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Caverns of Thracia - Jennell JaquaysChristopher B. encouraged me in a post over at Grognardia to prioritize these session summaries of my Caverns of Thracia mini-campaign using OD&D. In Part 5 I wrapped up the end of the first session, which turned out to be such a success in the eyes of my players that several players asked for a follow-up.

Ergo, session two.

For this session, the player roster was shuffled a bit: The player for Reeva couldn’t make it, but we added two new players. We glossed over the escape from the dungeon and moved everybody back to the logging village on the edge of the jungle containing the ruins.

Herbert the Elf had been rescued at the end of the last session and he volunteered to return to the complex to wreak vengeance (and loot treasure). He was joined by the core of the previous party (Thalmain, Trust, and Warrain), as well as new recruits in the form of Dominic and Thaxter.

Thaxter, it turned out, proved to be one of the two main highlights of the evening. Thaxter was an elderly gentleman who presented himself to the party as a worldly and experienced knight. The party was eager to have such an experienced swordarm as part of their expedition.

Unfortunately, Thaxter was nothing of the sort. It turned out that he was, in fact, the chef from the local inn. He’d seen the gold rush adventurers profiting left and right from the various ruins of the Thracian Empire and wanted in on the action.

The truth came out shortly after they had ventured back down into the dungeon complex: As they were crossing one of the rope bridges over the subterranean chasms, a giant bat swooped out of the darkness… Thaxter panicked and cowered like a little child, tossing his torch aside wildly and screaming in terror.

(The torch ended up landing on the rope bridge itself, and started burning one of the ropes. A couple of the players — realizing that they weren’t carrying any water — dropped their trousers and peed on the fire to put it out. This was not their noblest hour…)

In short, Thaxter — as a character concept — was brilliant, clever, funny, and memorable. When he eventually perished (after finally conquering his fear and bravely plugging a hole in the line when Trust was knocked unconscious in a fight against a band of lizardmen), he was applauded by the entire group.

Ironically, the players’ appreciation of Thaxter was not matched by Thaxter’s son — Quinton — who showed up shortly thereafter looking for his father. Quinton proved to be nothing but critical of his father’s (many) shortcomings, which led to this short exchange:

Thalmain: “Okay, look. We’re going to ask you a couple of, umm… hypothetical questions.”

Dominic: “Right. Hypothetical questions.”

Thalmain: “Hypothetically speaking, if you were suddenly faced by a giant bat, what would you do?”

Quinton: “… my father ran away like a little coward, didn’t he?”

Thalmain: “Umm… Yes. Uh… Hypothetically, anyway.”

(UN)FUN WITH MAPPING

For this OD&D mini-campaign, I’m not using any kind of battlemap. I’m also (a) strongly encouraging the players to keep a map and (b) requiring that, if they’re mapping, then their character is mapping. (In other words, they need to have pen and parchment; they need to be carrying them in their hands; and the map itself is a physical item.)

On the first level of the Caverns of Thracia there is a room that looks like this:

Caverns of Thracia - Area 23

It looks easy enough. But attempting to communicate verbally what this room looks like proved to be really confusing. (And I had several opportunities, because the exact same issue came up again in the third session when somebody else was keeping the map.)

“There’s a platform jutting out over a chasm. Directly in front of you, on the far side of the platform, there is a semi-circular protrusion with an altar. Columns lead off to your right, ending in a stone bridge that leads towards a tunnel in the far wall of the chasm.”

At one point I even whipped out a small piece of paper and sketched the shape of the room. The map still got screwed up in ways that weren’t reasonable for characters actually standing in the room and looking at.

This reminded me why I eventually drifted away from this particular conceit in my regular campaigns. Having the characters keep a map can lead to a lot of fun gameplay: Analyzing the map for clues on where to explore next (or where some secret passage might be hidden). Losing the map. Getting lost due to poor mapping. Chewing up valuable time trying to make the map accurate. Using the map to re-orient yourself after getting forcefully lost.

