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Thursday, 8 July 2021

The problem with fate points


Fate points. In case this is your first visit here: I’m agin’ ‘em. They encourage players to think about their characters in the third person, and they break immersion by replaying an event that everyone just experienced. “That’s not the way it happened” belongs to videogames, not RPGs. Face-to-face roleplaying games benefit from character mindfulness – being in the moment as the character, rather than constantly analysing their arc and figuring out how to edit their scenes.

Tim Harford described to me how fate points had worked in a game he played. It struck us both as more like boardgaming than role-playing, in that you author your way around the character's foibles rather than playing those foibles:


“But what if characters end up dying in an unsatisfying way?” goes the argument. “It’s no good if the Man With No Name gets gunned down in a fight over a mule.” But how did we get conditioned to find certain outcomes, and certain story patterns, less satisfying?

What makes us favour the three-act plot paradigm of creative writing classes over glorious anarchic unpredictability? How did we get the notion that failure and tragedy can’t make for interesting outcomes too? Why do we seek the polish and security of a constructed story, even at the cost of ironic distance, rather than dive into the mess of surprise, shock, calamity and triumph that is more like real life?

The gems you find amid all the unscripted chaos, those perfect moments that arise spontaneously and trail loose ends, are worth more than the synthetic diamonds you’ll fabricate in an authorial narrative. If you have fate points that let you do over the bits you don’t like scene by scene, you risk missing the long-term payoffs that can emerge from what looks at the time like a setback.

Season 1 of Game of Thrones was good at confounding story expectations, with Ned Stark’s execution and the bathetic death of Khal Drogo. If you’d given the audience a stack of fate points and let them phone in their story demands, both of those events would have been overturned – yet they opened up the way for the story to go in more interesting directions, with characters who might have seemed peripheral in those early episodes moving to centre stage.

“But what if I die?” says the player raised on save points and retcons. “You can’t claim that’s fun.” That’s a matter of managing expectations. We’ve had memorable character deaths in our campaigns, a few heroic, some apt, and some devastatingly out of the blue. Sometimes it’s the fitting end to a series of bad decisions, like Butch and Sundance dying in a hail of bullets, and sometimes it’s just what happens to those who habitually put themselves in harm’s way. If no character ever took a risk and failed, where’s the frisson that gives the adventure its edge? And if every fumble can be rerolled for a fate point, what about those daring player-character gambles that pay off? They simply end up devalued.

Sudden death can work into a rewarding long narrative too, just as Tasha Yar’s departure from Star Trek: TNG, or Steven Seagal’s abrupt demise in Executive Decision, might dismay their player in an RPG but in the long run make for an interesting story.

And then of course there’s magical or divine resurrection, which is how most fantasy games ensure that it is hard to permanently lose a character who has built up a presence in the campaign. I don’t object to resurrections because they’re diegetic; it’s not a retcon, it’s fixing something using options available to the characters in-game. And, even better, sometimes it can go interestingly wrong.

Or in a non-fantasy setting, maybe consider making combat less fatal. Professor MAR Barker’s Adventures on Tekumel don’t have the death paragraphs that bedevil most gamebooks, used by the author whenever you stray off the plotlines he or she has in mind. How come? Because in Barker's gamebooks defeat in a fight results in you being imprisoned, or enslaved, or ransomed, or left for dead -- and the game continues from there. What would be TPK in a bad roleplaying campaign becomes a catapult taking the adventure on a completely new trajectory.

Instead of fate points, how about giving characters a pool of energy points? They can use those (in advance of the dice roll, naturally) to boost a result by one step: from fumble to fail, fail to success, success to critical. When they run out of points, they’re down to rolling their straight skill. I like it because if you’re thrifty with your energy you’ll have some in reserve for when you need it. And it’s so much better to give players a bonus for spending energy than to give them a penalty when fatigue sets in – which probably explains why most encumbrance and fatigue rules simply get ignored.

Or, if your players absolutely will not be weaned off fate points, at least make them part of the game reality:

"You stand in front of the angel of your god. She holds out her hand to lead you through the gates of paradise."

"'Hang on,' I tell her. 'I've got some credit on this cloud, I think. What about that holy relic I recovered last month? How about letting me go back and replay those last few seconds? Given a second chance, I'm pretty sure I can dodge that Doomkill.' "

That kind of divine intervention depends on the gods of your world being able to manipulate time, naturally. If they can't (and I'm not sure about the gods of Tekumel) then simple do-overs won't ever be possible. Characters will have to find ways to fix mistakes rather than undo them like they never happened. And, if you're after interesting stories, that's really the best place to start.

