMPLE FIX

The artifact wasn’t ready-to-use out of the box. The Secret Masters of the dwarves collected the tears of the Hundred Widows who had lost their husbands to the corruption of the curse. The fist-sized teardrop of gold they forged from the cursed gold needed to bathe for a hundred years in the widows’ tears before it could cleanse the mountain itself.

Unfortunately, long before the teardrop was ready, the dwarves had been forced to abandon the fortress. Or perhaps the Secret Masters arranged for the evacuation, planning to return a century later. Whatever the case may be, things didn’t go according to plan: A hundred years passed and, deep in the bowels of the mountain, the Golden Teardrop was completed. But the dwarves were never able to return to the Golden Citadel, and so the teardrop lay forgotten…

A couple months ago I mentioned that I had created counter-intelligence guidelines for the Gather Information skill. Confanity had mentioned that he was intrigued by them, and I promised to get them posted sooner rather than later. For certain definitions of “sooner” and “later”, I suppose that this has now been accomplished.

Counter-Intelligence: A character can attempt to detect other characters gathering information about a particular subject in the area by making a Gather Information check. The DC of the counter-intelligence check is opposed by the original Gather Information check made in the attempt to gather the information.

Avoiding Suspicion: If a character is attempting to avoid suspicion, it becomes more difficult to detect them. Although the character suffers a -10 penalty on their Gather Information check for the purposes of collecting the information they seek, they gain a +10 bonus to their Gather Information check for the purposes of opposing the counter-intelligence check.

In addition, cautious characters can voluntarily increase the penalty on their original Gather Information check, granting an equal bonus for the purposes of opposing the counter-intelligence check. (For example a character could decide to be extra cautious and apply a -15 penalty to their Gather Information check. Their unmodified check result is 30, which is modified to 15 (30 – 15) for the purposes of determining what information they actually glean. But if another character attempts to detect their presence, they would have to make a DC 45 (30 + 15) counter-intelligence check to do so.)

Modifiers: Apply a -2 penalty to counter-intelligence checks for every week that has passed since the original Gather Information check.

James Bond - Counter-Intelligence

USING THE GUIDELINES

For PCs, these guidelines aren’t only useful to find out if someone is asking questions about them. In fact, they’re generally more useful for identifying competing interests. Who else in town is trying to find out information about the Vault of the Dwarven Kings? Or investigating the Baker’s Street Gang?

Resolving these types of checks requires the GM to know two things:

(1) Who else is looking for that information?

(2) What should the DC of the check be?

The answer to the former question, of course, is situational. For the latter you could either set simple, static DCs as you would for any other Gather Information check, or you could actually resolve the opposed check.

FACTION

I generally find it useful to know what kind of information-gathering capacity factions have in my campaigns. For smaller factions (like an opposing group of adventurers or a small gang of bad guys), this is as simple as looking at the highest (or most appropriate) Gather Information skill modifier in the group.

For larger factions, I simply assign a Gather Information modifier to the group. (This number is essentially arbitrary, although I base it on the size, nature, and resources of the group in question.)

When trying to figure out how suspicious a particular group is (i.e., whether they’re performing counter-intelligence to make sure anyone is asking questions about them) or how pervasive their surveillance is (i.e., how often they’re making counter-intelligence checks), I’ve generally just relied on common sense to make a ruling whenever the question needs to be answered. But if you’re running a campaign where intelligence and counter-intelligence is likely to be fairly common (for example, a modern espionage campaign), then codifying those factors might be useful.

(For example, a Paranoid group might check 1/day; a Suspicious group every 1d6 days; a Cautious group once every 3d10 days; a Naive group might never check. In other words, if the PCs investigate a Suspicious group then there would be a counter-intelligence check made 1d6 days later.)

One Page Dungeon Codex

Last year my one-page dungeon The Halls of the Mad Mage, inspired by the twisted landscapes of M.C. Escher, won Best Geometry in the One Page Dungeon Contest. The deluxe version of the One Page Dungeon Codex 2009, which collects all of the winners, has now been released as a FREE e-book from Tabletop Adventures.

I believe the 2010 contest has also concluded (I didn’t enter this year).

THE HALLS OF THE MAD MAGE

Halls of the Mad Mage

If you like The Halls of the Mad Mage, while you’re at RPGNow for the Codex, you might also want to check out some of my other adventure supplements:

Mini-Adventure 1: Complex of Zombies Mini-Adventure 2: The Black Mist

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