“Combat as…” and the recipe of Daggerheart

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When D&D4 came out, that made a lot of people very mad. Which got us some interesting games on the way. A major grievance was the “gami-ness” of combat.

It got us the distinction of

  1. Combat As Sport
  2. Combat As War

Just to recap the common wisdom and update it. If someone has the original source, please tell. I wasn’t able to find it.

Anyway, D&D4 indeed had a distinct focus compared to 3.x which much less clear in its intended playstyle. This mode got more refined in more recent games like Lancer and further games it inspired like Beacon. In a state of the art Combat as Sport game, combat definitely is the main attraction. When combat starts, we can be real clever with tactics and character abilities and party synergy.

Combat as Sport games like clear and public information. A map of the arena is par for the course. Informational actions might be used to learn the stat values and abilities monsters. The GM typically has an encounter budget to buy the monsters with. There might be different combat scenarios. In our last Beacon game, the PCs fought a Holdout action. Meaning that they had 6 round and in round 6 at most #number_of_PCs enemies were allowed in the designated area. And by the rules the monsters just keep coming.

These encounter specifications are to be communicated at encounter setup. Players have to know them to strategize accordingly. It’s great fun. Why, during such a Holdout, our Chronomancer drew his once-per-mission ability and shuffeled everyone’s initiative in the last round. So the monsters didn’t get to act in time and our heroes just barely won.

While this particular ability is specific to Beacon, character abilities that mess with the action economy – a term invented for this playstyle – are quite common. Leaders might hand attack actions to their allies or allow free movement. Likewise Defenders will have defined abilities to attract enemy fire.

Non-combat parts are much more freeform. Sure we can engage in character play and make a skill check here and there. But these are filler in the best of ways. Free play provides context on why we want to fight those fights.

Now, Combat as War is a different beast. Here combat is rather lethal and best avoided. This – importantly – is often possible. Monsters might be circumvented. Some might be reasoned with. You might flood the dungeon or manufacture other hazards. The fictional terrain is therefore important. The PCs will typically enter an adventure area and have to learn about it. Without knowing features of the place you cannot manufacture hazards. Without knowing other factions in the area you cannot negotiate.

That is great fun too. I fondly remember a group of PCs convincing the magic tree that they were the good guys and the tree needs to defend itself from those other people. Or another group kiting a security golem and finally sicking it on some demons. In this mode the fun is seeing what players can come up with based on established fictions and their own interpolation. My personal favorite here is Brighter Worlds.

Of course, when there’s two options, there is probably more. That is important to remember. Often observations of the type “There are two ways to play” turn into “There are only two ways to play”. That is not a good approach things. Thankfully, I’m late to party, Bankuei made notes about a third approach in 2012.

Combat as Theater. In Combat as Theater, challenge is irrelevant to showboating and drama. This might be a game where there’s really little or not tactical consideration to have, and stacked with no heavy consequences to losing.

I would add that for theater, we might be more interested in emotional outcomes than physical trauma. Possibly there aren’t conventional hit points or wound tracks, as Bankuei notes. We might see declarations of vengeance or love. The villain might try to tempt a hero to the dark side. This mode is thus a contiunation of character play by other means. It’s best when the villains have some kind of personal relation to at least some of the PCs.

Fictional place therewhile is largley perfunctory for this mode. Yes, the show necessarily happens somewhere, but that’s background. The place is not operationalized as a CaS arena or CaW dungeon.

But when there are three, there might be another. And it is quite common. And sadly it’s predictable, boring and best not done. I’m talking about Investigate – Investigate – Showdown. It’s when our heroes stumble upon some strange happenings, they look for clues, they find a trail, and they come about the random warlock in the middle of the ritual. And then everyone rolls initative.

That is not Theater. It’s a just a random warlock, not your nemesis. They might not even monologue properly. It’s definitely not War. We will reach this showdown and we will play it. No circumventing about it. It might be Sport, but often the fighting isn’t that mechanically interesting. And if we were really here for the Sport, we wouldn’t need that extended investgation phase beforehand. Just some frame and motivation and maybe a bit of coloring for the characters and then we could just proceed to clobbering time.

So, what does Daggerheart do?

In Daggerheart, with most any roll, the PCs can either add to their Hope or give the GM a Fear. Those tokens can be saved up. In fact the GM will likely have a sizeable pool at… showdown. So while we investigate that warlock, if we roll good, we get much Hope and the GM gets little Fear.

This feeds into the game’s rather unique initiative system. To recap, the PCs can act in any order they like and continue to do so, until they fail a roll, produce Fear or the GM spends Fear to take a single monster turn instead. After that the GM can spend more fear to use more monsters. So those Fear tokens that have been accumulated over the adventure are monsters’ action budget during showdown.