Thursday, 1 July 2021

Countdown to the Apocalypse

 


Last chance to jump aboard the Blood Sword 5e Kickstarter, which ends tomorrow. It surpassed its target twice over in just the first twenty-four hours, so it's fair to say it is already a big success. I had the opportunity to play with the design team in the Quickstart game and it was amazing: packed with atmosphere, vivid NPCs, intriguing moral challenges, eerie experiences, and intriguing plot hooks. I hadn't played D&D in decades, and I'd never played 5e, but if other sessions are as good as that it won't be the last time. Authentic Legend flavour? You bet!

If you don't just want to cheer from the sidelines, and you're keen to grab all those goodies like the card deck and map pack and miniatures and not forgetting the dreaded blood dice -- don't delay, if for no other reason than that if the funding reaches 375% that will unlock a very special stretch goal: a complete reworking of The Walls of Spyte using my own notes for how I would write it today.

Thursday, 24 June 2021

"A Hole in the World" (scenario)


You’d think multiple successful careers as an inspiring writer, captivating speaker and entertaining & informative broadcaster would be enough for Tim Harford. On top of that he’s a devoted husband and father, a steadfast friend, and one of the very nicest people you could ever hope to meet. But we, his gaming chums, know that he was really put on this world to run great RPG sessions just for us. Readers of the blog look forward to his enchanting Christmas specials for Legend. He created the Immortal Spartans and Company of Bronze campaigns that I’ve written about here from time to time, and another of his casually executed acts of genius was to conceive the Conclave game, loosely based on Ursula Le Guin’s Earthsea stories.

After Tim’s Conclave campaign wound up, I ran a two-part session to fill in for the fact that my planned Yellow King campaign had been aborted. This adventure is set in Tim’s archipelago world which I assume is a lot like Earthsea (I still haven’t read the books) but you could port it across to another game world, with or without lots of water. Central to the concept, though, is that the players are mostly great wizards, and this is a world where magic really is powerful. It doesn’t matter how skilled a swordsman or thief you are, any of the wizard characters can ningauble you without working up a sweat.

There are several magical disciplines. Most wizards specialize in three or four of these, but all learn the art of Naming because that is a prerequisite for many other enchantments. Knowing the true name of a thing means that your magic will automatically work on it. For example, if you use Change magic on a rabbit and you know its true name then your statement has the full force of reality; the rabbit becomes whatever you say it is. Most of the time, though, you won’t know the full name of something. The rabbit can’t tell you, so you’d need to infer as much of its true name as you can, using the root name class for animals and then mammals and then leporids – I’m guessing here. The point is that you roll your Name skill first, and your degree of success in that modifies your roll for Find or Mend or Change or whatever. If you fail the Name roll, forget it; you can’t derive the name you need so your magic won’t work.

Tim came up with a very elegant rule system. I won’t recount it here as he might one day want to expand it and publish it (when those multiple other careers don’t get in the way) but you can soon whip up your own. All you need to know in what follows is that Vigour stands for stamina and strength; Skill is imagination, dexterity and intelligence; Wisdom is knowledge, fortitude and judgement. If like me you’re too lazy to read the books, the Isolate Tower has a handy glossary of magical terms, of which the main categories seem to be as follows:
  • Change - turn a thing into something else (major) 
  • Find - locate a lost item or person 
  • Gate - opens and seals paths and portals
  • Healing 
  • Illusion
  • Mend - fix a broken object
  • Naming – the key to most of the other magical disciplines
  • Pattern - scrying and discerning hidden connections (major)
  • Send - project your image; the image can speak and sense, but not physically or magically act on its surroundings; cannot cross water, but otherwise has no limit on distance.
  • Summon - bring an object or person (living or dead) to you (major)
  • Weather – control wind, rain, fog, and so on
So, to summon a wind you would first try to intuit its name (Naming roll) then make a Weather roll. If somebody is trusting enough to tell you their true name, your magic will always work on them.

Wizards are not supposed to profligately make use of magic. In Le Guin’s stories, a "good" wizard would sail a boat from island to island and sit becalmed for days rather than conjure a wind. "Bad" wizards seem to be those who actually apply what they know. (So, pretty much the way Jedi and Sith operate in Star Wars.) In the game, lacking a specific mechanic or even a logical explanation for why we should restrict our use of magic, the player-characters were soon flinging spells about without a qualm. If you want your game to play out more like a Le Guin story, I suggest something like:
  • Use of magic depletes the local mana, making further magic progressively harder 
  • Every use of magic has a reaction – good winds one day will mean dead calm the next, etc.
  • Unrestricted use of magic affects the wizard’s health. 
  • The College of Hythe polices magic – use it too freely and they will discipline you.
Another point about this world: magic is dominated by the wizards’ college on the island of Hythe, which is said to lie at the heart of the archipelago. The college is all-male, making it difficult for women to study magic openly. Any female PCs will probably conceal their gender as Golpas does in this scenario.


