Showing posts with label realism. Show all posts
Showing posts with label realism. Show all posts

Wednesday, 25 September 2019

Gloriously Water-Logged Mines

In writing adventure material, nothing pays off like primary research. Look into the lives of rats, and you find that they are purblind and communicate subvocally. Pay attention to stone, and you find that at the juncture of limestone and granite sometimes grows a layer called skarn, laced with gold, copper, and gems. Architecture, chemistry, botany: as much as they constrain design with realism, they also open up intriguing possibilities with the ring of reality to them.

Lack of research also shows. How many lost mines, dwarven or not, have been written up for adventures? How many of them have been glommed together from the residue of Moria-sublime (halls, chasms, demons) and Wild-West-banal (railcarts, lifts, ingots)? The one thing that's certain is that horrible things from the deep have been unleashed and are now running around in the place. But can we do better in setting the scene?

Waterwheel-driven pump
Even cursory research turns up one detail of deep metal mining, in medieval Europe or any other civilization, that presents enormous challenges. Below the water table, mines tend to flood. The simplest solution: dig a drainage channel, or adit, to lower ground. But this presumes your mine sits on higher ground from somewhere. Deep mines don't have this luxury.

So, pump the water out. At first people pass buckets hand to hand, then as craft deepens, machines use hand power, mule power, water power to lift out the groundwater using buckets, screws, suction pipes and tubes. All these latter solutions need keeping up, and once the mine is abandoned, the lower levels partly or fully fill with water.


Flooded floors, concealing pits and swimming monsters; flooded tunnels, requiring magic light and water breathing to have any chance of mere survival. Or, another way: get the old pumping machinery working again and see how much you can clear out, and what treasures lie in the murk.

All this assumes a pre-industrial European level of technology. But a fantasy world also has dwarves, that people of notably precocious craft. Indeed, one solution only they might reach comes from the computer construction game Dwarf Fortress, whose worldbuilding is as complex as its graphics are crude. The game simulates groundwater by having some settlements sit over an aquifer level, whose water floods and ruins all construction beneath it. The way past the aquifer requires one of many complicated engineering solutions, including rapid pumping, opening a shaft to cold air that will freeze the water, or dropping a "plug" of dry stone into the wet level and boring through it.

Dropping the "plug"


Although Dwarf Fortress simplifies the geological reality of seepage, the plug idea suggests that dwarves might have the skill to locate the source of groundwater and simply wall it off with non-porous stone. Maybe the water is controlled and channeled into a reservoir, for drinking and industrial use.

Allow a certain amount of magic in mining, and the pumping operation can be helped in a dozen ways. Maybe the dwarven priests have deals with elementals, or maybe these solutions are found among other underground peoples, like the dark elves. Golems can be set the task of working the pumps. The miners themselves breathe water in flooded galleries. Magic freezes flooded caverns so that ice tunnels can be dug through. A portable hole, or elemental portal, does the work of an adit in draining off water. And what might come through the portal the wrong way?

Another difference: human metal production historically had to be distributed over several sites, because the material for processing ore -- water, wood, and aboveground oxygen -- was not present within a mine, and not necessarily plentiful close to it. Dwarves, though, live entirely underground. Their mine dungeons necessarily include areas for crushing ore, then sorting and filtering the metal-bearing compounds through the action of water. They need to smelt ore in the heat of a furnace, creating liquid metal. If steel is being made, the fuel needs to infuse the raw iron with carbon. Most likely for dwarves this will be mineral coal rather than the medieval-era charcoal. Why not have the facilities for shaping and working metal objects right there to hand as well? A whole complex suggests itself. The only limit is availability of fresh air and water, which architecture or elementals need to supply. And Dwarf Fortress gives another idea: using the earth's own magma to power fierce furnaces.

In short, thinking about realistic logistics can take you places in design your unconstrained imagination never would. It can insert unforeseen challenges into mundane mines, or underwrite the need for a thematically varied industrial site in the more fantastic variety.