Daggerheart does like using special environmental features in fights. They aren’t very sportive though. The GM might put a counter visibly on the table. But that doesn’t automatically say what the counter is for. And there isn’t a defined mechanic to get this information. We might negotiate something at the table, but there is no established Search action that will provide those info. It’s primarily a mechanism for suspense.

Character abilities in Daggerheart are colorful, but not so varied on a strategic level. The general strategy is to just burn your resources at showdown. Distance and position do matter for many abilties, but except for pure Theater that might be generally so everywhere: Consider War stories about fireballs in corridors.

So it seems to me, while Daggerheart has some elements of contemporary Sports games, it might rather be the first game that really tries to make Combat as Showdown worthwile.

Initiative

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Knight at the Opera has made very extensive list of initiative systems. I urge you to read it. The author bemoans that their system of categorization is “feeble”. So as I like categorizing things in RPGs, I will offer a suggestion.

We need some vocab first. As the Knight suggests.

Uh, initiative? Y’know, “turn order.” Whatever method you use to determine the order that actions are declared or resolve or whatever in a complicated gameplay scenario with lots of participants. Usually combat.

There are several key parts in here. Turn, order, action, declaration vs. resolution, participants.

Let’s start simple. A participant is an entity that the initiative system tracks. A participant can be a player character or a monster or a group of characters or an object in the fiction or an army or a nation state or whatever we care about. The Knight correctly assertains that individual vs. side is an insufficient characterization of initiative systems. I add, from the perspective of an iniative system that distinction is actually irrelevant.

In a “side” system, the participants are the groups of allied characters that the system tracks. The allied characters might have to organize themselves to go in a certain order, but the initiative system doesn’t care about that. Much like, if a character has several actions on their turn, the system might not care in which order these actions are taken.

What’s a turn then? A turn is when some participant is considered active and other participants are not. Other participants have no or only limited options (defense, reactions, …) during another’s turn. Participants might take several actions on their turn. Or they might have several turns, with other participants taking their turns intermittently. This distinction is important.

The first is not necessarily within the purview of an initiative system. For example, in the World of Darkness you can take several actions on your turn that take cumulative penalties. This doesn’t concern the iniative system. Whereas in Shadowrun you can have several actions from your reflex boosters, but you take them in separate turns. In side system, the side usually takes a number of actions equal to the characters on that side on its turn.

An initiative system does not necessarily have turns a top level element. Instead it might actions by what is being done. So first we do all talking, then all running, then all fighting, as the Dr. Who RPG does. The top level element in this case is phases of like actions. It might be that all actions in a phase are considered simultaneous or have some internal initative. So initiative systems can potentially be nested.

Some very common phases are declaration phases as opposed to resolution phases. In declaration phases players will declare what certain participants will do in the resolution phases. Declaration can be done blind, like by writing notes, or will likely require some kind of nested order.

How do we get an order than? The article has many suggestions. Random, by some stat, by weapon length, by encumbrance, by light carried, by seat order. The options are manifold.

We need to differentiate though between initial order and order on suqsequents rounds. A round is when all phases and turns tracked by the iniative systems are done. Then, when we play at D&D, we set up an initial order and use it perpetually again and again on subsequent turns. Other games create a new order each round. This can be done by re-initializing, that is, we re-do the process for determining the initial order every round, like we roll for initative every round.

Then, there are ways in which the order from one round carries over to the next round in more complicated ways. For example, the Knight’s article mentions popcorn initiative and euro-game cycling. Another such method I remember is volleyball initiative. One participant is the attacker, the defender must first become the attacker to attack. Using our definitions from above under such a system only the attackers get turns, while the defenders are act off-turn.

In summary, when making an iniative system.

  1. Decide on who and what the participants are.
  2. Decide on whether there are phases, and if so which and how order within the phases is determined if necessary.
  3. Decide on which participants get a turn and how many turns.
  4. Set up the initial order.
  5. Make a rule for order on subsequent rounds, either perpetual, or re-initializing or with some custom carry-over rule.

How would you categorize initiative systems. Have I missed something?

The Organisation of the United Federation of Planets

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This is me deep-dive geeking about Star Trek. If you enjoy that, maybe have a look at my Tamarian language post too. The Federation is complicated because lots of authors worked on Star Trek and had their own ideas. I’ll try to make that mesh.

Let’s look at what institutions the Federation has and how often and when they have been mentioned.