At the Tip of the World
The player-characters are all wizards. One of them has his home on the island of Skryp, the easternmost of the known isles. He has noticed that several local lads (Flintoy, Ratch, and Witkin) who went off to sea last year have returned from their voyages with much greater wealth than anyone expected. Some might suspect them of having turned to piracy, explaining the silks and pearls they gave their wives, but the player-character knows they are honest men.

The truth, which the characters will have to ascertain (they only need to ask, but will probably complicate it), is that the three men came by this wealth when their captain, Haspool, claimed the contents of a drifting merchantman as salvage. His ship is the Hazard and it sails out of Port Pressen on the island of Vaygra.

(“Where was the abandoned ship found drifting?” “Couldn’t tell you. We’re not navigators. You’d have to ask Captain Haspool.”)

At Port Pressen
The characters must get Captain Haspool or his navigator (Tully) to tell them where the ships were found drifting. Yes, ships plural. He has salvaged two, both crewless. (“The Bunch of Grapes was not so rich pickings as that first one, the Woven Band, but both were claimed legally.”)

Pirates
The complication is that pirates have got wind of the drifting hulks and are patrolling the area. If they see the characters' ship, they may just decide to raid it. The pirate ship is the Good Work.
  • Pirate captain: Korak
  • His wizard: Golpas
Golpas is a female sorcerer who passes herself off as a man. She is not powerful (stats 10) but has +1 in Name and +2 in Gate, Illusion, Healing, Send, Weather.

The Zone
A Sargasso-like area of mists and incessant rain; visibility is very poor. The periphery of the zone is a region of cold mist seething like smoke off the incessant rain. Sailing into it is like going into a waterfall.

Make a Vigour +Name roll on entering the Zone. If you fail, you’re starting to get rewritten. You might lose your sense of smell/taste, become increasingly drained of colour, find your shadow keeps slipping away, you cease to leave footprints, start to dissolve into vapour, etc. This is an ongoing effect to be used as a ticking clock to spur the characters later on.

Any attempt to make a Name roll in the Zone is at a penalty of -5 (at the periphery) up to -8 (centre of the zone) as names here fluctuate so fast.

They see a ship drifting without crew (the ironically named Fine Weather). It is listing to one side owing to the water that is filling its bilges. Aboard:
  • Gulls with blind human faces. Their shrieking sounds like men poorly imitating the cry of sea birds.
  • Outlines in the rain of people – the crew – but they are the absence of people.
  • Eyes that can be seen staring out of the timbers.
  • Scuttling shapes that seem to be a hybrid of rats and human hands.
  • The log book is sodden with rainwater – unreadable.
  • The hold is full of crates of spices and furs, mostly ruined.
In the zone, true names are being reconfigured. A name might be cut in half and recombined with another – for example, splitting shape from identity left the outlines in the rain (shape component) and the identity-component was then spliced to the identity of seagulls.

As they quit the Fine Weather, some of their own crew, in the process of having their true names rewritten, start to change. They become like cobweb shells that blow apart on the wind, leaving pale dancing sparks that flit about the rigging. (Have the bosun point out that men in the rigging haven’t moved for several minutes. Those are already husks, who will become dislodged and blow away when anyone is sent up to investigate.)

In the centre of the zone (they’ll need Pattern to locate it as the rain obscures everything) is a missing piece of reality: a rift in the air like a break in a pane of glass. They hear a keening sound of wind as they approach it. Anyone with Name skill (ie any wizard) can visibly see reality warping around the edges.

They cannot approach, but see the hole in reality at a distance. Intermittent pulses of light emit from it, accompanied by a shockwave that they can feel rather than hear. In each pounding shockwave it’s as if for a moment everything ceases to exist.

As they get within forty feet, the effect starts to strip away the substance of the ship. They must turn back, as it’s only possible to get closer once they have the missing piece.

To fix it they must recover the missing piece. It was taken by a wizard, who was transformed by the fragment and fled. But they must turn back now, for almost all the crew are already lost and the rest are panicking.