Sunday, 4 October 2015

Wizardry Demands Cosplay

Having discussed the armor-mobility tradeoff, another balance issue in fantasy games is whether wizards get to wear armor.

In editions of D&D up to 2nd, the explanations were as vague as hit points. The metal in armor disrupts magical energies;the encumbrance limits the wizard's gestures; you need training to wear armor, which the wizard doesn't have. While earlier editions ignored the rather obvious exceptions to the first two explanations (wear leather armor; cast spells without gestures), the third eventually became canon, starting with 3rd edition. With the rationalization of this rule came the rationalization of the way out. If the wizard becomes proficient in stomping around heavy armor, at the expense of more class-appropriate character development, he or she can certainly wear it.

These game-world reasons, though, are maybe besides the point. Their slow development over time shows that a stronger reasons is game balance. More specifically, class role protection. A wizard should have reasons within the game mechanics to act like a wizard, lobbing spells from the back row, protected by tougher characters up front. So, we make the wizard weak in single combat; fantasy artillery.

But I think there's a third reason. Wizards need to look like wizards, and the archetype of a wizard (unlike a knight, or a cleric militant) has nothing to do with armor.



Here's what convinced me: Let's accept the "game balance" reason and any of the game-world reasons of conductivity, encumbrance, or training. How would the strategic wizard dress for adventure or the battlefield?

Remember, this is a world where a spell-caster can turn the tide of battle, if not interrupted by a well-timed arrow. So your wizard is standing there like the officers of Napoleonic warfare, in a bright costume of visibility and authority, ready to be picked off. In civilization things are not much better; sometimes wizards are respected, other times they're burned at the stake. The logical, rational play is to dress your wizard normally - as a goose girl, traveling peddler, pack bearer, or whatever. Letthe magic do the talking, when it needs to.

Indeed, these considerations (or maybe just the inconvenience of flowing robes and a tall hat in a cave crawl) seem to have come into play designing the Ral Partha line of official AD&D 2nd edition miniatures. In keeping with the mundane fantasy-realism of that period, the "adventuring mages" and "wandering sorcerers" all sport practical breeches-and-jerkin combos, with nary a horned headdress or navel gem in sight,


Well, to hell with that! Wizards should be flamboyant, identifiable; that should be their mark, their pride, their penalty. It's not that armor encumbers or disrupts the magic, but it'snot part of the outfit. And the outfit is necessary for the magic to work - the wizard needs to feel like a wizard, needs the ritual vestments of the role in order to believe and have the forces of the universe believe. This is a principle of hermetic ritual magic (pdf) and it is a good reason in a game world as well.


What can wizards look like? They can go for shabby but unmistakably sorcerous, like Gandalf; they can dress like a god, a priest, a performer, an extreme dandy; they can show too much skin or cover up too much skin. This series of photo posts gives a good idea.

The "cosplay" rationale also means that there are certain type of armor wizards can wear. If flamboyant, impractical, otherworldly, then the armor can be worn, but it's likely to give less protection for more restriction of movement. For example:



I would rule this "ritual armor" as costing 10 times as much as light (leather) armor and either encumbering as medium armor, to a move of 9" (Bam and Biggs) or giving only 1 rather than 2 points of protection (Cher).

Friday, 25 September 2015

Armor vs. Mobility

D&D and many other fantasy skirmish combat rules include a delicious tradeoff between protection and movement in choice of armor.

Even "D&D for Dummies" says so (via Google Books)

This tradeoff shines brightest when the DM applies old-school logic and throws in monsters that can't be defeated in a toe-to-toe combat, but can be run from. Each armor-wearer has to decide whether their armor makes them half as likely to be hit by low-level grunts, or lets them get away from slow and overpowering monsters.

The weird thing is that in  D&D up to 3.0, plate mail is really not that expensive compared to the tons of treasure you are required to harvest to level up (xp from monsters being stingy). So cost doesn't figure much in the tradeoff - especially given that armor is a common form of loot. In my campaign, armor is expensive and monsters and carousing count for more, so treasure amounts can be moderate at early levels; character typically get access to medium armor around level 2 and heavy around level 3.