  1. Federation Security (1x ST3, 1x DIS). In the movie, an agent accosts McCoy. The Discovery character is 29th century, I’ll ignore that.
  2. Department of Temporal Investigation (1x DS9). After the Defiant returns from the past, two agents take a report. It’s not called “Federation” but let’s assume it’s a Federation institution.
  3. Federation Naval Patrol (1x VOY). Paris wanted to join when younger. Mentioned only.
  4. Federation Diplomatic Corps (1x ST6, 1x TNG, 1x DS9, 1x ST9, 2x DIS). Mentions only. Curzon and K’eylyr were likely working there though.
  5. Federation Science Council. (3x TNG). They made provision about Remmler station and a site Riker visited. They also heart the plea of the Hakaran scientitst about the subspace in the Hakaran corridor. Mentioned only.
  6. Federation Science Bureau (1x ST2). Made publications about Genesis. Mentioned only.
  7. Federation Supreme Court (1x DS9), Federation High Court (1x SNW). Mentioned only. Now, contributers to Memory Alpha think they are the same thing, but that’s interpretation already.
  8. Federation Council. Several. We’ll talk about that.
  9. President of the Federation (ST4, ST6, DS9). Appearances. Also Archer served.
  10. Commissioners (3x TOS). Civilian administrators.
  11. Federation credits (various). Money. The Federation has money. It’s only Earth that has no money as per TNG The Neutral Zone. Bolarus notably has a bank.

Let’s look at what member worlds have.

  1. Fleets. Like the Vulcan ships active in the 24th century still, seen in Lower Decks.
  2. Secret Services. Like the Betazoid one. (1x LD) Three agents travel on the Cerritos.

I haven’t mentioned Starfleet yet. Because that is complicated. Let’s look at the Federation Council first. We actually have the Council in session in a judicial capacity, over the actions of Kirk & Co. Apparently the Federation isn’t that big on separation of powers. In the scene there are two bleachers where we see Vulcans and several other aliens in traditional garb as well as several Starfleet officers of varying species. These are apparently not council members, because they seem surprised by the judgement. The people on the bleachers are guests. However there are several seats jedi council style behind the president. Presumably these are the responsible councilors in question. So this is not the full Federation council but at best a commitee. Whether that is different from the Supreme or High court(s), I cannot say.

Likewise I am unsure whether the Federation Science Council is a different institution or simply the Federation Council when they deliberate science. This would be similar to the different configurations of the Council of the European Union.

We learn in DS9 Rapture that after Bajor’s admission “Federation council members have to be chosen”. It doesn’t say elected. We do not have to assume that the Council works like a parliarment at all. In fact what Lwaxana Trois and her two collegues do in DS9 Forsaken seems most like what we would call parliamentary oversight. That means “ambassador” of the Federation like Curzon and K’eylyr or you can be an ambassador to the Federation like Lwaxana, Sarek and likely Spock. I’m not sure if there is a difference between Ambassador and Councilor but I’m tempted to say, no.

It’s also one of the two occasions where we meet the President of the UFP. The other is DS9 Paradise Lost. A most peculiar episode for our purposes. Here we learn that “his friends on the Council” encouraged Yaresh-Inyo to run for president. Which I interpret so that the President is elected by the Council. We have already buried separation of powers, so why not?

Paradise Lost is peculiar though, because Yaresh-Inyo, President of the UFP, declares a case of emergency on Earth and authorizes Starfleet to patrol the streets. It’s not an elected politician of Earth, but the Federation that does that.

And here we have arrived at the central question. How centralized is the UFP? Paradise Lost would indicate, it very much is. This is quite different then the situation we see at Journey to Babel, where representatives from planets resort to murdering one another. It’s near 100y between that, still that is a stark difference.

And then there is Starfleet. Kirk likes to introduce himself as captain of the “Earth Ship Enterprise”. With Picard it is of course the “Federation Starship Enterprise”. Starfleet started as a project by the United Earth Space Probe Agency in the 22nd century before the Federation. It is still mentioned on the dedication plague of the Enterprise-B. So we can safely say, that in Kirk’s time Starfleet was Earth’s fleet. Probably much like the Vulcan fleet that is still operational in the 24th century.

Did Starfleet’s status change until TNG? Of course Starfleet pretty much fights the Dominion War with now other member fleet around. And in Rapture we learn that the Bajoran Militia needed to become part of Starfleet, when they join the Federation.

Doylistly we have different authors with different ideas of the Federation. In TOS they are going for a rather loose alliance, which consolidates around TNG and reaches it’s peak in DS9 and VOY with LD painting a loser picture again. I will now try to explain what happend here historically.

When the Federation was founded each of the founding members, Vulcans, Andorians, Tellarites and Humans, had their own fleet and the easiest thing is to just keep them. They have to take orders from the Federation Council if necessary, but can otherwise operate like they had before.

But what happens when another member doesn’t bring a fleet? That might be unfair to the member worlds fielding one. So the provision might be: A member either provisions their own fleet or contributes to another. A bit like the Delian League, and with comparable effect as we will see.

