Showing posts with label teleportation. Show all posts
Showing posts with label teleportation. Show all posts

Monday, 12 September 2016

My Precious Dungeon Walls!

Dungeons preventing teleport, passwall, and other magical ways around or through walls have been a design cliche since Undermountain. It's been so endemic that Bryce Lynch gives special kudos to designers who don't fall for it. But what, exactly, are they afraid of?

The hypothetical cheater who uses spells to get to the last room of the dungeon must first find the last room of the dungeon. In a sprawling underground maze this is nearly impossible. If you're just using it to get through a locked door, that's the equivalent of a knock spell, and nobody legislates against those.

But let's say you've found the last room of the dungeon, either because it's bloody obvious (top of a tower, sealed chamber in the middle of the maze with the Gallstone of Four Parts) or because you have scried it out with clairvoyance, wizard eye or the like -- another tool type often suppressed by cautious adventure designers.

Let's even forget about the mechanical possibility, in a teleport spell, of having a fatal or disfiguring targeting error happen.

What do you think is going to happen when that teleporting or flying or dimension-dooring wizard gets there? A wizard, alone? Passwall and mass teleport are more of a problem (I don't allow them in my game). But without intelligence on the dungeon, again, they're just shots in the dark.

A better explanation of the obsession with fettering knowledge and movement spells lies in a clash of game design principles.

For incremental game design, everything is a matter of quantity, hit points and resources are worn down bit by bit, and a fair fight can be gauged.

Catastrophic design, though, allows for sudden winning moves, daylight frying the all-powerful vampire, a poisoned shirt killing Hercules. Balance here is non-linear, hard to judge. Discernment, avoidance, and preparation are more important than the toe-to-toe slog. Death is sudden, not gradual. Characters with a spell can kill a maze just like characters with a mirror can kill a basilisk.

The struggle between these two views, one "fair" and one "real," determines any given gaming experience. Another front in the war: turning undead vs. anti-turning medallions.

But even if you commit to the incremental way, "can't" is still the uglest word. Recently I made a try at fixing"you can't move." The obvious fix for "you can't teleport" is for the wizard's lair or whatever to be guarded by a chaotic teleportation zone that dumps you in a random location in the dungeon or even another plane of existence.

You can turn the undead? Fine, but the undead can also turn you. "Can," not "can't" if you please.


Friday, 18 October 2013

Famous Teleportation Mishaps

How does teleportation work, exactly? That is, you are in one place, and then another; presumably, the air rushes in to fill the space after you are gone; but what happens to the stuff in the space you now enter?

Two possibilities. One, you somehow mingle with what you teleport into; the basis of both versions of The Fly, and of the nightmare scenario where you end up immediately dead after teleporting into a wall.

The other, which I prefer, is that you displace whatever you are teleporting into. Still leads to a sad and lonely death if you teleport into solid matter, but much more forgiving otherwise.

Of course, nothing says fantasy has to be consistent. Indeed, I'd think our intuitive approach to magical
teleportation is a mix of the two ideas. We like the gruesome consequences of teleporting halfway into a floor or ending up as a Brundlefly, but don't consider the consequences of mingling for normal teleportation, where your whole system would be pumped with a nitrogen - oxygen - CO2 mixture that probably would give rise to some version of the bends.

Summoning sickness, anyone?

Displacement, likewise, has some interesting side effects if applied consistently. For example, any wizard's district or magical academy where teleporting is practiced constantly would probably have an abundance of the hallmarks of slightly off teleports: footprints in the floor where a teleport went slightly too low, or in some cases craters where a wizard had to be dug out of solid rock.

One of the better dead ends in a dungeon might be one where, using detect magic, somebody dug their way to the entombed corpse of a way-off wizard to rob him for his enchanted loot. All that's left is the indentation of his body, maybe a skeleton, and a cursed item for the unwary ....

Call it pedantry if you like - but it's the good kind of pedantry, where working out the details of a consistent world leads not to "this can't happen" or "this is more boring" but "wow, really, that happens?"

Finally, for some reason, fantasy teleportation doesn't seem to arouse the same worries about scrambling matter that sci-fi* teleportation does, at least if game rules are anything to go on.  Maybe it's because we have an implicit model of magic as working off some idea of Platonic forms - a kind of object-oriented programming, if you will. Thus, the danger in a spell that changes the "location" attribute of "you" is not that you will be changed, but that you will end up where you don't want to be. By contrast, sci-fi teleportation works in a molecular physics of reality where it's much more clear that you will have to be disassembled and reassembled, monad by monad, giving rise to all sorts of philosophical dilemmas and wacky mishaps.

* Is the last person who viscerally hates this term finally dead?