The other weird thing is that as you get magic armor, the tradeoff disappears - it gives both greater protection and mobility. In my campaign, magic items are rare and the standard improved armor comes in either dwarven steel (+1 to armor class) or elven steel (+1 mobility class), where each bonus is valuable separately.

But hold on! Isn't the mobility-protection tradeoff overhyped when you look at actual medieval armor?

Plate armor wasn't all that restrictive of movement.
Armor didn't have to be expensive.
Wearing armor slows speed only through increasing fatigue.



And leather armor affording the same protection as metal, although lighter, would restrict movement in the same way, because to be effective at all against weapon it had to be thick, or treated through boiling to become a hardened material.

Well, the sovereign answer to all of this is that gaming combat doesn't have to be realistic - in fact, should include any and all misconceptions that are crucial to a fictional genre.

But here's the more satisfying answer: the mobility tradeoff is true on a large scale and over the long haul. Along with time and distance scales and archery ranges, this assumption built into D&D seems to be imported wholesale from the larger-scale wargames both Gygax and Arneson were most familiar with.

So while a heavily armored fighter can indeed run around and do jumping jacks, they tire a lot quicker from that activity. And being able to sustain a pace is what matters for a unit-based wargame where turns are a matter of minutes.

So in a gaming context there are three situations where movement matters.

1. Exploration and long-distance travel. Over ten-minute turns, hours or days, fatigue and needing to rest would definitely slow an armor-wearing person to about half the move a non-armor-wearer.

2. Tactical movement in combat. Here,movement from one foe to another, to flank, and so on tends to be short and sporadic. I've noticed that movement rates in dungeon combat, even if cut short to reflect being cautious and the possibility of making an attack. In a 30'x30' room, a plate-armored fighter's six 5' squares are enough to cover just about any kind of tacical movement needed, and an unarmored 12 squares are just excess. So even though the lobster-plated guy is entitled to more because fatigue's less likely to come in, it probably won't interfere -least of all if you are using area positioning or "theater of the mind" to run combat.

3. Hauling ass. In chase situations, armor and load will determine who catches up or gets away, and while it makes a slight difference in timing whether this is due to fatigue or movement, the ultimate effect is the sme,

4. Charging. Again, realistically an armored fighter making a long charge might suffer a round or so less of arrows and spells from the defenders before closing than their low  movement rate would indicate. But it's likely they would get there in less than full fighting trim. So, the slower movement here can reflect the fighter conserving energy.

In short, "realism" is often invoked as a reason to "fix" D&D but in this case I think the stark simplicity of the speed/armor tradeoff. If you want to cover short-term speed bursts I recommend ruling that you can move as unarmored in armor, but take 1 hp nonlethal fatigue damage per level each round you do so, that can be regained at 1 hp/level with each round of rest.

Sunday, 3 November 2013

The Dead Hand of Graph Paper

Making your map conform exactly to the dimensions of an 8 1/2 x 11 inch sheet of graph paper is a pure convenience for the referee.

You think it helps the players in mapping, too? I can point to any number of 3 or 4 sheet maps my players have made simply because they did not start mapping at the exact spot in the graph paper that would make their map fit. And giving that spot away is giving away too much information - robbing your players of the mystery experience. As, eventually, they will be cheated of that experience when the grand design all comes together, the edges of the underworld resolve themselves, and they realize that lo, they have been living in a jar of Tang.
Intimations of quadrangular cosmic order
For an alternate inspirations here are some real world cave mapping contest winners that Patrick Stuart turned up on G+. It's only a pity that the highest resolution available is not very high, so that we can't clearly see the feature markings and labels. But the dungeonability of the Cold Sink Cave map is clear from both the overhead and side angles...

Only about 1/5 of a long, twisty, branching cave.
as is the magnificent side profile of the Merlin cave...

I have recently been working on a project that starts with a cave complex map. Looking at it now, I realize that it addresses my frustrations with the graph-paper format of early modules and the topography of places like Stonehell. Not every corner is filled, true, but my map is still more compact and passage/chamber oriented than the actual cave examples, which is maybe a concession to the explorers' own map.


