The Alexandrian

Posts tagged ‘d&d’

This is a quick little thing I wrote up on Reddit a few days ago. The basic idea is that you’re looking to run a game with 1 DM and 1 or 2 players. Legends & Labyrinths includes a build point system which makes it very easy to build encounters for non-standard group compositions, but very small groups pose some unique challenges. It can also be useful to have some quick conversion guidelines for published adventures.

2 PLAYERS

So if you’re looking to DM for a group of 2 PCs:

(1) One of the PCs should be a cleric.

(2) Give them plentiful healing resources. At 1st level, a wand of cure light wounds with 15-20 charges should do it.

(3) Take any adventure designed for 1st level characters and do the following: For any encounter involving multiple creatures, halve their hit points and reduce their number by half. For any encounter involving a single creature, reduce them to minimum hit points.

And that’s it. You’re good to go.

For example, consider the encounters found in the first dozen keyed areas of The Sunless Citadel:

Area 1: 3 dire rats (5 hp) = 1 dire rat (3 hp)
Area 3: 1 dire rat (5 hp) = 1 dire rat (2 hp)
Area 5: 3 skeletons (6 hp) = 1 skeleton (3 hp)
Area 6: 1 dire rat (6 hp) = 1 dire rat (2 hp)
Area 10: 1 quasit (9 hp) = 1 quasit (3 hp)
Area 12: 1 dragonpriest (42 hp) = 1 dragonpriest (21 hp)

The reason this works is because encounters are designed for 4 PCs: If you halve the number of PCs it means that monsters will generally live twice as long and have only half as many targets to inflict damage on. That means that the difficulty of an encounter roughly quadruples if you halve the the number of PCs. So we adjust for that by halving the monster’s hit points (so that they survive half as long) and halving their numbers (which halves the number of actions the monsters can take each turn).

1 PLAYER

Adjusting for having only one player in D&D is a little tougher because there’s no margin for error: If a PC gets knocked unconscious in normal play, they can be revived by other members of the party. If a solo PC gets knocked unconscious, it’s an immediate game over.

Here’s what I recommend: Start the PC at 3rd level and then run them through 1st level adventures that have been adjusted as per the above. (You’ll probably want to have them use a cleric again. Or find some other way to make sure they have access to magical healing.)

I have done very little one-on-one stuff, but this method seems to work.

I just got done running the most heavily railroaded session in probably my last 15 years of gaming, including heavily forced scene transitions and huge dollops of illusionism.

(Context: It was a dream sequence being experienced by a comatose PC. They were taken through a highlight reel of their memories — both the ones they’ve experienced and the ones their amnesiac character has forgotten — with the other players jumping in to play current and former versions of themselves in a kaleidoscopic dreamscape.)

I bring this up because I think it’s given me a fresh appreciation for why combat encounters — particularly those in “delve format” adventures — have become so overwrought in the past 10 years: It’s because, in a culture of “storytelling” GMs with railroaded plots, the combat encounters are the only place where players can actually experience freedom; where their choices actually matter.

So you get a large class of players who are primarily focused on the combat encounters because that’s where they’re actually allowed to experience the true joy of roleplaying games (and, therefore, that’s where they have fun). And to cater to those desires, adventure design (and then game design) focuses more and more on making those encounters really exciting.

But then, as that cycle degrades into itself, we end up with a situation where the tail is wagging the dog: Where the railroaded plot that strings together the combat encounters becomes thinner and thinner as more and more effort is put into propping up the combat encounter tent poles.

(Insert obligatory references to the Don’t Prep Plots and Node-Based Scenario Design.)

