The Alexandrian

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?”

Go to Part 1

There are two different GMing techniques that can be referred to as “choose your own adventure”.

(If you’re on the younger side and have no idea what I’m talking about, the Choose Your Own Adventure Books, which have recently been brought back into print, were a really big thing in the ‘80s and ‘90s. They created the gamebook genre, which generally had the reader make a choice every 1-3 pages about what the main character — often presented as the reader themselves in the second person — should do next, and then instructing them about which page to turn to continue the story as if that choice had been made.)

(For those on the older side: Yes, I really did need to include that explanation.)

The first technique happens during scenario prep. The GM looks at a given situation and says, “The players could do A or B, so I’ll specifically prep what happens if they make either choice.” And then they say, “If they choose A, then C or D happens. So I’ll prep C and D. And if they choose B, then E or F could happen, so I’ll prep E and F.”

And what they end up with looks like this:

This is a bad technique. First, because it wastes a ton of prep. (As soon as the players choose Option A, everything the GM preps down the path of Option B becomes irrelevant.) Second, because the players can render it ALL irrelevant the minute they think of something the GM hasn’t anticipated and go with Option X instead. (Which, in turn, encourages the GM to railroad them in order to avoid throwing away their prep.)

The problem is that the GM is trying to pre-run the material. This is inherently a waste of time, because the best time to actually run the material is at the table with your players.

But I’ve written multiple articles about this (most notably Don’t Prep Plots and Node-Based Scenario Design), and it’s also somewhat outside the scope of this series.

What I’m interested in talking about today is the second variety of Choose Your Own Adventure technique, which I suppose we could call:

RUN-TIME CHOOSE YOUR OWN ADVENTURE

GM: You see that the wolf’s fur is matted and mangy, clinging to ribs which jut out through scrawny skin. There’s a nasty cut along its flank. It snarls menacingly at you. Do you want to attack it? You could also try offering it some food.

With run-time choose your own adventure, in addition to describing a particular situation, the GM will also offer up a menu of options for how the players can respond to it. In milder versions, the GM will wait a bit (allowing players to talk through a few options on their own) before throwing in his two cents. In the cancerous version, the GM will wait until a player has actually declared a course of action and then offer them a list of other alternatives (as if to say, “It’s cute that you thought you had autonomy here, but that’s a terrible idea. Here are some other options you would have come up with if you didn’t suck.”).

It can be an easy trap for a GM to fall into because, when you set a challenge for the PCs, you should be giving some thought to whether or not it’s soluble, and that inherently means thinking through possible solutions. It’s often very easy to just burble those thoughts out as they occur to you.

Choose Your Own Adventure BooksIt’s also an easy trap to fall into during planning sessions. Everyone at the table is collaborating and brainstorming, and you instinctively want to jump into that maelstrom of ideas. “Oh! You know what you could do that would be really cool?”

But you have to recognize your privileged (and empowered) position as the GM. You are not an equal participant in that brainstorming:

  • As an arbiter of whether or not the chosen action will succeed, you speak with an inherent (and, in many cases, overwhelming) bias.
  • You’ve usually had a lot more time to think about the situation that’s being presented (or at least the elements that make up that situation), which gives you an unfair advantage.
  • You often have access to information about the scenario that the players do not, warping your perception of their decision-making process.

The players, through their characters, are actually present in the moment and the ideas they present are being presented in that moment. The ideas that you present are interjections from the metagame and disrupt the narrative flow of the game.

Because of all of this, when preemptively suggesting courses of action, you are shutting down the natural brainstorming process rather than enabling it (and, in the process, killing potentially brilliant ideas before they’re ever given birth). And if you attempt to supplement the options generated by the players, you are inherently suggesting that the options they’ve come up with aren’t good enough and that they need to do something else.

So, at the end of the day, you have to muzzle yourself: Your role as the GM is to present the situation/challenge. You have to let the players be free to fulfill their role, which is to come up with the responses and solutions to what you’ve created.