But on the flip-side, the metagame complexity and pace dragging of trying to communicate any kind of non-standard passage or room shape can be incredibly frustrating. It also strongly encourages the design of relatively uniform floorplans (square rooms, straight corridors) to avoid the headache. But, of course, this uniformity ends up undermining the very type of gameplay that this type of mapping is supposed to enable.

I’m still not sure what the best solution is for this. Or if there is one.

Continued…

Design Notes: War-Trained

March 27th, 2009

RPGNow – Lulu PDF – Print Edition

Rule Supplment 1: Mounted CombatI had a conversation this afternoon that reminded me of something I meant to talk about many moons ago regarding the development of Rule Supplement 1: Mounted Combat.

Here’s the question that jogged my memory: “Is a familiar proficient in the same armor as the caster?”

This, it turns out, is not an easy question to answer. It ends up falling into the middle of several rather murky portions of the rules. The Animal type in the SRD reads: “Proficient with no armor unless trained for war.”

The first complication with this is that familiars aren’t actually Animals, they’re Magical Beasts. And the Magical Beast type simply reads: “Proficient with no armor.” So what happens if you take a war-trained animal and make it a familiar? Does it simply lose the proficiency?

The answer to that is: Maybe. The rules for familiars read, “A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wiard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar.”

You’ll note that proficiencies are not listed in the list of things that the familiar retains when it becomes a magical beast. But, on the other hand, proficiencies can also be a type of feat — should all proficiencies be grouped under that catch-all? I’d certainly argue that this interpretation of the passage makes the most sense.

But the passage also says that “only a normal, unmodified animal” can become a familiar. Is a war-trained animal a “normal, unmodified animal”?

Good question. What is a war-trained animal?

And here we come to the second murky area of the question: The term “war-trained” is never actually defined in the rulebook. The term is used in the Animal type (quoted above) and in a few scattered references to warhorses vs. normal horses, but it’s never explained. You would think since it involves training an animal that it would be referenced in the Handle Animal skill… but no such luck.

This was an issue that I needed to resolve for Rule Supplement 1: Mounted Combat. The way I resolved this issue was to create the War-Trained animal purpose. Animals could be trained with this purpose using the Handle Animal skill:

War-trained (DC 20): A war-trained animal knows the tricks attack, come, defend, down, guard, and heel. War-training an animal takes six weeks. You may also “upgrade” an animal trained for riding to a war-training by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose replaces the animal’s previous purpose. A war-trained animal is proficient with all armors (light, medium, and heavy) and shields (including tower shields).

Problem solved. If you adopt this War-Trained animal purpose as a fix-it for the oversight in the core rulebooks, then I don’t think it’s too much of a leap to allow a familiar to be war-trained (even though they’re technically magical beasts and not animals).

However, the may not be necessary if you’re willing to make a sufficiently liberal interpretation of the rules for familiar. Those rules state that familiars gain the skill ranks and save bonuses of their masters. Proficiencies aren’t mentioned, but that’s likely because (a) standard familiars can’t use weapons and (b) sorcerers and wizards aren’t proficient in any armor. I don’t think it’s too much of a stretch to allow for the familiar to gain the armor and weapon proficiencies of their master.

After all, it allows for awesome things like this:

Plate Armor for Cats

And awesome should always win out in the end.

In OD&D time is measured in turns (10 minutes) and rounds (1 minute), with 10 rounds per turn. You check for wandering monsters at the end of every turn, with an encounter being indicated on the role of a 6 on 1d6. Hence, the probability of a random encounter is:

1 turn16%
1 half hour (3 turns)42%
1 hour (6 turns)66%
2 hours (12 turns)88%

OD&D Volume 3Hanging around in the dungeon obviously isn’t conducive to a long or healthy life. (Not that this should come as any sort of surprise.)