Over at Blog of Holding, Paul has just posted “The Cycle of Repudiation and Reclamation, and the 2nd Coming of 2nd Edition“: It puts forth his theory that a lost generation of 2nd Edition gamers, who have hitherto been silent, will emerge in the near future:

I predict that, within two years, some blogger will come along and express, with the persuasiveness of a Philotomy Juramont or James Mal, what was so special about the story-based, Elmister-infested, roleplaying-over-rollplaying Silver and Bronze Ages of D&D. We’ll learn why Spelljammer was actually awesome. THAC0 will stop being a punchline. People like Zeb Cook and Douglas Niles will finally get some praise for carrying the D&D banner for a while.

I started gaming in the summer of 1989: A brief period of BECMI followed by an almost immediate leap into 2nd Edition. So I’d be pretty much the definitional poster child for this “lost” generation.

But I think the reason no movement or “voice” has coalesced around this generation is that it’s never actually been been lost and it’s never really gone away.

For example, the OSR has been primarily driven by revisiting/rediscovering:

(1) Out of print systems

(2) Different ways of prepping and running adventure material

(3) Different ways of organizing your players and your campaign

And the exploration of these older ideas have resulted in the publication of new products using these lost methods. Many of which have also found new ways to explore these concepts.

With that in mind, let’s consider what these elements are during the 2nd Edition era:

  • Narrative-oriented / scene-based adventures.
  • Encyclopedic presentation of campaign settings.
  • Splat books.
  • Campaigns defined by a consistent group of 4-8 players who all attend each session.

And what you quickly realize is that the distinctive elements of the 2nd Edition era are still the distinctive elements of the bulk of the RPG industry. I mean, I basically just described Paizo’s entire focus and product line. There’s nothing to rediscover here: People never stopped publishing this stuff. People never stopped playing like this.

(I mean, yes, the late-3E/4E Delve Style adventures can be seen as beginning to depart from the classic narrative forms set by Call of Cthulhu and the original Dragonlance modules. But Paizo’s adventure paths are still being published every single month. And most other RPGs haven’t followed the path of 4E.)

So when you’re talking about something being “lost” from the 2nd Edition era, all you’re really talking about are the actual rules for 2nd Edition. And maybe a specific campaign setting that’s been allowed to malinger out of print.

And that simply isn’t enough material for a movement to really gain traction on. Particularly because 2nd Edition doesn’t actually have a lot of mechanical distinction from 1st Edition. Once you’ve said “let me count the ways I liked 2E” a couple of times, you’re basically asking a movement to coalesce around the glories of a proficiency system and three-hole punched monster manuals.

More likely would be strong communities forming around the out of print campaign worlds. But, of course, that’s already happened.

And to be perfectly clear here: I’m not trying to diss 2nd Edition. I actually think some of the best D&D products ever published were published during 2nd Edition.

What I’m saying, to sum up, is that the conceptual stuff from the era never went away: Which means there’s nothing “new” to rediscover and add to your games. And there’s no vacuum in the market waiting to be filled (because lots of people are still publishing products like that). So the only thing a “2ER” could be built around is a nostalgia for very specific products. And that’s why it hasn’t happened. And why it isn’t likely to happen.

Untested: Fungal Traps

August 2nd, 2012

Fungus - James Hamlyn Willis

I’ve been watching After Life: The Science of Decay, which is a really fascinating BBS documentary. The link there will take you to a point in the middle of the video which showcases a couple of interesting real-life fungi which, with a little fantasy twist, could be made very interesting challenges for your PCs.

Confusion Spike (CR 4): Characters within an area infested by the airborne spores of the confusion spike must make a Fortitude save (DC 15) each minute or become infected. Once infected, the spores will grow rapidly within the character’s mind, creating alchemicals that control and disrupt the victim’s behavior. 2d6 rounds after exposure, the victim will become confused (as per a confusion spell). 2d6 rounds after that, they must make a second Fortitude save (DC 15): On a success, they have recovered from the infection. On a failure they die.

Characters who die while under the effects of the confusion spike (either due to the effects of the fungus or otherwise), rapidly exude the fruiting body of the fungus. 1d4 rounds after death, this takes the form of a long, narrow spike which bursts through the character’s skull and grows rapidly to a length equal to roughly three times the character’s body length over the course of 2d6 rounds.

