Showing posts with label Game Design. Show all posts
Showing posts with label Game Design. Show all posts

Sunday, March 5, 2023

Oozes and Other Bunker-Buster Monsters

There was a discussion on the osr subreddit the other day about players resting in the dungeon, and it occurred to me that if you iron spike or bar a door shut so you can rest but roll an ooze on the wandering monster table while resting, it might just be able to get through under/around the door and disrupt your sleep.

Thinking about whether there were other types of monsters that could do something similar, incorporeal undead and swarms also spring to mind.  Maybe vampires if you let them go gaseous voluntarily.  Any of your burrowing enemies like ankhegs, grey worms, purple worms, thoqqas, and xorns, though those will mostly be loud and noticeable.

There's an interesting parallel with Deep Rock Galactic here, where they introduced several enemies (the bulk detonator and the oppressor) explicitly to counter the strategy of building bunkers.  These enemies can "force the door" by digging and are either difficult to damage from the front or explode massively.  It kinda makes me wonder whether some of these classic D&D monsters that might plausibly pass through doors were originally developed as counters for resting in dungeons.

I think this has interesting implications for how you build random encounter tables for dungeon levels.  If there's a "bunker buster" monster on your table, then the party is at risk of having their sleep disrupted if they barricade-and-rest on that level.  I went looking for AD&D 1e's tables but still haven't found them.  In OD&D Book 3, there's only the Ochre Jelly on the 3rd level table (though there sure are a lot of MUs who might be able to knock in a door).  Moldvay / OSE is much more interesting through this lens, with the following levels container the following potential bunker-buster monsters:

  1. Nothing really (green slime isn't motile so doesn't count)
  2. Grey Ooze.  Pixies hiding in the room you're bunkering in to prank you in your sleep would be pretty funny but I'm not sure it really counts.
  3. Ochre Jelly and Shadows (Gelatinous Cube too but it probably can't fit under doors?), Basic Adventurers potentially
  4. Grey Ooze, Ochre Jelly, and Wraiths.  Rust monsters too, depending on how exactly you do your spiking.  Expert Adventurers also possibly.
  5. Black Pudding, Ochre Jelly, Spectres, Expert Adventurers, possibly White Dragon
  6. Black Pudding, Purple Worm, Vampire, Expert Adventurers, possibly Red Dragon.

By the end there a solid quarter of possible wandering monsters are possible bunker-busters.  But holing up in the top levels of the dungeon is probably pretty safe!

If players quietly rest 8 hours in the dungeon, they'll get 3 wandering monster rolls per hour, or 24 total rolls.  Since the probability of a monster on each roll is 1 in 6, you expect four wandering monsters.  So if a quarter of your table for a given level is bunker-busters, then resting will usually fail.

ACKS has heuristics for building dungeon wandering monster tables, with one-third beastmen, one-third mindless/animals, and one-third "men and monsters".  It would be interesting to add a heuristic around bunker-busting enemies as well.  If you have one on a 1d12 table, then it won't come up in 70% of rests (assuming 4 wandering monsters are rolled; there's a long tail of bad luck in the wandering monster checks).  Two out of 12 means something gets through the door in 52% of rests.  At three out of 12, the door only holds in 32% of rests.  I think I kinda like 2 in 12 - you can do one ooze and one incorporeal undead, swarm, or burrower, so there's some variety, and rests are pretty close to a fair 50/50 shot.  Or if you count Rival Adventuring Party, then the interruption isn't necessarily unfriendly, but it might still be an interruption.

Sunday, November 13, 2022

Vermintide 2's Special Enemies and Encounter Design

Status: D&D related, possibly obvious

Vermintide 2 was free on steam the other weekend and my brother and I have been playing it together.  We've been trying to play it with the mechanics unspoiled to keep a bit of sense of wonder/surprise in it.

