The Alexandrian

Posts tagged ‘thought of the day’

You’ll frequently hear authors and IP companies bitching and moaning about the fact that they don’t see a penny when their copyrighted material is sold on the used market. Even otherwise fairly intelligent folks like Isaac Asimov have irrationally believed that people buying used paperbacks were sticking daggers in their backs.

Even if we ignore the ethically tenuous position of people who want to sell you a toaster and then prohibit you from ever selling that toaster to somebody else (which a few weeks ago I would have considered hyperbole, but then the Ninth Circuit Court of Appeals decided it would be a good idea to gut consumer protection and ship American jobs overseas all in one fell swoop), the claim being espoused here is fundamentally nonsensical.

What they’re overlooking (either willfully or ignorantly), is the actual effect that being able to sell used books has on the original customer’s buying habits:

First, it influences their decision to buy. (“I’m willing to pay $50 for this textbook, but only because I know I can sell it back for $15 at the end of the semester.”) If they weren’t able to recoup a portion of their investment, they might never buy it in the first place.

Second, it amortizes risk. (“I dunno if this DVD is worth $20. But I guess if I don’t like it, I’ll be able to sell it for at least $8. $12 isn’t that much of a risk.”) Customers who can amortize their risk are more likely to buy. And if the product turns out to be good, they may not resell at all.

Finally, it injects fresh capital: The $10 you get from GameStop for your video game is often going right back into purchasing a brand new game at GameStop.

This effect is somewhat diffused and may, therefore, not be clear when it comes to books or DVDs or video games. But it’s crystal clear when you look at the auto industry: X buys a $30,000 car from Ford. X sells it a couple years later to Y for $10,000 and uses that money to buy another $30,000 car. A couple years later X sells his new $30,000 car to Y for $10,000, while Y sells the original car to Z for $2,000.

Holy shit! Ford has lost all that money spent by Y and Z! X is ripping Ford off! … right?

Nope. Because (a) X couldn’t afford to buy a $30,000 car every two years if he wasn’t selling to Y; and neither Y nor Z can afford $30,000 new cars. The money from Y and Z is, in fact, funneling right up the system and into Ford’s pocket. And everybody wins: Ford makes more money. X gets fancy new cars on a more frequent basis. Y and Z get cars they otherwise couldn’t afford.

This is why nobody in the auto industry makes a new car that they can sell for $5,000 despite the obvious market for $5,000 vehicles.. They’re already getting the money from the $5,000 market.

I’m fairly certain that All-Star Superman is far too awesome to exist within the constraints of the universe as we know it.

Which is why it was necessary for the unspeakably dreadful All-Star “Goddamn” Batman to exist in order to balance the cosmic scales.

Thought of the Day: ENnies

July 13th, 2010

ENnie AwardsI was never really able to take the ENnie Awards seriously after they nominated the truly god-awful Pit of Loch-Durnan as Best Adventure in 2001: This early D20 product featured truly gorgeous cover art, but everything else about it — the interior art, the layout, the cartography, the NPCs, the “plot” — was atrocious. Imagine the opinion you’d have of a new film award that nominated Gigli for Best Picture in its first year of existence and you’d have a pretty accurate gauge for my opinion of the ENnies.

Recently, however, I’ve found myself thinking that the ENnies have probably refurbished their reputation in my eyes. It took the better part of a decade, but the stink had definitely worn off.

(You can see where this is going, right?)

The 2010 ENnie Nominees were named a couple days ago. And I’m sorry but this:

Does not deserve to be shortlisted as Best Cartography of the Year. Not even as an honorable mention. To do so is to, once again, turn the ENnies into a joke.

Allow me to be crystal clear on the nature of my complaint: There’s nothing inherently wrong with these maps. They’re clean, clear, and functional. (Quibble: The fact that the direction of north switches between the first and second maps is unnecessarily confusing and will almost certainly result in GMs having the PCs enter through the wrong door.) They aren’t bad maps. I mean, if I thought they were bad maps I’d have to look at my own maps from The Complex of Zombies and take myself out back for a good horse-whipping:

 

There’s nothing wrong with functional, workman-like cartography. But there’s a reason that “workman-like” and “award-winning” aren’t synonymous.

