Showing posts with label roleplaying. Show all posts
Showing posts with label roleplaying. Show all posts

Sunday, May 1, 2022

DOUBLE FEATURE POST: FRONTLOADED VS BACKLOADED SETTINGS, PLAYER AGENCY VS SETTING INTEGRITY, ONE NIGHT ONLY

 

Frontloaded vs Backloaded settings

There is, in my opinion, a mild schism (among the major schisms) in the OSR regarding setting construction: Greyhawk and Blackmoor get shat upon for being “vanilla D&D” or “generic” while a revolving cast of flavor-of-the-month settings that describe themselves as “weird” or “gonzo” are held up as masterpieces. I care not for your reviews of published settings but rather wish to extrapolate on my own meditations.

First, “frontloaded settings” must be defined, as their existence is dualistic with backloaded settings. These are settings that are strange and outre from the very outset, possibly even from character creation or even the introduction: McKinney’s Carcosa, noisms’ Yoon-Suin, or Gibbons’ Bx Mars are what I consider to be good examples of such types of settings. The worlds are alien; cultures are weird; demi-humans are either replaced or deleted; science, pseudo-science, and science fiction cast a shadow over them. They are testaments to creative genii, yet their own alien novelty forms a barrier to play: Of what use dungeon delves and GP when most of Carcosa languishes at a neolithic level?  What of crab-man’s inhumanity to man? What if I don’t want to play someone who’s naked all the time?

The solution is pretty obvious: “Just change it.” Or rather “(you, the referee, can) just change it.” Which is true, but this puts all the burden on the referee AND undermines the whole reason for using a published setting in the first place (so the referee doesn’t have to do the hard work).

Now, there are “backloaded settings”, sometimes called “generic” settings: The ones with the kings and knights and castles and orcs and dragons and not-quite-medieval civilizations. This is where Gygax’s Greyhawk and Arneson’s Blackmoor started. But they didn’t end there: They changed, they EVOLVED based on player decisions (some of those players even being the creators themselves!). Those historical timelines have some referee-created trivia but the important parts are all because of player actions.

But even then, Blackmoor and Greyhawk weren’t as vanilla as claimed, there were aliens and magic apocalypses and weird shit. To go full D&Dcore, turning everything into the same diluted and flavorless melange, is something you can do with WOTC D&D or a host of other alleged competitors, and should be avoided. The balance is between the two, I think, vanilla enough to facilitate immediate player engagement but with sufficient indelible weirdness from the referee’s own mind to add excitement. But above all, the referee must be willing to allow the EVOLUTION of his setting based on player actions.

 

Player Agency vs Setting Integrity

The previous point rolls into this one. I recall many years ago, WOTC had a regular online advice column called Jedi Counseling for their Star Wars RPG (at the time, the Revised edition, which was also technically my first RPG), written by one Sarli. A flustered GM laid out the situation: The game was set at roughly the same time as A New Hope (0 BBY or Space Year 1977) and his party had decided to punch in the coordinates for Yavin IV (the big Rebel base in the climax) for unspecified reasons. Sarli’s solution was to have them wind up at the fake Rebel base named early in the film or arrive at the actual base after the Death Star had been blown up and the Rebels fled. Why did this GM even need to ask what to do? Why did Sarli reply with that? Because if the party got there and killed Luke or seduced Leia or jumped in X-Wing and blown up the Death Star or awakened Sith ghosts (press F for the pre-Disney EU) then they wouldn’t be playing a Star Wars game anymore, they’d be playing a Star Wars AU fanfic game because the setting changed irreversibly (if/until time travel became canon). It’s the tightrope you walk with established settings, especially those derived from media: The group wants to play in the setting but if changes are allowed then, sooner or later, they will no longer being playing in the setting.

But I believe this problem extends beyond published settings into homebrew settings. This is, I think, the root of the old “you shouldn’t stat gods because the PCs will kill them” mindset, not some true ideological take on the nature of divinity but a pre-emptive petulance about the players not appreciating the hard work that the GM making these (unnecessarily) complex characters.

