Tuesday, April 5, 2011

Aedric, Sire of Beast and Storm

As the gods crafted mortals in their own image, so too did Aedric craft the beasts in his. The strongest of the gods had little use for words, so his children could not speak. He fought with his fists and teeth, and so too did his children rely on tooth, claw, and talon.

In time, Aedric's children came to hunt the humanoids crafted by the other gods. The crude spears they clutched did little to ward away the griffons, chimera, and other beasts Aedric had crafted. The other gods grew angry. Looking upon Aedric's creations, they crafted a mighty spell to undo their power.

Each of Aedric's creations were split asunder, their power scattered across their new forms. The soaring griffon yielded the eagle and the lion. The vicious ferreg gave rise to owls and bears. Hydras split into swarms of snakes, while perytons spawned deer and vultures. All of the most common creatures of the world so arose.

Few of Aedric's children escaped this scourge. Only the most common of them survived, and stories persist of truly terrible beasts that still lurk in forgotten corners of the world. Each and every last animal can trace its roots to Aedric's brood, and few can imagine what creatures they once formed.

For his part, Aedric swore revenge against the gods and their children. He threw himself into the sky and transformed into a swirling vortex of air to rend and tear the first cities to rubble. Before the gods could stop him, he become one with the cloudy, peaceful sky. Thus, the first storm ravaged the land. Since that day, Aedric appears again and again to punish the land, rising from the serene clouds to deal his punishment before fading again before his brethren can catch and punish him. Over the long years his wrath has faded, but at times it boils up again into a blizzard or hurricane.

Needless to say, the worship of Aedric is at best met with suspicion and fear if not outright persecution. As the lord of storms and beasts, he offers his worshippers protection from his wrath and the brute, physical power his creations embody. His clerics forswear metal armor and prefer simple cudgels, clubs, and maces to more sophisticated weapons. More tellingly, they refuse to bathe, cut their hair, or engage in similar trappings of civilized behavior. To the clerics of Aedric, embracing the way of the beast is key to achieving their god's inner mysteries.

In battle, the lesser priests can take on the forms of common beasts. The more powerful of his followers can adopt the forms of his true children, such as hydras and griffons. The highest ranking clerics conjure air elementals and take the form of terrible, living storms.

Aedric's clerics war against the other gods' mortal followers, though they can set aside their grudge if a greater threat presents itself. In particular, they view gnolls, manticores, and other abominations spawned by The Defiler as a heretical mockery of Aedric's creations.

Aedric's worship flourishes in the distant barbaric lands, far from the Realm of Ten Cities. Rumors persist of hidden cults that lurk in the cities, plotting to unleash a great invasion of beasts to overrun the civilized realm.

Sunday, October 24, 2010

Games are Idioms

(Originally posted on EN World, but re-posted here since people on that site seemed to like it.)

I think you can learn a lot about a game by listening to how people describe it after they play it. It shows you how they interact with, see, and process the game.

For instance, last weekend I played Carcassonne. I had some lucky draws I was able to exploit by managing my meeples well. I was able to keep churning through cities and roads, completing stuff at a steady enough pace that I was able to drop some farmers early without hurting myself in the late game. My opponent built a couple of huge cities to narrow my lead, but my edge in farmers sealed the game.

Compare that to a description of our lunchtime Keep on the Borderlands game from Tuesday. The characters had been ambushed by wererats at the Stumbling Giant (the tavern in the keep) the session before. With the help of the guards, they figured out that the wererats posed as halfling merchants and had visited the keep several times before. Oddly enough, though the guards at the gate reported that the halflings always left with a heavily laden wagon, the gnomes they traded with never sold them all that much copper and silver ore. The gnomes were surprised at the guards' description of the loaded wagon.

The PCs had arranged a meeting with the keep's ruler. Unknown to them, the ruler's trusted advisor disguised himself and sought out the PCs to question them. Faced with an inquisitive stranger, the party's wizard slashed the man's arm with a knife to see if the non-silver blade would deal any lasted damage.

It did, and the session ended with the characters entered the ruler's audience chamber to find the "wandering tracker" they had harassed standing at his side.

If you look at my second description, I think it's something you find for most RPGs and other immersive games. I'd describe playing Mass Effect in a similar manner. There's something very important there, a mode of thinking and experiencing the game that the mechanics should support. It's definitely something that influences the Essentials process and a lot of my design.

It's something that I think of as the game's metaphor, or its idiom. To an outsider, D&D is a few people sitting around a table, rolling dice, consulting books, speaking in funny voices, and maybe pushing miniatures around a grid. To the people in the game, it's a tense expedition into an ancient ruin, made all the more deadly by the bloodthirsty, recently awakened vampire that stalks the tombs they explore. That's an important part of the game. Without it, the game is little more than what it appears to be on the surface.