Possible episode to insert on the voyage if the players need a hint:
They spot an island with a wide bay. No wind is allowed here for it is the home of the sorcerer Jutle. The moment they enter the bay, the sails go slack and no weather can be induced to enter. Jutle is a middle-aged man hauling driftwood on the beach who asks if they are here to see the master. If they recognize him he’ll reveal that he is the master here and will help them, but he is a true ‘softly softly’ wizard and won’t have any truck with using magic flamboyantly.

The Missing Piece
Remember that characters who failed Vigour +Name are now at phase 2 (losing their shadow)

The fragment of reality was taken by a wizard named Agios. He held his name together with his magic but was transformed into a monster. Pattern will reveal his likely routes, Find will take them to him.

As they approach the missing piece it’s night; they sense they will come to it by dawn. It’s overcast, but they see they’re approaching a column some sixty feet across that stands directly up from the ocean. It seems to be of mottled pink and grey marble. Water steams off its side in the early heat of day (unless approaching by night).

This is no marmoreal column but the monster that Agios has become. Out of the haze above comes its giant distorted face. To protect the ship from this initial attack will require defences equalling 50 points – reduce damage from total wreck at 0 defence to protected at 50 defence. (More efficient if they find clever ways to fend it off, eg a mast spears its eye rather than a shield of force in the air. Note that direct attacks are very hard – see below.)

The monster resembles a huge sea-worm with a distorted face like something moulded from clay.

Direct-attack spells are hard to use against this creature:
  • Name attempt at -10 (due to continual fluctuations), then
  • Spell must succeed by 5 or more to be effective
It can smash masts & hulls, snap up several men at once (make a Skill roll to avoid unless you have a magical defence), etc.

The missing fragment is inside the monster’s stomach. Transforming Agios back to normal won’t last long even if the spell takes. The most effective thing is to get inside the monster somehow. They will need illumination, and must protect themselves against noxious fumes and acid.

The fragment of reality is shaped like two trapezoids and is about the size of a book. To transport it safely (the edges cut through literally anything) they will need to use Change to solidify the air around it or something like that.

Fixing a Hole
Remember that characters who failed Vigour +Name are now at phase 3 (dissolving)

It’s not just a case of slotting the missing fragment of reality back in place. You need to Name it (no modifier) and then cast Change -- but that must be done on the other side of the hole at the same time as in this reality.

To pass through the gap in reality to the alternate world requires Gate. The alternate world is a plain of sand with ripples surrounding the hole in reality, and a ring of greenery (savanna) in the distance. They immediately notice the dead calm. No weather at all works in the affected zone, though there are winds blowing across the steppes. This zone is analogous to how the archipelago world is being changed around the hole in reality there.

To cast spells here:
  1. Skill + Name (to read)
  2. Then Wisdom + Name (to transform into a usable form)
  3. Then cast the spell
The characters are greeted by primitive tribesmen who blame them for breaking the world. This is a world of open grassland in which the only wizards are female – the mirror image of the characters’ own world.

The natives’ shaman (Ma’ada) is reasonably powerful (stats 11) with Name +5 and Change +4. She must make her Name rolls at -5 here just as the PCs had to in their world.

Of course, the natives of this universe do not speak the same language. The characters must find a way to communicate – perhaps through use of Illusion magic, causing images to appear in a campfire.

Remember that somebody needs to fix the piece in place from this side: either one of the characters, or Ma’ada if they can explain to her what is needed, or Agios if he isn’t dead.

Tuesday, 15 June 2021

A Dragon Warriors character


When James Wallis brought Dragon Warriors back from the ivied catafalque on which it lay sleeping through the '90s and '00s, one of the all-new books he released was Friends or Foes, a collection of interesting NPCs who can be used as adversaries or allies for the player-characters.

Why not throw it open to the whole DW community? Players could upload their characters for others to use or be inspired by. Characters in significant positions -- Baron Aldred's ostler, say -- could be even made semi-official.

Ah, you spotted the flaw. Somebody would actually have to do all the work. And there are always the Dragon Warriors Wiki, The Great Library of Hiabuor, The Cobwebbed Forest, and others, all with several campaigns' worth of resources free to use.

But just in case you are looking for a quick NPC, I came across a character I played briefly in Tim Harford's Legend game when Tim first came to London. (That was just before we began the still-running Iron Men campaign mentioned from time to time on this blog.) Valentine of Braying Cross was the loyal servant Sir Eustace, a vassal of Lord Montombre, so he could make a useful and dangerous foe. Incidentally, he's a 100-point character under GURPS 3e rules, which is what we played back then. I wonder what he'd look like in D&D 5th edition?