4d6 minutes later, the top of the fruiting body will explode spreading spores in a radius equal to the length of the fruiting body. These spores create a new infection zone, which can linger in the air for years or even decades. (Although they dissipate more quickly in outdoor environments.)

Dwarfbane (CR 1): This magical fungus, reportedly a tainted byproduct from certain rituals used to enchant magical arms and armor, breaks down metallic items in a cycle of decay. It was named dwarfbane after a strain of the fungus infested the rich veins of Dharballa and completely destroyed the dwarven city’s mines. Efforts to contain the infestation failed and eventually — broken and impoverished — the entire city of Dharballa was abandoned. Today there are many dwarven cities that will still refuse entry to any dwarf of Dharballa out of fear they will bring banespore with them.

Metallic items that touch dwarfbane become infested. Magic items made of metal can avoid infestation with a successful Reflex save (DC 17).

Although a great threat to dwarven cities, dwarfbane poses little threat to adventurers as long as they are wary of the danger: 1d4 hours after exposure to dwarfbane spores, a successful Knowledge (nature) check (DC 15) or Spot check (DC 25) will allow the owner of an item to notice spots of the distinctive green patina formed by the fungus. After 4d6 hours, the item will suffer 1d6 points of damage per hour until destroyed.

Objects affected by dwarfbane are rendered into a green, mossy rust. (Which, of course, seethes with dwarfbane spores.)

Fungal Snare (CR 2): These large, strong fungal growths form large loops around subterranean corridors. When a creature passes through the loop, the fungus snaps shut in a vice-like grip. If the target fails a Reflex saving throw (DC 14),they are caught by the snare, suffer 1d6 points of damage, and become stuck and entangled. The snare has AC 16, 10 hp, and requires a Strength or Escape Artist check (DC 15) to escape. A fungal snare can be detected with a successful Search check (DC 15).

Goblins have been known to specifically foster and grow fungal snares as lair wards. The goblins will carry small bags containing cuttings from the fungal snares, the presence of which prevents the fungal snares from snapping shut.

Fungal Web Droppers: Fungal webs grow on tall stalks to the ceiling of a cavern or into the lower foliage of a forest’s canopy. Once they have reached this height, their fruiting body spreads a wide, web-like indusium. When creatures pass beneath the indusium, the fungi drop their webs.

Size
Escape Artist DC
Reflex/Break DC
Hit Points
Poison
Small (5' x 5')
10
14
2
Fort DC 10, 1d2 Str
Medium (5' x 5')
10
10
4
Fort DC 10, 1d3 Str
Large (10' x 10')
12
16
6
Fort DC 12, 1d4 Str
Huge (15' x 15')
13
17
12
Fort DC 13, 1d6 Str
Gargantuan (20' x 20')
16
20
14
Fort DC 16, 1d8 Str
Colossal (30' x 30')
20
24
16
Fort DC 20, 2d6 Str
Colossal+ (50' x 50')
28
32
18
Fort DC 28, 2d8 Str

The table lists the size of the web and the maximum size of the creature that can be trapped by the web. Creatures beneath the web are affected as per a web spell, except using the DCs listed on the table. The web is also coated with a contact poison, afflicting anyone caught in the web or trying to tear it apart with their bare hands.

The tall stalks of fungal web droppers are usually easily noticed, although a Knowledge (nature) check (DC 18) is required to recognize the danger. Some fungal web droppers have stalks which camouflage themselves as stone columns or tree trunks, requiring a Spot check (DC 20) to notice. A Spot check (DC 30 – 2 per size category) will suffice to notice the overhanging webs.

Fungal Snare Webs: Fungal snare webs are similar fungal web droppers, except their webs remain attached to the fruiting body of the fungi and will attempt to draw those caught in the web up into the air. Characters who fail their initial Reflex throws are drawn a random distance into the air. Increase the Escape Artist and Break DCs by +5.