This is what happens with Bajor. They don’t have a fleet to speak of, so Starfleet it is. Why Starfleet though. Couldn’t they have chosen like the Andorians? Theoretically, I posit, yes, but Starfleet was already there. Because Starfleet apparently does all the things, having outpaced any other member fleet.

How did that happen? Of course, it might be because it’s the official Federation fleet by then. But that is unnecessary. We can just look at the one other member fleet we know details about, Vulcan. These guys are super orthodox. Even other Vulcans might not be good enough to serve there, as we see with T’Lyn.

Whereas Starfleet is much more accomodating. You can join as any Federation citizen, even as non-citizen, if an officer of at least commander rank recommends you. See Nog. And while in Spock’s time, it was apparently rare for Vulcans to do so – otherwise his father probably wouldn’t have objected – by the time of the 24th century they do so in droves. Enough to have a Starfleet Nebula class ship crewed by Vulcans.

This certainly changes the outlook of an organization, even if it’s legal status remains the same. And that can remain so for a long time after it makes sense. See the US Secret as part of the Treasury. Starfleet certainly becomes a Federation institution, when Earth withdraws from the Federation in the Discovery timeframe.

This also explains why there is Federation Security. If Starfleet is legally Earth’s, whatever they do in fact, there might be things you don’t want them to do. I’m still wondering what that Naval Patrol does. Maybe they do Federation Security on Pacifica, the planet they like to use for diplomatic summits. Or something.

We do not see Commisioners in the 24th century. Usually they just send Starfleet. They even send Starfleet to admit Bajor in DS9 Rapture, which Dax also has an interesting opinion on (34:07min): “Starfleet should accept a new member every week”. If Starfleet acting in such a capacity is therefore common procedure, this paints the picture of a Federation that is grossly understaffed. But we already buried separation of powers, so who cares. Small-government, lose Federation it is.

We still have to consider Paradise Lost, where President Inyo decleares the state of emergency on Earth. Why then are there no EarthGov people around? Can the President do this anywhere or only on Earth that hosts the major Federation institutions? Still weird, the United Nations General Secretary does not declare state of emergency in New York. I sometimes read theories that Earth gave up on governance somehow, which would require humans acting quite uncharacteristically. And they apparently governed themselves enough to withdraw from the Federation later during Discovery. Maybe you guys have an idea.

Apocalyptic New Worlds, Part 3: Basic Moves

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As explained in the last post, I explained how the original hack had playbooks and an independent choice of specialty. So you might be a Maverick Doctor or a Boomer Counselor. That’s a combined PCE.

And actually, that last post in this series there new PCEs. When I can write Self: Thrillseaker, I don’t need a Maverick playbook anymore. And writing your specialty under Professional makes a separate choice of Specialty obsolete.

And playbooks aren’t required either. That is good because I ran into some problems with naming the playbooks and some were more popular than others. As for the playbook moves, we can Brindlewood them. Offer a small to medium pool of moves for everyone to draw from.

It seems the PbtA hack got thoroughly FATEed. But that’s alright, people seem to like the more introspective character creation of Star Trek Adventures. And after all, we’ll always have Basic Moves.

Among those basic moves, some were better than others. Some actually were mostly there, you could speicalize in them (Command, Counseling), which is suboptimal in hindsight. They also didn’t always snowball so well.

So we have moves that can stay, except I just delete the specialty clause and the hardcoded stat.

When you open fire or throw punches, roll. On a 10+, choose 2, on 7-9 choose 1
   - You hold them at bay.
   - You don't suffer heavy retaliation.
   - You take something from them or disable one of their systems.
   - You allow an ally to move into an advantageous position.

When you are in an advantageous position, you may also choose:
   - Take them out.

When you come in peace, roll. On a 10+, hold 3. On a 7-9, hold 2. Spend hold to…
   - Have them sit down and talk.
   - Learn what they want right now.
   - Learn what they need in general.
   - Make sure they stick with a deal.
Hold one less, when you don't share a language.

When you rely on false pretenses, roll. On a hit, choose one:
   - They let you pass.
   - They do as you ask.
   - They expose a weakness.
On a 7-9, you don't have long.

When you plan to repair or modify a piece of tech, say what you want to achieve and roll. On a hit, you have a plan. On a 10+ choose two, on a 7-9 choose three.
   - I need a fully functional starship or I need several days of work.
   - I need some additional materials or I must dismantle another system.
   - Someone has to do something hazardous.
   - It will only work once.

When you take a scan, ask a question pertaining to the situation at hand and roll. On a 10+, your measurements provide a clear answer. On a 7-9, you find out where and how you can get a complete picture.