However, it should be noted that — if the PCs are in a position where the wandering monster would not necessarily be aware of them — surprise is achieved 33% of the time (1 or 2 on 1d6). There’s really no way to calculate this into the numbers above (because too much depends on circumstance), but certainly in practice I found that this gave the PCs a not infrequent ability to avoid the wandering monsters. (Particularly once they realized what was going on and made certain preparations — like shutting the doors to a room while searching it — which would make it possible.)

What the 16% chance of an encounter every 10 minutes really boils down to, however, is a very active dungeon complex: The monsters are not just sitting in their rooms waiting for the PCs to kick down the door. (This is a topic I’ll probably be re-visiting in later essay.)

Working out the probabilities for wandering monster mechanics can tell you a lot about the nature of the setting. (And, conversely, when you’re designing a setting you should work out the probabilities to make sure you’re doing what you think you’re doing.)

For example, I’ve been homebrewing a structure for 3rd Edition wilderness exploratory adventures. The strucutre is based around a 4 hour watch (with 6 watches per day). The length of the watch was chosen because it’s convenient for the hex scales I’m using for my wilderness map.

Since I’ll be setting up random encounters for the various wilderness regions, I whipped up this quick cheat sheet for the probabilities involved:

Check
Per Watch
Per Day
1 in 1d6
16%
66%
2 in 1d6
33%
91%
1 in 1d10
10%
46%
2 in 1d10
20%
73%
1 in 1d20
5%
26%

(I may eventually end up standardizing these checks to X in 1d20 — 2 in 1d20 is identical to 1 in 1d10 and 3 in 1d20 is fairly equivalent to 1 in 1d6 — but I wanted to start off with a more traditional approach.)

Obviously, the higher the probability the more likely the PCs’ journey will be interrupted. If I set the probability very high (2 in 1d6), then I’m virtually guaranteeing that their progress will be slowed to a crawl. If I set the probability very low (1 in 1d20), then I’m allowing them to potentially move through an entire region without ever meaningfully interacting with its contents.

Back to Reactions to OD&D

OD&D Voulme 3Interesting fact about the basic rules for experience point awards in OD&D: They don’t actually exist.

Instead you have to intuit them out of an example on pg. 18 of Volume 1: Men & Magic, which states that you would get 7,700 XP for killing a troll with 7,000 gp of treasure: 7,000 XP for the 7,000 GP + 700 for killing the troll (which is a 7th level monster).

From this example you are forced to intuit that PCs receive 1 XP per gold piece of treasure and 100 XP per level of a defeated monster. (A monster’s level is basically determined by its Hit Dice.)

The one hard-and-fast rule regarding XP is that: “Gains in experience points will be relative; thus an 8th level Magic-User operating on the 5th dungeon level would be awarded 5/8 experience. […] Experience points are never awarded above a 1 for 1 basis, so even if a character defeats a higher level monster he will not receive experience points above the total of treasure combined with the monster’s kill value.” But even this rule is somewhat vague, because in places it refers to “dungeon level” and in other places it refers to the “level of the monster”.

(It should be noted that the level of the dungeon was assumed to be correlated to its difficulty — with the first level of the dungeon appropriate for 1st level characters and so forth. But even in these early days it was acknowledged that harder foes could sometimes be found on upper levels and less powerful foes on lower levels, so there remains a real and meaningful difference.)

(This entire concept of adjusted XP would disappear from the game for awhile, before returning in 3rd Edition… where for reasons I’ve never quite been able to understand they mucked around with the math until it made no sense and required a chart look-up.)

Note, however, that the passage is clear that the adjustment is on a per character basis. The 8th level Magic-User has their experience adjusted, but if they were adventuring with a 4th level Fighter the fighter would not have their rewards so adjusted.

Writing this up now, I also just realized that there is also no provision given for dividing the experience award. If a party of 16 characters defeats a troll, they should all get the full XP award for it apparently. The players in my Caverns of Thracia one-shot are going to be pissed.