As the Czege Principle states, “When one person is the author of both the character’s adversity and its resolution, play isn’t fun.”

But more than that, when you liberate the players to freely respond to the situations you create, you’ll discover that they’ll create new situations for you to respond to (either directly or through the personas of your NPCs). And that’s when you’ll have the opportunity to engage in the same exhilarating process of problem-solving and roleplaying, discovering that the synergy between your liberated creativity and their liberated creativity is greater than anything you could have created separately.

WITH NEW PLAYERS

This technique appears to be particularly appealing to GMs who are interacting with players new to roleplaying games. The thought process seems to be that, because they’re new to RPGs, they need a “helping hand” to figure out what they should be doing.

In my experience, this is generally the wrong approach. It’s like trying to introduce new players to a cooperative board game by alpha-quarterbacking them. The problem is that you’re introducing them to a version of a “roleplaying game” which features the same preprogrammed constraints of a board game or a computer game, rather than exposing them to the element which makes a roleplaying game utterly unique — the ability to do anything.

What you actually need to do, in my general experience, is to sit back even farther and give the new players plenty of time to think things through on their own; and explicitly empower them to come up with their own ideas instead of presenting them with a menu of options.

This does not, of course, mean that you should leave them stymied in confusion or frustration. There is a very fine line that needs to be navigated, however, between instruction and prescription. You can stay on the right side of that line, generally speaking, by framing conversations through Socratic questioning rather than declarative statements: Ask them what they want to do and then discuss ways that they can do that, rather than leading with a list of things you think they might be interested in doing.

WITH EXPERIENCED PLAYERS

You can, of course, run into similar situations with experienced players, where the group has stymied itself and can’t figure out what to do next. When you’re confronted with this, however, the same general type of solution applies:

A few things you can do instead of pushing your own agenda:

  • Ask the players to summarize what they feel their options are.
  • In mystery scenarios, encourage the players to review the evidence that they have. (Although you have to be careful here; you can fall into a similar trap by preferentially focusing their attention on certain pieces of information. It’s really important, in my experience, for players in mystery scenarios to draw their own conclusions instead of feeling as if solutions are being handed to them.)
  • If they’ve completely run out of ideas, bring in a proactive scenario element to give them new leads or new scenario hooks to follow up on.

Also: This sort of thing should be a rare occurrence. If it’s happening frequently, you should check your scenario design. Insufficient clues in mystery scenarios and insufficient scenario hooks in sandbox set-ups seem to be the most common failure points here.

This problem can also be easily mistaken for the closely related situation where the group has too many options and they’ve gotten themselves locked into analysis paralysis. When this happens, it should be fairly obvious that tossing even more options into the mix isn’t going to solve the problem. A couple things you can do here (in addition to the techniques above, which also frequently work):

  • Simply set a metagame time limit for making a decision. (Err on the side of caution with this, however, as it can be very heavy-handed.)
  • Offer the suggestion that they could split up and deal with multiple problems / accomplish multiple things at the same time.

The latter would seem to cross over into the territory of the GM suggesting a particular course of action. And that’s fair. But I find this is often necessary because a great many players have been trained to consider “Don’t Split the Party” as an unspoken rule, due to either abusive experiences with previous GMs or more explicitly from previous GMs who don’t want to deal with a split party. That unspoken rule is biasing their decision making process in a manner very similar to the GM suggesting courses of action, and the limitations it imposes often result in these “analysis paralysis” situations where they want to deal with multiple problems at the same time, but feel that they can’t. Explicitly removing this bias, therefore, solves the problem.

You can actually encounter a similar form of analysis paralysis where the players feel that the GM is saying “you should do X”, but they really don’t want to. Or they’d much rather be doing Y. And so they lock up on the decision point instead of moving past.

Which, of course, circles us back to the central point here: Don’t put your players in that situation to begin with.

Go to Part 7

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.