Long Net Stinkhorn - Shirley Ng

Four years ago, in an effort to understand why I found so many of the design decisions in the 4th Edition of Dungeons & Dragons antithetical to what I wanted from a roleplaying game, I wrote an essay about “Dissociated Mechanics”. At the time, I was still struggling to both define and come to grips with what that concept meant. I was also, simultaneously, quantifying and explaining my reaction to 4th Edition (which had just been released).

Ultimately, I hit on something that rang true. I had found the definition of something that was deeply problematic for a lot of people. The term “dissociated mechanic” caught on and became widely used. (And not just in discussions about 4th Edition.)

As a result, hundreds of people are linked to the original “Dissociated Mechanics” essay every month. They come looking for an explanation of what the term means.

Unfortunately, the original essay is not particularly good.

I say this both as a matter of self-reflection and as a matter of empirical evidence: The essay is unclear because I was still struggling to understand the term myself. And because it was written as a reaction to 4th Edition, it immediately alienates people with a personal stake in the edition wars. The result is that a lot of people come away from the essay with a confused, inadequate, or completely erroneous understanding of the term.

Which is why links to the original essay are being redirected here: I’m attempting to provide a better and clearer primer for those interested in understanding what dissociated mechanics are, why they’re deeply problematic for many people, and how they can be put to good use.

If you’re interested in reading the original essay, you can still find it here.

A SIMPLE DEFINITION

An associated mechanic is one which has a direct connection to the game world. A dissociated mechanic is one which is disconnected from the game world.

The easiest way to perceive the difference is to look at the player’s decision-making process when using the mechanic: If the player’s decision can be directly equated to a decision made by the character, then the mechanic is associated. If it cannot be directly equated, then it is dissociated.

For example, consider a football game in which a character has the One-Handed Catch ability: Once per game they can make an amazing one-handed catch, granting them a +4 bonus to that catch attempt.

The mechanic is dissociated because the decision made by the player cannot be equated to a decision made by the character. No player, after making an amazing one-handed catch, thinks to themselves, “Wow! I won’t be able to do that again until the next game!” Nor do they think to themselves, “I better not try to catch this ball one-handed, because if I do I won’t be able to make any more one-handed catches today.”

On the other hand, when a player decides to cast a fireball spell that decision is directly equated to the character’s decision to cast a fireball. (The character, like the player, knows that they have only prepared a single fireball spell. So the decision to expend that limited resource – and the consequences for doing so – are understood by both character and player.)

METAGAMED AND ABSTRACTED

Dissociated mechanics can also be thought of as mechanics for which the characters have no functional explanations.

But this generalization can be misleading when taken too literally. All mechanics are both metagamed and abstracted: They exist outside of the character’s world and they are only rough approximations of that world.

For example, the destructive power of a fireball is defined by the number of d6’s you roll for damage; and the number of d6’s you roll is determined by the caster level of the wizard casting the spell.

If you asked a character about d6’s of damage or caster levels, they’d obviously have no idea what you were talking about. But the character could tell you what a fireball is and that casters of greater skill can create more intense flames during the casting of the spell.

The player understands the metagamed and abstracted mechanic (d6’s and caster levels), but that understanding is directly associated with the character’s understanding of the game world (burning flames and skilled casters).

EXPLAINING IT ALL AWAY

On a similar note, there is a misconception that a mechanic isn’t dissociated as long as you can explain what happened in the game world as a result.

The argument goes like this: “Although I’m using the One-Handed Catch ability, all the character knows is that they made a really great one-handed catch. The character isn’t confused by what happened, so it’s not dissociated.”

What the argument misses is that the dissociation already happened in the first sentence. The explanation you provide after the fact doesn’t remove it.