There’s also a recommendation that “no more experience points be awarded for any single adventure than will suffice to move the character upwards one level”, with an associated example suggesting that the character should max out 1 XP shy of gaining a second level from the same adventure.

XP FOR TREASURE

The practice of giving XP is much maligned. I criticized it myself when I was young. The logic usually goes something like this:

(1) “How does earning money improve your skills?”

(2) “Treasure itself is a reward. Why should you be rewarded for getting a reward?”

The answer is simple: Treasure was seen as an analog for accomplishment. The goal of the game was not, in fact, to go into a dungeon and fight with monsters. Fighting with monsters was, in fact, a really bad idea. Fighting monsters could get you killed. What you wanted to do was get the treasure without fighting the monsters.

By rewarding the bulk of XP for treasure, the game encouraged smart, strategic play instead of hack ‘n slash play. Combat was implicitly a means to an end, not the end itself. (I know that in the BECMI Basic Set, at least, it was explicitly made so. Whenever someone tries to tell you that D&D is a game about “killing things and taking their stuff”, keep that in mind.)

And this was intentional. Upon discovering that 100 XP per HD was encouraging players to treat monsters as a source of walking XP (instead of fearing them as deadly dangers), Gygax promptly revised the XP rules in Supplement 1: Greyhawk. Low level awards were drastically reduced (1 and 2 HD monsters, for example, were reduced to just 1/10th of their former reward) and experience awards were now explicitly divided among all party members. Hirelings and retainers were also given a full share (although they only benefited from half their portion).

Depending on how you read the rules, if you were in a group with a total of 10 characters (PCs and hirelings both) you could actually see your XP rewards for killing a 1 HD monster reduced to 1/100th its former level upon adopting the rules in Supplement 1: Greyhawk!

THE GENERAL PHILOSOPHY OF XP

This still leaves the objection that there’s no innate connection between finding a pot of gold and improving your sword-swinging ability. But this is almost utterly irrelevant because experience points — like virtually all character creation mechanics — are abstracted to the point of being virutally indistinguishable from a completely dissociated mechanic. Experience point awards are simply not any kind of meaningful model of actual learning or self-improvement in the real world — it doesn’t matter whether you give them for treasure, killing monsters, roleplaying, or just time served.

A few games (most notably RuneQuest) abandons them entirely and attempt to adopt associated mechanics that more meaningfully model the learning process. (For example, by improving skills that are used or trained.)

But if you choose to keep XP awards (and, like other dissociated character creation mechanics, I find nothing particularly problematic about them), then I think it’s important to acknowledge their role:

(1) They’re an efficient way of saying this is important. They can be an important part of the formal or informal social contract that says, “This is one of our primary goals.” If the primary source of XP is killing things, then you’re saying, “Killing things is going to be a focus of the game.”

(2) They’re a concrete way of setting and rewarding specific goals.

Of course, it’s also possible to over-emphasize the importance of these things. XP awards may feature an important part of the risk-vs-reward dynamic at the game table, but there are other rewards to be had — both in-character and out-of-character.

Back to Reactions to OD&D

Vitruvian Man - Leonardo da Vinci (partial)

There’s a kerfluffle of sorts rumbling the blogosphere regarding the importance of character backgrounds. It got started at Lamentations of the Flame Princess, where James Edward Raggi IV wrote:

Role-playing is not the characterization and speaking in voices and inventing a background and developing a persona that’s a unique little snowflake. Your character’s personality and “what would my character do based on that personality?” are add-on extras completely irrelevant (yet can enhance and perhaps make the effort enjoyable in the first place, make no mistake about what I’m saying here) to the basic activity of role-playing.

Fighting Man Level 1

ST 12, IN 8, WI 10, CN 9, DX 10, CH 9

That’s your character and your role, right there.

This contention was responded to by Bat in the Attic and was, in turn, followed up by the Society of Torch, Pole, and Rope (which is where I first stumbled into the fray). This led me to a quick conclusion:

These guys all have better blog titles than I do.