On a more positive note, the adventure this cartography is taken from — Death Frost Doom — is very good. It’s a little rough around the edges, but provides the raw material for an incredibly evocative and haunting experience. If it had been nominated as Best Adventure it wouldn’t have even made my eyebrows waggle. It probably would have even gotten a nod of satisfied approval. I recommend that everybody reading this check it out.

I think the most charitable interpretation of what happened here is that the judges for the ENnies recognized Death Frost Doom‘s general quality as an adventure and ended up looking around for a category to stick it into so that it would be “properly” acknowledged. This is slightly better than being swayed by a pretty cover wrapped around dreck, but is still pretty questionable behavior for any awards program that wants to be taken seriously. It tarnishes the credibility of the awarding body’s judgment, calling into question the value of the awards lists in judging quality, and thus obviating the entire point of an award in the first place.

Death Frost Doom
Buy this. It’s good.

Lycanthropic Templates

June 24th, 2010

Werewolves suck.

Albino SkavenI know what you’re thinking: “Justin, you’re obviously confused. Vampires suck. Werewolves bite.”

But lycanthropes seriously suck in 3rd Edition.

I’m not one of those who generally subscribes to the theory that 3rd Edition stat blocks are horrendous. (Although I did revise them to improve the usability of the actual block itself.) Prepping stat blocks usually represents only about 5% of the time that I spend prepping for a game.

But lycanthropes? I hate the little bastards.

I can generally whip out even the most complex stat blocks with templates and class levels and fancy equipment in 15 minutes or so. But I just spent more than two hours prepping the stat block for a single wererat, and I’m still pretty sure that I’ve screwed up the math somewhere. Probably a minor screw-up (the sort of thing that wouldn’t bother me in a private campaign); but since this is for a professional project it’s driving me insane.

It’s not the multiple stat blocks that bug me. I don’t actually have any problems using a lycanthrope straight out of the book. And I’ll frequently whip up multiple stat blocks for the same NPC in order to facilitate temporary effects (different equipment, rage, buffs, etc.).

The problem is that the rules for creating lycanthropes require you to create all three stat blocks sort of simultaneously while pulling information from both the base creature and the animal form. So you end up juggling five different stat blocks, and if you discover that you need to make an adjustment on any one of them you have to backtrack the change through all the other stat blocks.

On the one hand, I’m kind of looking at the rules for werewolves in 2nd Edition and 4th Edition and wondering if there’s any reason we can’t adopt that simplicity into 3rd Edition: Just give me one stat block and let me apply a simple template (“add bite attack”) when the were-creature enters hybrid form.

On the other hand, having gotten the rant out of my system, I’m beginning to suspect that the real problem isn’t necessarily the rules, but rather the organization of the rules. It seems like what the system needs is a clear order of progression:

(1) Create base creature.

(2) Apply lycanthrope template to create humanoid form.

(3) Apply hybrid template to the humanoid form create hybrid form.

(4) Apply animal form template to the humanoid form to create animal form.

And while it’s nice to have the generic “use any animal” guidelines, it would probably be easier in practice to have separate templates for each of the established types of were-creatures. Here’s a stab at what the wererat templates would look like:

WERERAT TEMPLATE
Apply this template to the base creature to create the wererat’s humanoid form. This template can be added to any humanoid or giant.

Size and Type: Creature gains the “shapechanger” subtype.
Hit Dice and Hit Points: Add 1d8 hit die to the base creature.
Armor Class: +2 bonus to natural armor.

Special Qualities: alternate form, lycanthropic empathy, low-light vision, scent

Base Save Bonuses: Fort +2, Ref +2, Will +2
Abilities: Wis +2, may gain an ability score increase due to additional hit dice
Skills: +8 racial bonus on Climb and Swim checks. Gains (2 + Int modifier) skill points, treating Climb, Hide, Listen, Move Silently, Spot and Swim as class skills.
Feats: Alertness, Iron Will, Weapon Finesse

Challenge Rating: +2

WERERAT HYBRID TEMPLATE
Apply this template to the wererat’s humanoid form to create the stat block for its hybrid form.