These moves snowball nicely. In a fight, we can have an ally move into an advantageous position, so they can take them out. An engineer might require a character to do something hazardous. And Come In Peace and Take A Scan are generally good for setting up further play. False Pretenses of course will have often have complications.

Take the Helm had the problem of giving several options, but you only want one. It needs drawbacks on 7-9 instead.

When you take the helm, roll. On a hit, you may avoid a hit to the ship, bring it into an advantageous position or go really, really fast. On a 7-9, there is some damage to the ship, or you need an engineer to work their magic for you.

The Face Obstacles move didn’t have a clear goal. The basic move I actually need, is when for some reason they have to track through the desert after a shuttlecrash or something similar.

When you exert yourself beyond your daily routine, roll. On a hit, you soldier through. On a 7-9, take an injury or a condition.

Helping and morale, will be discussed in a later post.

Apocalyptic New Worlds, Part 2: Stats and Calling Strategies

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Continuing from my introductory article for this rework, let’s look at characters. Things written on character sheets do two things. They can give us talking points on the who, what and why of the character. And they can serve as formal input for certain procedures of play.

In my old hack…

  1. Characters had four stats (Aggressive, Bold, Talk, Tech) that players would distribute a standard array on.
  2. A character would specialize in a basic move. Meaning if you wanted to be an engineer, you specialize in the engineering move.
  3. Finally they would get a playbook and two moves from it.

In terms of talking points, the stats are pretty weak. Associated numbers are rarely good at that and PbtA as rather small ranges with -2 to 3 in addition. Many hacks have this scheme of choosing one of a few fixed stat rows at chargen, so you get some talking-pointedness like that. But I never bothered to do this here. So yeah, those stats are pretty boring.

I also found they do not work very well, with some of the playbook moves needing rolls. This bad fitting exists mostly because PbtA typically uses the hard-coded calling strategy. Calling strategy is how we know what stat to use in mechanic. (I just invented the term, neat, eh?) And when you have a typical PbtA move, it will tell you what stat to use, just like I did the with the When the the ship is struck… in the last post. It’s always Morale. Period.

There are a few options of course. We can use the situational calling strategy. Depending on what the problem at hand is, the most likely stat is chosen. But, we Defy Defy Danger for PbtA games. If there are situations that should vary enough to get different rules, they should get different moves outright.

What else? Pasion de las Pasiones does not have stats at all, but uses questions as procedure input exclusively. Each move has its own list of specific questions. (If you want to take a look, download the materials at the bottom and scroll to Basic Moves.) This encourages taking stock of the current scene and fits the game very well. Many other PbtA games use this pattern for downtime or similarly low frequency moves. It’s a no stat / modifiers only calling strategy.

Another option is approaches. The term originally comes from Fate Accelerated, but PbtA games such The Veil and perhaps better known Hearts of the Wulin have used it as well. The idea of an approach is that it’s not what you are doing that decides which number is used, but how the character goes about it. (More on that below.)

Really, yeah, let’s use some approaches. If you like, stop here and think about what might make good Approaches for Star Trek characters.

So let’s look some Star Trek character, say Kiry Nerys. How does Kira approach things? As a faithful Bajoran. As a former freedom fighter. By speaking her mind clearly. And pretty much never as a member of the Bajoran militia or Starfleet officer.

How about Jean-Luc Picard? As a Starfleet captain. By pontificating about Humanity’s achievements. Sometimes through his former career in archeology. And rarely through any personal touch besides that.

So what about Species, Professional, Background, Self. These need some specification of course. For Ezri Dax we would write down, Species: Joined Trill, Professional: Starfleet Counselor, Self: Quiet and Background: Shady Business People.

An approach is not the situational calling strategy from above. A clear counter-example is whenever a Starfleet doctor (or “nurse”) enters a brawl with a hypospray in hand. The situation is a fight, so the situation would call for some fighting stat, but the characters approaches it as a doctor.

In the end, the four approaches of Species, Professional, Background and Self now look a bit like made-up check-bases from games like Risus, Wushu, The Pool, PDQ# except with four categories that you need to fill in. And indeed those game all use the same calling strategy. I’m not quite sure what to call it? Associative? Reasonable? Player-driven? The method is like that anyway: The active player says what stat they use and gives some reasoning on why it fits. We usually accept that reasoning.

Next time, I look at what that change does to character moves.

Apocalyptic New Worlds, Part 1 – Morale

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It’s been 8 years, since I had the idea to write a PbtA Star Trek hack. In that time, some groups played it, some new Trek came to streaming services near you and the PbtA scene had some innovations. So I think it’s time to take a look at it.