Sunday, May 23, 2010

What You Know, Who You Know

There was a thread on EN World a few months back about the role of sages in D&D. In AD&D, there was a fair amount of material in the DMG about the services offered by experts in various fields. If the characters needed to learn the history of the Forgotten City of Thar, they could plunk down some cash and hire the services of an expert.

Over the years, that sort of expertise has shifted from NPCs to characters. Non-weapon proficiencies, and later the skill system integrated into D&D, gave the characters the opportunity to become experts themselves. The sage as an important element of the game faded away.

On one hand, that makes things easier at the table. The DM can salt a dungeon or other location with strange runes, crumbling statues, and other bits that allow for skill checks as a way to add depth, background, and hints to the game.

On the other hand, sages provided a few nice benefits. They are a great way to give the party an interesting, non-combat challenge, a fun NPC to interact with, and a world that feels like a living, active place outside of the immediate bounds of an adventure. They set up a plausible situation where the PCs have to make an NPC happy in order to achieve their goals.

There's a rather easy way to combine the two approaches, giving the characters the benefits of skills like Arcana or History while making sages (and similar NPCs) useful, interesting resources. Simply put, most experts combine off the cuff knowledge with a thorough understanding of how to find an answer. That can easily extend to the PCs.

When the characters discover strange runes carved on to a seemingly impenetrable steel door, a skill check points the way to the expert that can tell them about the runes. The character's knowledge isn't absolute, but it does carry with it an understanding of the experts, important books, and other lore surrounding the topic.

Even better, you can frame that knowledge with an interesting choice. Perhaps the characters can recall two experts who might know about the runes. Yulgash the Exile's knowledge is unmatched, but he dwells in the Forest of Brambles ever since the townsfolk caught his servants pillaging the graveyard. Tharan the Radiant is a close second, but as a high priest of Pholtus any inquiries to him might generate unwanted entanglements. Giving the characters real options is an important part of D&D, and this is one more way to introduce that.

Thursday, April 22, 2010

I Am Not a Storyteller

My monthly AD&D campaign has confirmed something I suspected after observing my two 4e campaigns.

I am not a storyteller. I do not like establishing plots or events before we sit down to start playing. I like drawing maps and making notes about what lives where and why. I like sketching out NPCs. I like putting together fictional environments with all sorts of events on the verge of kicking off. But I don't actually like writing about those events, and I'll gleefully hack things to pieces and rearrange them to suit whatever idea pops into my head.

I am the god of this tiny, virtual universe, and if I decide at moment the characters enter the dungeon that there are three-headed kobolds there instead of the cyborgs I wrote about in my notes, there's no power in all the cosmos that can contradict me.

I DM because I want to see what will happen next, maybe as much as the players. Hell, probably even more than them. That interplay around the table, the unraveling of plans, the sudden bursts of inspiration, all of those things are what keep me coming back to the table.

That probably also explains why my #1 pet peeve is a player who quotes rules to me. Think the rulebook has all the answers? Then let's see that rulebook run a campaign!

The AD&D game really brought this all home to me. It's been a lot of fun, in part because I didn't take it all too seriously. It also helps that I have some great players. Erik Mona is a roleplaying MVP in my book. He's exactly the kind of player I like having at my table. His character is always doing something interesting, even if Stephen's character keeps murdering the NPCs he tries to interact with.

On another note, playing AD&D has been an interesting experience. I've found that I run it much like I did back in the day. The players use the character options from the Player's Handbook, I use the monsters and magic items from the DMG, but the rules I use behind the screen are basically OD&D/BD&D and lots of fiat.

Wednesday, March 17, 2010

How Hammerfast Got a Hex Map

A few reviewers and forumites have noticed that Hammerfast, a book I wrote that just released this month, has a hex map in it. The hex map details the area around Hammerfast.

I believe that this is the first hex map in an official, non-magazine D&D release in a really long time. I'm not sure if a hex map ever appeared in a 3e book. I'm sure the magazines printed one at some point, but I can't recall a specific issue or adventure.

Some folks might think that the hex map is there as a call out to old school gaming. The truth is actually far more sinister, far more intriguing, and far more shocking.

Actually, it isn't. The story behind the hex map is reasonably boring. This is it:

In writing the book, I realized I had to create a map of the area around Hammerfast. I suck at drawing. I'm really, really bad at it. I also hate freeform outdoor maps with scales measured in inches or whatever random increment the designer picks. They're useless to me. If I need to know the distance between East Farmbutt and Castle Hamfist, I don't want to break out a ruler. I want to count hexes.