Brother Valentine

Valentine was born 964 AS, the younger son of Constantine, esquire of the parish of Braying Cross. He was entered at the Monastery of St Apollonius at the age of seven. At twelve he was abducted by slavers from Outer Thuland, where he spent the next four years until he was helped to escape by a wandering friar of the Frestonian Order. Valentine by now had an abiding dislike of heathens and wished to join the Knights Capellars, but was excluded by reason of birth and therefore entered the Frestonian Order instead.

After four years as a wandering friar he began to come to the notice of Montombre's men. At first they dismissed the over-earnest youth but gradually they came to respect his determination and iron-hard faith. Friars had by now come into fashion as confessors because the harsh rules they lived by gave them a greater air of piety than any rich priest could muster. Valentine became Sir Eustace's confessor and clerk, and gradually took on other duties as well. He relishes the insulting names his enemies know him by. Regarding himself as Sir Eustace's "sin eater", he takes all the old man's unsavoury tasks onto his own shoulders -- interrogating spies with icy efficiency, alert to heresy among his master's entourage, sniffing out malcontents in the town gutters and doing what is needful.

Valentine's learned skills fall into three categories: the academic studies of his youth, the physical abilities gained in service to Lord Egil of Thuland, and the talents he has taught himself in order to better serve Sir Eustace, Earl Montombre and the Church.


He is tall and somewhat lanky with honey-coloured hair and blue-grey eyes. He might appear handsome but for his zealous scowl and unrelenting stare. His humour is liable to be bleak. He smiles most readily when in a position to do harm to an unrepentant foe.

His vows, in common with all the Orders of friar, constrain him to poverty, chastity and obedience. He can personally own only his clothing, religious accoutrements and (if need be) a humble place of abode. His arms and armour he holds from his lord and has no private title to them. He uses only such money as is entrusted to him for specific purposes, since as a friar he can always secure a simple meal and a place to sleep in return for a blessing. His chastity was once sorely tested by a succubus that visited him in the wildwood. He repulsed it after a dire struggle and thereafter sealed himself in his cell for forty days and nights, fasting until he gained renewed strength to resist such evil. This is the source of his resistance to magic. The vow of obedience means that he must do whatever is required of him by the lawfully appointed officials of the Faith and (more importantly, perhaps, to Valentine) by his temporal lord, Montombre.

Valentine has one redeeming quality. He is fond of animals (especially cats) perhaps because they, unlike man, are a part of God's design untouched by sin. He has a quotation from the Scriptures that he likes to recite when he's about to mete out justice:

"For thus saith the Lord God: Because thou hast clapped thine hands, and stamped with thy feet, and rejoiced with all thy despite against the land of believers; behold, therefore I will stretch out mine hand upon thee, and will deliver thee for a spoil to the heathen; and I will cut thee off from the people, and I will cause thee to perish out of the countries; I will destroy thee; and thou shalt know that I am the Lord."



And while we're talking about Legend, don't miss the latest fine offerings from Red Ruin Publishing, a couple of Dragon Warriors gamebooks: Green Water, Crimson Stag and Meryon Woods -- both free on DriveThruRPG. And if those whet your appetite for DW solo adventures, you'll want to grab Village of the Damned and The Village of Frogton too.



Monday, 14 June 2021

Move over MCU

This will send a tingle up your spine. It's the dramatic trailer video for the launch of the Blood Sword 5e Kickstarter, which goes live tomorrow. There's going to be a live interview with the team at 17:00 CET and I plan to jump in on that. Those images really convey the sense of doom you should feel as you approach the shores of Wyrd -- and there's even a glimpse of a faltyn. Don't miss out!

Wednesday, 9 June 2021

The acute, persistent, unquenchable craving to know


This might just be my favourite of the H P Lovecraft letters read on the Voluminous podcast. HPL shows how it's possible to hold very different opinions from someone else and still remain friends (we shouldn't need to be reminded of that) while having a robust argument with them (we all ought to be taught that).

Tuesday, 8 June 2021

Everything must go

It's always a wrench having to chuck stuff out. Well, it is for me as I'm a bit of a hoarder. But lately I've had to take an "exterminate all the brutes" attitude to clearing out, so I've given a couple of boxes of gaming treasures to my wife to flog on Ebay. It's that or take them to the tip, and with classics like these that would be a crime. 

There's sets of Imagine, Adventurer, Red Giant (with Brymstone by Robert Dale), and Fantasy Chronicles - including the issue above with Steve Foster's superb Christmas adventure which I still remember us playing in his house on Western Lane.

There are some scenario books, Chaosium games such as Big Rubble, gems like Bushido and Champions, and some figurines. Take a look if you have space for them. I'd like to think they'll go to a good home.