Although I can't deny its traditionalist charm, the flat rectangle is only barely admissible as architecture and frankly implausible as natural topography. Some doubt that exact mapping is useful or desirable; I'm not one of those. Having the world come to life on graph and hex paper is part of the exploration experience in the traditional game that I wouldn't give up for anything. But the quad-rules rectangle should feel like a window into a world with its own existence - not a prison for a plan of an artificial playground.

Friday, 10 May 2013

"I Loot the Bodies!" I: Itchy Fleas

The first of a few observations about the classic victory cry of the adventurer.

Looting the bleeding, crushed, burned and hacked bodies of dead foes is, for many adventure gamers, just a boring, routine conclusion to a scary fight, usually rewarded with a few coppers or a single low-value trinket. You know the real important loot is probably back in the lair, sitting on a trap or locked up tight. Where's the moral horror that this act should raise in sensitive minds?

Well, if there's no horror in robbing the imaginary dead, there may be disgust  if corpse-searching exposes yourself to their fleas and lice. And if the vermin bring a play disadvantage, you're sure to see more wariness and a little more respect for the poor old stiffs.

Per verminous body looted, there is a 1/3 chance of contracting the body's insects. An infestation makes it 1/3 probable each night that sleep is disturbed, meaning you recover 1 less hit point or can't memorize your highest level of spell. A good bath in town with proper scrubbing and hair-picking (cost: 1$) will remove the infestation. If you've got a boyfriend or girlfriend, they'll do it for free. Usually.

So, here's how the commonly-seen thief/rogue ability of picking pockets can finally come in useful without getting into trouble with the law or worse, robbing fellow party members. Simply put, the pickpocket can use the skill to loot a body without the risk of contracting vermin.

Pedicular pests can also be a risk of low-quality inns, and make certain gross and hairy monsters even scarier after death. "Y'ever see what happens to a feller gets bit by some a' dem bugbear lice? 'Taint a purty sight..." says the old one-armed man at the tavern.

Thursday, 16 February 2012

AD&D Gender Differences: Not Big Enough for Realism

If you defend gender limits on Strength in a game because of "the basic facts of anatomy," are you going far enough?

Most research studies put men on average at about twice the physical upper-body strength of women, whether measured by lifting or throwing (even this meta-analysis challenging the importance of psychological sex differences has to acknowledge the strong physical sex differences on this score.) To put it statistically, effect size differences on things related to the Strength stat in roleplaying games range from 1.5 to 3 standard deviation units (d). The distribution overlap for a d of 2 looks like this:


What this would mean is that 2.5% of women are physically stronger than the average man, and 2.5% of men are less strong than the average woman. If you assume that the male is the norm for the D&D character (and given the premises of this discussion, hey, why not?), this translates to a -6 penalty to female Strength, so that the top 2.5th percentile cutoff of the female distribution (3d6 roll of 17+) matches the top 50th percentile cutoff of the male one (3d6 roll of 11+).

Nothing this size exists for psychological differences, so unless you're positing some very bizarre cultural constraints, balancing out male strength  by giving women characters a +6 to "wisdom" or "charisma" or what have you is just as unrealistic.

And people are arguing about AD&D capping human females at 18/50 strength? It's clear that neither realism nor equality are served by the classic  rule, which can only be defended on the grounds of tradition.

My own game's rationale for not having gender modify strength: Along with the wizard, the dwarf, the elf, the barbarian - each of which rests to some extent on a suspension of disbelief - there is another fantasy archetype, the "warrior maid" or "kick-ass woman." Whether her name is Penthesilia, Bradamante, Wonder Woman, or Xena, both men and women love to watch her, and sometimes to play in her role. Anything the system does to make this character possible, and attractive to play, is allowable.

Long story short: why the hell are people so concerned about female anatomical realism when half the female fighters in D&D art look like this:


And if so, why can't they equally "unrealistically" look like this?