Size and Type: Small or the size of the base creature, whichever is larger.
Armor Class: +1 bonus to natural armor (if better than the base creature’s natural armor bonus)
Attacks: Gains 2 claw attacks and 1 bite as a secondary attack (-5 penalty).

Hybrid Size
Claw
Bite
Small
1d3
1d4
Medium
1d4
1d6
Large
1d6
2d6
Huge
2d4
2d6

Special Attacks: curse of lycanthropy (Fort DC 15); cannot cast spells with verbal components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Dex +6, Con +2

WERERAT ANIMAL FORM TEMPLATE
Apply this template to the wererat’s humanoid form to create the stat block for its animal form.

Size and Type: Small
Speed: 40 ft., climb 20 ft.
Armor Class: +1 natural armor (if better than the base creature’s natural armor)
Attacks: Replace all attacks with a bite attack (1d4 plus disease).

Special Attacks: curse of lycanthropy (Fort DC 15); cannot cast spells with verbal, somatic, or material components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Dex +6, Con +2
Skills: Can choose to take 10 on Climb checks even if rushed or threatened. Can use their Dex modifier for Climb and Swim checks.

I think that should produce 100% rules-accurate stat blocks with less hassle.

(Pardon me for a moment while I wander away from my HTML editor…)

And the proof is in the pudding: Despite forgetting to apply the old age template to my base creature’s stats (so that I had to start over while I was half-way through the hybrid stat block) and taking extra time to design a custom magic item from scratch, it only took me half an hour to put together three wererat stat blocks for a 4th-level orc barbarian. And I’m far more confident of the result than I was of the mess I managed to generate after 2+ hours of struggle this morning.

(This, of course, is the point where one of you will point out some egregiously idiotic mistake I made in those templates and send me crying back to my drafting table.)

LYCANTHROPE WEEK
Wererats
Werewolves
Dire Werewolves

It took about forty years before Frank Miller rationalized Batman wearing a huge target on his chest. (He can’t armor his head.) But as I was watching the first episode of Naruto today, I was struck by how quickly they demonstrated the silliness of ninjas wearing big, round bullseyes in the centers of their backs.

(Particularly in a universe where shurikens are apparently the size of small Japanese cars.)

But when I stopped to think about it, I realized (in my own little Milleresque fashion), that it might not be a mistake after all: These are members of a fierce, warrior-centric culture. They’re supposed to stand bravely in the face of danger. And what’s the quickest way to make sure your soldiers never turn and run?

Put a huge target on their back.

What? You were expecting something profound?

Fine.

(1) When creating a fictional world, what can you include that seems deliberately odd by our modern and cultural understanding of the world? The oddity will draw the attention of your players/readers/viewers, allowing you to reveal some deeper truth about the setting. And once it has been explained, the oddity will (by its very nature) stick in the memory (along with its associated truth).

(2) I may be underestimating Masashi Kishimoto, but I’m guessing he didn’t give any more thought to the placement of that logo/bullseye than “that looks cool”. But that doesn’t mean that there isn’t value to be found in my explanation of it. Attempting to rationalize the incoherent can give rise to fresh and creative ideas.

When I’m using published modules I am almost always forced to adapt them to the cosmology of my own campaign world. For example, in my primary D&D campaign setting there is only one pantheon of gods. Trying to adapt adventures designed for the typical multi-pantheism of D&D can pose some unique challenges. But I welcome the challenge because the effort of rationalizing the incoherency between world and adventure results in a richer and deeper understanding of the world. It’s given rise to saint cults, lineages of holy artifacts, regional factionalism, heresy rituals, and more — and rather than defracting or detracting from the world, all of these elements instead become refined and concentrated.

(And this can flow both ways: For example, the conflict between the Imperial Church and the Reformist Churches in my campaign world frequently allow me to re-purpose church-vs-church material from published scenarios. But this will also frequently enrich individual adventures by introducing avenues of friction and tension which would otherwise be atypical.)

The real world is made up of diverse and often contradictory viewpoints, cultural traditions, and personal opinions. By injecting and adapting material created by others, some degree of that balance between the coherent and the incoherent which can be found in the real world is brought into the game world.

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