Player agency, the ability for the players to freely act, goes hand-in-hand with consequences. Yes, the party can jump to Yavin IV and TRY murk Luke, but how will they cope with both the Rebels and Papa Vader seeking vengeance? They can storm Olympus and TRY kill every god in the place while stealing all the loot, but how do they deal with the things the Olympians were keeping under control? Give the players a rope and see if they tangle (or hang) themselves . . . or someone else.

Sunday, August 30, 2020

What I did for Gygax Day: B1 Stocking Notes

July 27th is recognized as Gygax Day in some circles so I figured I'd run a session of D&D using B1 to celebrate. It just took me a while to get around to writing a post about it.

The deadliest encounter of the session


Stocking the Dungeon: Instead of the normal B1 lists I used the 1e DMG and Fiend Folio, checking for room contents while altering and ignoring results that seemed whack. The stocking process took me about 4 non-continuous hours. The results are found below:

1. 1 Bullywug with a sword

Notes: The deadliest encounter of the whole night, the high AC + surprise chance + hopping is a lot stronger than you would think

 

3. 8 Giant rats

 

4. 1 Cerebral Parasite

Notes: Since there were no psionic chracters in the party, the parasite would have drained 1 point of Charisma per turn if it had been encountered.

 

7. 1 Anhkeg

Silver ring with 6 opals worth 6000 gp

825 gp

Notes: The DMG has a fairly robust jewelry generator, the only problem is that its separated into three or four section fair from each other.

 

9. 1000 cp

 

10. 100 pp

 

12. 3 Bullywugs

2 aquamarines worth 550 gp each

1100cp


13. 5 kobolds

1100 cp

825 sp


14. 4 fire beetles


20. 250 gp


26. 750 cp


28. 1 Tween

Notes: Fiend Folio is based.


30. 250 gp


31. 1000 sp


32. 1000 sp


36. 3 Troglodytes

275 gp

825 ep

Notes: A randomly generated encounter supported by the pre-written rumor table? More likely than you think.


38. 500 gp


39. 3 Gnolls


42. 2000 sp


46. 4 giant centipedes


47. 2000 cp


48. 1 Forlarren


49. 2 giant frogs


53. 4 volts

Notes: I could not see this encounter ending any way other than a TPK.

 

55. 200 pp

Here ends my key for B1 - In Search of The Unknown

 

The party ended up TPKing after 3 real life hours/55 in-game minutes.

 

Friday, August 30, 2019

LBB/OD&D: Overman Race

Garth of Ondunin, an overman, pictured on the cover

Overmen are a semi-primate warrior race created by wizards less than a millennium ago. They stand 7 feet tall; have no noses but only nostril-slits; they have yellow, somewhat wrinkled skin; their eyes are red (or uncommonly gold) with black pupils; black hair grows from their scalps and black fur covers most of their bodies; and their five-fingered hands have two opposable thumbs. They possess little sexual dimorphism: Female overmen (overwomen) are physically identical to males except for their reproductive organs and scent-phermones; an overman described himself as "sexually incompatible" with humans and judged human women based on aesthetics rather than sexual features.
Overman have a tendency for bold, decisive, and rather unplanned action. This extends not just to war but also politics and trade. They worship no gods but do not go out of their way to antagonize them or their followers.

•Overmen player characters must have minimum strength and constitution scores of 12 each
•May not be clerics, magic-users, or similar classes
Deal 1 additional damage using melee and throw weapons
•Receive a +5 on saves against non-magical diseases that can infect humans
•Extra thumb increases both grip strength and manual dexterity (possible +5% to certain thief skills and other effects at referee's discretion)
•All chain and plate armor must be made to order (and usually at 30-50% markup)
•May receive a reaction adjustment of -1 to -3 in areas where the century-long human-overman wars still cause resentment (base 35% chance per human settlement)


Saturday, July 8, 2017

Some Superhero Stuff


Yep, I'm back. Not doing much better than the last time I posted though. Anyway, superheroes! Been on a bit of cape kick for the past few days. I have occasional shifts in my hobbies - D&D to comics to Transformers and back again. Oh well.