Sunday, 28 August 2011

The Light Fantastic ... and Eight Other Fantasy Esthetics

Recently I was debating over whether or not to emphasize mundane abilities for wizards, finally making the call against. Then a number of other things blipped across my mental radar. Doing research on the history of D&D encumbrance rules, I flicked open the 2nd Edition Players' handbook for the first time in ages, marvelling at the mundane exactitude of its encumbrance rules and equipment lists. Zak had a long evisceration of a 4th Ed. module with special attention to the muddy art style. Then back to 2nd edition, trying to figure out what exactly galled me about the majority of the art pieces, and why that gall coalesced around the Elmore frontispiece ...

Yeehaw! All 7 feet of it!
Okay, one thing is that it's prosaic. There's actually some sly humor here if you look at it right. The adventurers are cast as a modern-day group of deer hunters or marlin fishers posing with their big prize. They've strung the dragon up - why, exactly? Who's taking the photo? It's a witty anachronism, but one that drags us away from the fantastic nature of dragons, into the realm of weekend warriors and twelve-point bucks.

The other thing that didn't match my gaming esthetic was the lightness of the piece. Not in terms of humor - humor can be dark, too. Rather, what I mean these are clearly a bunch of characters, blessed with 4d6-drop-lowest stats and maximum hit points at creation, who have just ganked what can only be a hatchling green dragon*. For this mighty feat the DM has seen fit to award a shoebox-sized treasure hoard. This piece conveys the exact opposite of "dangerous." The exact opposite of squaring off against a 30 foot high efreeti. The only sign that the party has faced danger are three little claw marks on the trouser leg of the hulking chainmailed fighter.

Call one axis, then, "light/dark". It's defined by danger - in a game system's mechanics and in the game's art. But what's the other axis? Going back to the first gripe, it's the fantastic versus prosaic. This is a hard distinction to define, especially in a genre where everything technically counts as fantastic. Let me throw out some examples that do it for me. In a prosaic fantasy world:
  • The plot is motivated by material concerns, like trade routes or dynastic politics. 
  • Full encumbrance rules are in effect.
  • Magic may be rare or common, but it is normalized and understood, more like a science than an art.
  • Character classes have "mundane" skills to go alongside their outstanding abilities.
  • The equipment list is long and comprehensive. It illustrates the importance of using and managing material resources.
  • The game system works like a textbook, with rules for every conceivable situation no matter how mundane. Halfway to this is the "almanac" apprach taken by first edition AD&D, where various micro-systems are sprinkled throughout as examples for DMs to improvise other material (and the first 10 years of Dragon magazine are packed with just this kind of improvised material).

The full esthetic alignment grid appears below; with "Tough" being in between light and dark (an environment that is difficult and dangerous, but ultimately surmountable through sheer force of will) and "Worlds Collide" being a commonly seen situation where prosaic characters are thrust into a fantastic universe. On it I've distributed a number of game systems and settings according to my overall sense of where they fall.

A couple of observations from this:

1. It's easy now to see why 2nd edition D&D was the way it was. TSR's mass-marketing of D&D, especially the kiddie market, required a diagonal flight from the Weird; a renunciation of the devils (and demons) and all their works. First to go were the BIG RED DEVILS on the core rulebook covers, then the comfy esthetic of 2nd edition followed suit in a big way. An important thing to realize is they didn't actually succeed in making D&D more attractive to kids, who always have reveled in stories, films, and comics full of blood, gore and evil. But they made it more attractive to parents. This is why I liked 2nd edition AD&D when it came out in my early twenties. I was trying hard to be a Grown-Up; the Light Prosaic, with its sober rules and materialistic detail, fit the bill.

2. I can't for the life of me fit 4th edition in here. There may be some kind of disconnection between its visual esthetics and its actual gameplay, though.

3. My current game is in the "Tough/Worlds Collide" sector, edging to Dark. What's your favored mode?


* Yeah, I know, a hatchling green dragon by the Monstrous Compendium has 7 Hit Dice despite being at most 5' long in the body. But that doesn't look like a 7HD monster.