The good thing is, the game certainly works. It is super fast. A typical Star Trek plot can be played through in about an hour. The bad thing is that Morale never was so central as I wanted it to be and advancement never felt right. The ugly thing is that some playbooks are apparently more enticing than others. And there isn’t a good rule for supporting characters in. And players less enmeshed in PbtA thinking frequently asked, if you have to take the Alien playbook to be an alien.

So let’s start with Morale. Morale should go up and down during play. You want it up. It is generally used for when NPC crew people do things. Instead of rolling a stat, they roll Morale. We need some way to go down. The typical thing is when the ship is shaking, when everyone leans to the side. Let’s make a move.


When the ship is struck by a hazard, anomaly or enemy weapons, roll +Morale. On a 10+ choose one of the following:

  • A supplementary or subsystem goes down.
  • There are injuries. -1 to Morale.
  • Shields holding. Take -2 forward on this move.

On a 7-9 choose one of the following:

  • A central system goes down (drives, life supports, communications, weapons).
  • There are dead. -2 to Morale.
  • Choose two from the list above.

This is a very simple harm move. It also gets rid of the separate concept of Shields. Design tip: If you want some stat to be central, make it central.

See you next time, were we stat some characters.

More musings on Fantasy Genres

Sing, me oh Muse, of… Well, that’s the question. Literary Genre is an old idea. It started with the Greeks, mostly in terms of form. Whether you write stage play (with certain typical meters depending on whether it’s comedy or tragedy), whether you do something lyric (songs for the lyre), whether it’s epic poems, which are to be six dactyls (dam-da-da or dam-dam) a verse.

Genre is all receptive categories. It can be about medium (book, film,…), about origin (Manga is Japanese Comics), intended audience (Young Adult), certain literary styles or iconography, narrative structure, fictional location (Space Opera is set in Spaaace!), characters and lots of other stuff. Often certain genres are associated with a time and age. No one does silent movies anymore and no one has written Augustean Epics for 2000 years. And usually it’s some conglomeration of more than one those category.

As for my last post, a commenter called it a “quick simple world-building tool”. Which is very apt, it all operates on elements of what we call world-building. That is overall a very new category that only became a thing after fantastic fiction was well established. It still is usually absent as a criterion among literary critics. And it is indeed simple, because these concrete contents of fiction are easy to grasp. And we are well trained by popular culture in doing so. In fact it’s what is usually called “genre” when we talk about RPGs.

Which is a bit weird. An RPG genre would, by common understanding, be more like PbtA games or the OSR or the Forge or 90s Storytelling. Those are genres of RPGs. We usually talk about elements of fantasy story emulated by RPGs instead.

And that works for the most part. We have RPGs emulating SciFi or RPGs emulating Fantasy etc. But what I did last time doesn’t actually capture the most common ways of subdividing fantasy novels. Whether people have elongated ears mostly doesn’t factor into it. People are more likely to talk about Epic Fantasy, Sword&Sorcery, Progression Fantasy or maybe Cozy Fantasy nowadays.

And for some extra weirdness, the wikipedia article considers epic fantasy the same as high fantasy and basically just fantasy happening not on earth (A*** in last week’s article). That I wager is at best incomplete, because when you ask people to name a few epic fantasy books, the answers are likely to contain an unexpected protagonist from a remote place vanquishing some dark lord other against all odds. Or maybe they name Malazan and despite my best attempts I have still no idea what’s going on there.

But people, will not, for example, name a story where real master thieves actually engage in that illicit acquisition goods (Lies of Locke Lamorra), or some girl decides to join the evil empire to effect systematic improvements for her subjugated homeland (Baru Cormorant or Practical Guide to Evil, take your pick), or a half-goblin is Suddenly Princess Serenity of the elvish pseudo-Austrian empire (The Goblin Emperor) or an orc opens a coffee shop. And these all do not take place on earth.

So the question stands how to tackle those fantasy subgenres that are actually used. I suggest looking at…

How do the protagonists succeed? Primarily through…

  • the Goodness of their Hearts, the Power of Friendship and similarly lofty qualities
  • Hard Work, Training and Perserverance
  • Cleverness, trickery, great plans
  • Kickassitude and personal prowess

And what is the main antagonist like?

  • Ancient Evils, Dark Lords, menaces to civilization
  • the Establishment
  • Ordinary criminals and plotters
  • Individual personal rivals and enemies.

So our typical epic fantasy story like Lord of the Rings or Shera and the Rebel Princesses is GA. The protagonists here are usually outclassed in a material sense. The hobbits have no army, and while Shera and her friends are definitely better than Horde goons, they ultimately succeed by turning Katra and the Horde’s leader.

Progression fantasy is typically WE. Through hard work those obnoxious young nobles shall be left in the dust. The opposition of the established parties is not necessarily malicious or even taking note of the protagonists in the beginning. And they are not usually destroyed or reformed either. Rather the protagonists strive to become part of the established power structure. At least in the beginning.