First, I've got a new DC Adventures/Mutants and Masterminds 3e page. The first write-up is Wolverine statted at Power Level 10 and coming in 150 pp, perfect for a PC pregen. I tried to make him fairly rounded while still trying to reflect his history. His complications on his older self (not Old Man Logan) before he suddenly got ALL of his memories back, with a dash of X-Men (the first movie). You could also use those stats to represent Daken or X-23/All-New Wolverine. If you're using him in a DC setting you could change Department H to Project Cadmus or add Department H as an offshoot/rival of it.

Next, I've got a Marvel Heroic Roleplaying page. Right it's only got two files, web enhancements for the core rulebook that stat Thor and The Hulk. I'm putting them up here because it took me 24ish hours of googling to find the damn things and I figured this would be easier for others. Homebrew stuff will eventually show up too.

That's all for now, happy gaming.

Wednesday, March 15, 2017

Some Random D&D Tables

A few weeks ago I went with some family members to a garage sale. I very quickly concluded that there wasn't anything that interested me, went back to the car, grabbed a napkin and pen, and scribbled out some D&D stuff. I was inspired by Dyson's works, which I have only recently learned of. Keep in mind that these are great. Text is copied straight from the napkin with supplemental info in [brackets]. Not terrible good but they're F R E E so you're getting your money's worth.

[Somewhere] Encounters (Day)

1d8
Encounter
1
1d4+1 lost Imperial Elves [blond pale elves dressed like Romans who behave like assholes/ Thalmor]
2
1 vengeful Sabre-tooth Ape [gorilla with a bite that deals 2d4 damage]
3
5d10 Xilgraz [fly-people; treat as dwarves] on pilgrimage
4
1 Human bandit, hopelessly lost
5
1d4+1 Wood Elf [tanned with red hair and woad, vaguely Celtic barbarians] hunter[s]
6
1 manifestation of the god of [I don’t now because I didn’t write it down but I probably had Hircine]
7
3d4 aggressive [and possibly rabid?] deer, fight to [the] death
8
1 singing tree [really pretty but roll to see if attracts another encounter] w/ healing fruit [1d6 red and purple fruits the size of a small melon, restore 1d4+1 hp when eaten]



[Somewhere] Encounters (Night) 
1d8
Encounter
1
1d6+1 Sabre-tooth Apes [gorilla with a bite that deals 2d4 damage]
2
2d6 Lemures performing rites [preferably spooky ones]
3
1 screaming tree [noticeable because it has no leaves no matter the season, roll twice to see if it attracts monsters]
4
War-party of 3d6 Wood Elves [en route to pillage those perfidious Imperials]
5
1 Imperial Elf Were-Orc [treat as a 2-HD Elf in elf form and a 4-HD Orc in orc/hybrid form]
6
4d4 disembodied voices
7
1 zombie lord & 5d10 zombies
8
1 tragic apparition [no combat stats, turned as a skeleton]

Golem Maintenance
[for when you need to know if a golem needs a cleaning]
1d6
Golem Condition
1
Pristine [brand new for inorganic, fresh for organic]
2
Dusty
3
Dented/nicked [has taken a few blows]
4
Cracked/decayed
5
Rusted/moldy
6
Falling apart [little bits break/flake off with every movement or hit]


Variant Dragons
[There’s a 30% that dragon you just ran into is actually a variant dragon!]
1d6
Dragon variant
1
Degenerate. Semi-intelligent [Int 2-4], morale 11 [can still cast still cast spells but it does so without any tactics]
2
Slothful. HP x 1.5 [i.e. has 50% more hp], only 1 atk/round
3
Albino [great way to fuck over your players]
4
Crossbreed. Half of body & breath weapon are of another breed [this probably needs an extra table]
5
Hungry [or Ravenous]. Damage [dice] increase by 1 step [e.g. 1d6 > 1d8], will eat anything organic (inc. spell books) [!]
6
Cursed. Is actually a human, etc., transformed into a dragon as punishment [note this can be an unjustified punishment]