To put it another way: The One-Handed Catch ability is a mechanical manipulation with no corresponding reality in the game world whatsoever. You might have a very good improv session that is vaguely based on the dissociated mechanics you’re using, but there has been a fundamental disconnect between the game and the world. You could just as easily be playing a game of Chess while improvising a vaguely related story about a royal coup starring your character named Rook or narrating what your character sees on their walk from Park Place to Boardwalk.

REASSOCIATING THE MECHANIC

The flip side of the “explaining it all away” misconception is the “it’s easy to fix” fallacy. Instead of providing an improvised description that explains what the mechanic did after the fact, we instead rewrite the ability to provide an explanation and, thus, re-associate the dissociated mechanic.

In practice, this is frequently quite trivial. To take our One-Handed Catch ability, for example, we could easily say: The player activates his gravitic force gloves (which have a limited number of charges per day) to pull the ball to his hand. Or he shouts a prayer to the God of Football who’s willing to help him a limited number of times per day. Or he activates one of the arcane tattoos he had a voodoo doctor inscribe on his palms.

These all sound pretty awesome, but each of them carries unique consequences. If it’s gravitic force gloves, can they be stolen or the gravitic field canceled? Can he shout a prayer to the God of Football if someone drops a silence spell on him? If he’s using an arcane tattoo, does that mean that the opposing team’s linebacker can use a dispel magic spell to disrupt the catch?

(This is getting to be a weird football game.)

Whatever explanation you come up with will have a meaningful impact on how the ability is used in the game. And that means that each and every one of them is a house rule.

Why is this a problem?

First, there’s a matter of principle. Once we’ve accepted that you need to immediately house rule the One-Handed Catch ability, we’ve accepted that the game designers gave us a busted rule that needs to be fixed before it can be used. The Rule 0 Fallacy (“this rule isn’t broken because I can fix it”) is a poor defense of any game.

But there’s also a practical problem: While it may be easy to fix a single ability like One-Handed Catch, a game filled with such abilities will require hundreds (or thousands) of house rules that you now need to create, keep track of, and use consistently. What is trivial for any single ability becomes a huge problem in bulk.

REALISM vs. ASSOCIATION

Another common misunderstanding is to equate associated mechanics with realistic mechanics.

This seems to primarily arise because people struggling to explain why they don’t like dissociated mechanics – often without a firm conceptual grasp of what it is that they’re dissatisfied with – will try to explain, for example, that it’s just not realistic for a football player to only be able to make a single one-handed catch per game.

That may or may not be true (I haven’t actually done a statistical analysis of how often receivers make one-handed catches in the NFL), but it’s largely a red herring: Our hypothetical One-Handed Catch ability is infinitely more realistic than a fireball, and yet the latter is associated while the former is not.

Conversely, of course, just because something is magical doesn’t mean that the mechanic will automatically be associated. And it’s fully possible for a dissociated mechanic to also be unrealistic. My point is that the property of associated/dissociated is completely unrelated to the property of realistic/unrealistic.

WHAT IS A ROLEPLAYING GAME?

All of this is important, because roleplaying games are ultimately defined by mechanics which are associated with the game world.

Let me break that down: Roleplaying games are self-evidently about playing a role. Playing a role is making choices as if you were the character. Therefore, in order for a game to be a roleplaying game (and not just a game where you happen to play a role), the mechanics of the game have to be about making and resolving choices as if you were the character. If the mechanics of the game require you to make choices which aren’t associated to the choices made by the character, then the mechanics of the game aren’t about roleplaying and it’s not a roleplaying game.

To look at it from the opposite side, I’m going to make a provocative statement: When you are using dissociated mechanics you are not roleplaying. Which is not to say that you can’t roleplay while playing a game featuring dissociated mechanics, but simply to say that in the moment when you are using those mechanics you are not roleplaying.