(Not that I’m changing or anything, but “Lamentations of the Flame Princess” sounds like a fantasy metal band and “Society of Torch, Pole, and Rope” pretty much screams old school fun.)

Truth be told, however, I also drew a pertinent conclusion: To whit, I think the post on Lamentations of the Flame Princess was (intentionally or not) engaging in the worst type of One True Wayism. Specifically, the type that precludes a clear-headed consideration and open discussion of character backgrounds and how they can be used.

With that in mind, here are a few random thoughts off the top of my head. Each of these thoughts really just skims the surface of some pretty interesting stuff, and perhaps some day I’ll be able to return and muse upon them appropriately. But for now I’m interested to see what kind of discussion they prompt.

First, there’s the difference between crafting a character and discovering a character. Each poses unique benefits, challenges, advantages, and disadvantages. In some ways this can be considered analogous to the difference between, say, playing Hamlet and performing in improv theater.

(Of course, to some extent all characters are developed during play, right? No matter how much detail you develop before play begins, there’ll always be something new to discover once you start playing the character in new situations — if for no other reason than that we all grow and change.)

Second, let’s consider the distinction between a character you create entirely by yourself; a completely pregenerated character; and a character created through collaboration (with either your GM and/or the other players in your group).

(Frankly, this is an area of really interesting gradations. There are different types of collaboration, for example: Some are driven mechanically, others socially. Different issue: Even if you’re given a completely pregenerated character, doesn’t it become a collaboration as soon as you interpret it and begin playing it? And how does that tie back into our first topic of discussion?)

Third, the impact that the expected longevity of the character has on these issues. For my Ptolus campaign my players and I collaborated on character histories that were intimately connected to the setting in various ways. These ranged anywhere from 1-3 pages, depending on the player and the character. In my OD&D campaign using the Caverns of Thracia, OTOH, we expected character mortality to be high (it was) and the entire group only got about 3 sentences of background before the fur started to fly.

(On the other hand, as much as OD&D’s short-lived characters encourage you to skimp on your character’s backgrounds, a 1st level Fighting-Man in OD&D is known as a Veteran. That title pretty much insists that even a beginning character has an interesting and meaningful background. A veteran of what? is the inevitable, unavoidable, and evocative question.)

Fourth, there’s the issue of how character backgrounds can be developed and used (by both the player and the GM). The short version is: There are lots and lots of ways to use them. And there are also lots and lots of ways to abuse them.

(Which is why you’ll get plenty of horror stories talking about both (a) the guy who showed up with nothing but a stat block (and played nothing but a stat block) and (b) the guy with a 15 page character background of Mary Sue-ist excess.

Of course, on the flip-side, you’ll also hear great stories about (a) the guy who took nothing but a stat block and turned it into the Most Memorable Character Ever(TM) and (b) the guy who developed a 15 page character background giving the GM all kinds of useful hooks and providing dramatic fodder for some of the most moving roleplaying you’ve ever seen.)

Fifth, we could discuss various mechanical ways of developing character background. For example, there’s Traveller‘s terms of service which uses a gambling mechanic to simultaneously generate a character’s mechanical statistics and provide a framework for fleshing out their background. Or GURPS which bribes you with extra points for making your characters more interesting (by way of disadvantages). Or what about those systems which replace a skill system with a background system (so that what a character can do depends on concrete experience and not just abstract measurements of aptitude)?

(And is mechanizing the development of a background good or bad? I would argue that the more appropriate question is: Good for what? These types of mechanics can provide raw fodder to inspire improvisations that you might not have otherwise considered. In other cases, such mechanics provide a common framework for the group to creatively collaborate. Sometimes that’s what you need. Sometimes it isn’t.)

I think the biggest point I want to make here is that this isn’t really an issue of right-and-wrong. And, in my opinion, trying to frame it in those terms is to waste a lot of time needlessly tilting at windmills.

 

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