Goblin Emperor and Legends & Lattes are GI. The protagonists succed by being decent to good folk and the overwhelming incompetence of their rivals.

Locke Lamorra cleverly and ruthlessly takes on the powerful, CE. As does Catherine in the Practical Guide to Evil. There are actually ancient monsters but those are a problem mostly because they stand in the protagonist’s way to make the world as they like it.

Early Dresden Files books are KO. Dresden deals with ordinary magical criminals through the overwhelming power of being a Wizard of the White Council. The books then move gradually to KA territory.

Fantasy Genres

I frequently encounter discussions about what is High Fantasy, what is Dark Fantasy, what is Weird Fantasy etc. I will now help the confusion of standards by proposing another standard.

Where does it take place?

  • Our World
  • Entry into another world, Portal Fantasy
  • Another world outright, Fantasy World, Second Word

Starts with O, E, A.

Who is a potential PC?

  • Humans Only
  • Tolkienesque People, different kinds of fantasy humanoids, elves, dwarves, orcs etc.
  • Fairy-tail menagerie, all myths are real
  • anthropomorphic Beasts

This is not about who and what theoretically exists in the world. This is only about potential protagonists. You can make more categories, if necessary. Be sure to start with a consonant and explain what it is.

Who uses magic?

  • Overlords & Monster & Gods
  • Experts, priests, academic wizards, the nobility
  • Anyone

Tech-Level?

  • Sandals
  • Knights
  • Guns
  • Victorian Age, steam tech
  • Tens to Thirties, 1910 – 1930 to be exact
  • Computers
  • Futuristic

This is category isn’t very detailed and modeled after typical genre distinctions. Pick what fits best. If magic is commonplace some technologies may be replaced with magic.

And now we can say:

  • Middle Earth: ATOK fantasy
  • Shadowrun: OTEF fantasy
  • Faerun: ATEG fantasy
  • Harry Potter’s Wizarding World: EHAT fantasy
  • Dresden Files: OFEC fantasy.

Functional Dice Transformations

Tags

Or is FTD for Funky Dice Tricks? Or Fancy Dice Tricks? Who knows. I’m talking about when you do not just roll and read teh dice, but mangle the results somehow to get different probabilities and ranges.

RPGS have found a lot of these over the years. I assume you know how to get probabilities for a single fair die.

Of course, this does not make a dice mechanic. For a dice mechanic, like for any other mechanic we need to know when to use it, what parameters we require and what happens after. They can change the feel of mechanic though, so much so, that they are the first thing players might recognize.

Brutal

Named after a weapon property in D&D4. On a certain results, you get a reroll. Repeat until the result is not in the critical numbers anymore. This means that you basically use a non-standard die. The critical values are effectively excised. You can never get it. So if you have a d6/brutal(1), you effectively have a d5+1.

Luck

Similar to Brutal, but you get only one reroll. Halflings do this in D&D, they have d20/luck(1). What does that do to probability? To get a final result of 1, you have to roll 1 twice in a row. So P(1) = 1/20² = 1/400. For any other result, you can either it directly (1/20 = 20/20²) or first roll a 1 and then that result (1/20²). We can add together for 21/400.

For a general formula: The lucky numbers for your dx have 1/x², the normal ones (x+1)/x².

Advantage

Advantage is like having a reroll, but always taking the better result, so you just roll two dice and take the highest. Let’s do this for d6. Our result space is pair of number between 1 and 6. That is 36 (6²) possibilities total. We just have to write down all the possible pairs and divide by 36.

#PairsFormula
1(1,1)1/36
2(1,2), (2,2), (2,1)3/36
3(1/3), (2,3), (3,3), (3,2), (3,1)5/36
4(1/4), (2,4), (3,4), (4,4), (4,3), (4,2), (4,1)7/36
5(1/5), (2,5), (3,5), (4,5), (5,5), (5,4), (5,3), (5,2), (5,1)9/36
6(1/6), (2,6), (3,6), (4,6), (5,6), (6,6), (6,5), (6,4), (6,3), (6,2), (6,1)11/36
Results for highest(2d6)

As you can see, with 2 dice it goes up by two options every time.

Explosion

A rather common mechanism. It makes a die “bigger” by allowing a reroll on the maximum number and adding the new result to the old. Sometimes the two heighest numbers etc. are used. Let’s look at d6/explode(6). The number 1..5 have P=1/6 as usual. The 6 can never appear. We roll again. Next, P(7)=1/6 * 1/6. We roll a 6 and then a 1. Same for 8..11. The 12, again, cannot happen. We roll again. For P(13) we get 1/6 * 1/6 * 1/6.