I say this is a provocative statement because I’m sure it’s going to provoke strong responses. But, frankly, it just looks like common sense to me: If you are manipulating mechanics which are dissociated from your character – which have no meaning to your character – then you are not engaged in the process of playing a role. In that moment, you are doing something else. (It’s practically tautological.) You may be multi-tasking or rapidly switching back-and-forth between roleplaying and not-roleplaying. You may even be using the output from the dissociated mechanics to inform your roleplaying. But when you’re actually engaged in the task of using those dissociated mechanics you are not playing a role; you are not roleplaying.

And this brings us to the very heart of what defines a roleplaying game: What’s the difference between the boardgame Arkham Horror and the roleplaying game Call of Cthulhu? In Arkham Horror, after all, each player takes on the role of a specific character; those characters are defined mechanically; the characters have detailed backgrounds; and plenty of people have played sessions of Arkham Horror where people have talked extensively in character.

I pick Arkham Horror for this example because it exists right on the cusp between being an RPG and a not-RPG. So when people start roleplaying during the game (which they indisputably do when they start talking in character), it raises the provocative question: Does it become a roleplaying game in that moment?

On the other hand, I’ve had the same sort of moment happen while playing Monopoly. For example, there was a game where somebody said, “I’m buying Boardwalk because I’m a shoe. And I like walking.” Goofy? Sure. Bizarre? Sure. Roleplaying? Yup.

Let me try to make this distinction clear: When we say “roleplaying game”, do we just mean “a game where roleplaying can happen”? If so, then I think the term “roleplaying game” becomes so ridiculously broad that it loses all meaning. (Since it includes everything from Monopoly to Super Mario Brothers.)

Rather, I think the term “roleplaying game” only becomes meaningful when there is a direct connection between the game and the roleplaying. When roleplaying is the game.

It’s very tempting to see all of this in a purely negative light: As if to say, “Dissociated mechanics get in the way of roleplaying and associated mechanics don’t.” But it’s actually more meaningful than that: The act of using an associated mechanic is the act of playing a role.

Because the mechanic for a fireball spell is associated with the game world, when you make the decision to cast a fireball spell you are making that decision as if you were your character. In making the mechanical decision you are required to roleplay (because that mechanical decision is directly associated to the character’s decision). You may not do it well. You’re not going to win a Tony Award for it. But in using the mechanics of a roleplaying game, you are inherently playing a role.

USING DISSOCIATED MECHANICS

Ultimately, this explains why so many people have had intensely negative reactions to dissociated mechanics: They’re antithetical to the defining characteristic of a roleplaying game and, thus, fundamentally incompatible with the primary reason many people play roleplaying games.

Does this mean that dissociated mechanics simply have no place in a roleplaying game?

Not exactly.

First, dissociated mechanics have always been part of roleplaying games. For example, character generation is almost always dissociated and that’s also true for virtually all character advancement systems, too. It’s also true for a lot of the mechanics that GMs use. (In other words, dissociated mechanics are frequently used – and accepted – in the parts of the game that aren’t about roleplaying your character.)

Second, people often have reasons for playing and enjoying roleplaying games which have nothing to do with playing a role: They might be playing for tactical challenges or to tell a great story or to vicariously enjoy their character doing awesome things. Mechanics that let those players scratch their itches can be great for them, even if it means they have to temporarily stop roleplaying in order to use them. Games don’t need to be rigid in their focus.

An extreme example of this are people who play roleplaying games as storytelling games: Their primary interest isn’t roleplaying at all; it’s the telling of a story. (In my experience, these players are often the ones who are most confused by other people having an extreme dislike for dissociated mechanics. After all, dissociated mechanics don’t interfere with their creative agenda at all. For a lengthier discussion of this issue, check out “Roleplaying Games vs. Storytelling Games”.)

In short, this essay should not be seen as an inherent vilification of dissociated mechanics. But I do think it important for game designers to understand what they’re giving up when they use dissociated mechanics; and to make sure that what they’re gaining in return is worth the price they’re paying.

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