When I drew the map I created it on a sheet of hex paper. When I submitted the art order, the art director asked me if I was serious. I said yes. I ranted a little about needing use a ruler to measure the distance between East Farmbutt and Castle Hamfist. I don't think anyone really cared. They just wanted to make sure that was my intention.

So, that's why there's a hex map in Hammerfast. And when the characters decide to tramp around the wilds surrounding the city, you don't need to use a ruler to figure out how long it will take them to go from one end of the map to another.

Sunday, February 28, 2010

A Tale of Two House Rules

Last week I posted two of the house rules I was going to use for my AD&D/OSRIC game. We played yesterday, and I'll have a full recap later. For now I want to talk about the house rules and how they went. In short, one of them worked so well that I can't imagine not using it. The other I never even used, because once we started playing I didn't care enough to bother with it.

Delta's Target 20 system was nearly flawless for use in combat. I'll use it whenever I play AD&D or OD&D. It kept things moving quickly, especially once I had the player's ACs memorized.

The really nice thing is that it kept questions and downtime to a minimum. When a character attacked, I reminded the player of the target's AC and that was it. After that it was die roll, and either an immediate damage roll or an announced miss.

There were plenty of times when I didn't even bother with the math. If the die came up a 17 or higher, I knew it was a hit. I didn't ask if the players had the same experience, but I suspect they did. We were moving through combat rounds at a breakneck pace.

In contrast, I didn't bother with the initiative rules. At least, not yet. I think there was a grand total of one spell cast in combat (bless, by Rob's half-orc fighter/cleric), and the initiative system really focuses on spells and keeping casters on their toes. With that insight in mind, I might tinker with it a little more and focus exclusively on casting.

Oddly enough, after years of running iterative initiative having everyone roll each round was fun and interesting. There were plenty of times, at least from behind the DM's screen, that initiative order was a big part of the tension. With things moving so quickly, I just had each player roll a d6 and act on that segment, starting with 1 and running simultaneous actions in the event of ties.

My experience with these house rules brought to mind an old essay by Vincent Baker. I'd link to it, but I can't for the life of me think of any terms that might bring it up on Google. In essence, Vincent argues that each rule a designer adds to a game should make the game more enjoyable. The best design is one that, if the players use all the rules, they have the most fun.

Obviously, that's a platonic ideal, but in play the two house rules showed that principle in action. Delta's rules made things move faster and let us get in more orc-bashing. My initiative rules would've brought the game to a halt and forced players to do math that had a dubious potential for making things more interesting. Thus, one rule lived, and one rule died.

Tuesday, February 23, 2010

OSRIC House Rules

I'm running OSRIC this weekend, and like any DM worth his salt I'm adding house rules to the game. Here's what I'm using:

1. Delta's Target 20 System: To me, this is a no-brainer. It sounds incredibly easy to use and keeps the descending AC system in place. I'm not going to go with the rules for thief skills and saving throws, but for attack rolls it looks great.

I linked to Delta's blog, and you can find the rules download there on the right hand margin of the page.

2. Initiative: OSRIC gets a lot right, but I'm not crazy about the basic initiative mechanic. In OSRIC, each side rolls to determine the segment on which the *other* acts. That's counter-intuitive to me. I appreciate how the mechanic functions, but I can't embrace it.

I also have to admit that I always loved speed factor for, frankly, inexplicable reasons. So, that's what I'm using! Here are the rules I'm going to use. If they crash and burn in play, I'll just go back to the OSRIC version.

* Each PC or group of monsters rolls a d6 for initiative.
* The result is the segment on which you decide what you want to do.
* When you make your choice, you add your action's speed to your initiative. The result is the segment on which you act.
* If more than one person tries to act on the same segment, the action is simultaneous.
* If your initiative goes into double digits, subtract 10, and that's when you act on the next round.

Modifiers
Dagger, other small weapons: +0
One handed melee weapons: +1
Two handed melee weapons: +2
Loaded crossbow: +0
Unloaded crossbow: +3 (includes time needed to load; you can load and not shoot for +3)
Thrown weapon or bow: +1

Movement: This is a little tricky. You can move 1/10th your speed per segment and take another action, adding the modifier at the end of your movement to determine when the action takes place.

Special Polearm Rule: If you have a polearm and an enemy charges you, you can immediately attack it on that segment but that costs you your turn that round.

Delay: You can delay your action by as much as you want.

Spell Casting: Modifier equals the spell's casting time in segments. You're considered casting the spell from the time of your base initiative until the segment on which you cast the spell. If you're hit between those two segments but not during them, the spell is lost.

Everything Else: DM's judgment. I'm toying with some weird items and gear the PCs could find for sale in Cort, the town I made up for the game, like a mini-ballista called an ogre stopper that is +0 to fire when loaded, but +20 to load and fire.