Digitifying

This is what we typically do with a d100. We digitify(d10, d10). Games like In Nomine digitify other dice. Thankfully probabilities are simple. Each particular resulting number has a probability 1/(n1 * n2 * … * nx) for a combination of dice with sizes n1 to nx.

Flip-flopping

From Unknown Armies. UA uses a d100, but under certain conditions, you may reorder the digits for a result you like better. So it’s like digitifying but combinations are the same under reorder. Let’s look at that d100. This actually seems to be the place where the term fancy/funky dice tricks originated from.

There are ten combinations, that only appear once. 11, 22, 33, … 99, 00. So P=1/100 for those. Every other combination exists twice, 2/200 = 1/50.

So for (dn,dn), you have n repdigits with P=n². And every other value has P=2/n².

Success counting

Until now we kinda kept to the original dice somehow. With success counting you turn dice into a resulting number by counting which are higher or lower than some difficulty. So if you roll xdy, you transform your expectation from 1..y to 0..x. You can roll anything between no and x successes.

Thankfully, this problem is so common, that Mr. Bernoulli (one of them) has made a nice formula for that. The parameters are

  • p: the the probability to get your success on a single die. Say, 1/3 to roll a 5+ on a d6.
  • n: The number of dice you roll.
  • k: the number of successes you want.

And then you plug it into that formula

That exclamation mark is Factorial.

Sets

This method is used in One Roll Engine games. It is similar to success counting. We want a set of particular width (a pair, a tripple) with a certain height (the number shown by the dice). You can use the Bernoulli formula here as well, possibly doing it several times. Say, we roll nd10. We want a set with width 3 and a height from 8..10. We would use B(1/10, n, 3). This gives us the result for one particular height. Then multiply by 3 for 8,9,10.

Unlike with the success counting, we cannot mix the heights here. So (9,9,9) and (8,8,8) is good, while (8,9,10) is not.

Adding

The most common strategy. We take several dice and add their numbers. Mathematically that is surprisingly complicated, so much in fact that the mathematical word is convolution. So it’s easier to do it by hand. Write down all the combinations that add to a certain number, count the combinations and divide by x² for dx.

The number of combinations will rise until the middle of your result space. So on 2d6 the 2 has one combination (1,1). Likewise the 12 is only (6,6), while there are six combination that add to 7.

Combinations

Of course, many games actually combine these strategies for more complex ones.

  • 7th Sea has you roll nd10, keep the highest k and add their result.
  • Shadowrun 3- uses success counting on nd6 and each die may explode to hit a difficulty beyond 6.
  • Exalted/Scion uses success counting on d10, but 10s count as too successes. (In classic WoD a 1 instead substracts one success. Don’t do that.)
  • Legends of the Wulin digitifies the width and height of sets in a roll with d10s.
  • The Silhouette System of Tribe 8 uses yet another thing. Roll nd6. Return the highest number. If you roll more than one 6s, for every 6 after the first you get +1. So if you have two 6es in your roll, the result is 7.

Hit me! Pointwise.

Tags

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What’s an alternative to Hit Points in RPG mechanics? Good question. As in, very hard to answer.

Because to determine what an alternative to a rule might be, we have to first understand what it is for. And as it happens, Hit Points sit firmly in the intersection of two such intents and usually criticized for doing good in fulfilling a third.

The first use of hit points is Announcing Impending Peril. When my hit points (the HP of my PC) get low, I am supposed to be worried. As such the closest analog to HP is something like Doom Clocks. There is something bad coming, it’s not here, but it’s coming.

But that’s not all. HP also make Piñatas. As a player, I have to hit the dragon until it pops. The underlying intent Delaying Resolution. The dragon’s HP say it is not yet beat. Alternative solutions for this intent include extended tasks where you collect successes, skill challenges, raise-and-see systems like Dogs in the Vineyard or Capes’ area control.

What HP are usually criticized for is not being a good measure of character health. Now, to formulate a proper intent for the purposes of game design, we cannot talk about characters. Those don’t exist and neither does their health. So what people mean is Hinting (At How To Role-Play) A Character’s Current State.

So we are actually juggling three things. And it seems that is actually a juggle. For example we can use a scale of named health levels, like Vampire: The Masquerade.

The problem is the peril becomes less impending, because some of it is already here. My reaction is less about averting what is coming, and instead about managing what is now.

Also having more detail doesn’t usually help with NPCs. That’s my biggest gripe with Masks: A New Generation (basic moves / conditions), otherwise my favorite game. The game uses an unordered list of conditions. Which is very flavorful.

And NPCs are supposed to have the same conditions as PCs. But certainly an NPC will never clear them on screen and doesn’t roll either. So it’s really an overcomplication of the Piñata function.

Now, of course you can simply use different rules for PCs and NPCs.

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