Something that stuck out immediately was the special enemies.  This is really a common design pattern in team horde FPSes - Left For Dead and Deep Rock Galactic both have analogs (and I like DRG's term for them - "disruptive" enemies).  These enemies either deny you terrain and visibility (with, for example, a big cloud of poison gas) or suppress/disrupt an individual player (for example by grabbing a character, preventing them from attacking, and dragging them away from the party) until either the target or the special enemy is killed.  They aren't especially tough and their damage output isn't enormous but they require pretty immediate action or they can seriously degrade the party's ability to fight the horde of fodder enemies who usually accompany them.

Vermintide got me thinking about this from the D&D angle for two reasons - first that unlike DRG it is low-ish fantasy, and second because it makes these special enemies very high-visibility.  The player characters call them out in game (at least on the difficulty we're playing), many have literally high-visibility glowy bits, and killing them is mentioned in the post-mission statistics screen, which makes it clear that they're thought of as a class or category of enemies.

(The other two called-out classes, Elites and Monsters, also bear consideration.  Elites we think are tougher versions of normal enemies; they may be better armored or hit harder and bear special consideration on those accounts but they're not especially disruptive to party cohesion / positioning.  Monsters are creatures much larger than a man like trolls or rat-ogres that, as least as far as we can tell, require pretty much the whole party to fight them concurrently, with lots of HP and a boss healthbar, and often a combination of multiple damaging attacks, throws, grabs, area denial, and other abilities that you might expect of a Special but on a much beefier frame)

Meanwhile, in OSR D&D, we have critters that have disruptive abilities like a Special but we're mostly not using them in combination with regular enemies.  Consider mummies.  Mummy paralysis is a big disruptive ability and anybody left with freedom of action has the onus on them to kill the mummy immediately (or at least bait an attack out of it) to end the paralysis.  But mummies are their own monster type with their own lairs and if you're stocking by the book you're never going to get an encounter with 15 zombies or skeletons and one or two mummies - the fodder+special combo.  Or, if mummies are too high-HD and durable and fall closer to the Monsters category, 15 zombies and two ghouls.  A gelatinous cube plus a bunch of skeletons would be an encounter to remember, but it won't ever come up in prep (though it could potentially happen in play through a combination of a fixed skeleton encounter and a lurking threat cube making its move as the party is dealing with the skellies).  The best we've got are witchdoctors and shamans with beastman lairs - and those are wilderness lairs, not dungeon encounters, and if you're rolling random spells for your witchdoctors they're usually either duds or TPK threats instead.  In beastmen too we have something like Elites in champions and chieftains.

But the fodder+special combo seems like the sort of thing you'd want to use if you were building dungeons to challenge your players.  And this whole line of thought also ties back to breaking up the phalanx - enemies who deny choke-points, grab front-liners, or bull-rush through them, all seem like good tools for diminishing the power of the shield-wall in the dungeon, but I haven't been thinking of them as a category.

Is this too 3e a thought?  Is this something 4e did explicitly?  Does this place too much emphasis on tactics of individual combats in OSR games where combat options are relatively scarce so parties may not really have any means to respond to disruptive enemies - games where the emphasis is generally on the expedition as a whole anyway?  Is this even worth considering in prep or is it good enough if it can happen randomly in play?  I really don't know.  But it might bear experiments, and seems like a useful schema / category with which to think about monsters in tabletop games.

Beastman chieftain abilities might be a really easy place to start with procedurally-generated fodder+special combos.  One could design abilities with the special/elite distinction in mind, and then push them down to subchieftains so that they start showing up in dungeon lairs.

Maybe another angle to consider is strategically-disruptive enemies: expedition-disruptors rather than single-combat-disruptors.  If the focus of the game is on the expedition and we're worried about there being too few in-combat options, maybe it makes sense to shift one level higher.  The Crypt Thing might be a really good example of this - its teleport doesn't just take a character out of a particular combat temporarily, but disrupts the expedition as a whole by scattering the party throughout the dungeon.

But what does combining expedition-disrupting enemies with fodder look like?  Maybe just random encounters being triggered by a disrupted party taking more time to recover.  Maybe nothing at all needs to be done and OSR D&D is just fine the way it is.

Saturday, June 4, 2022

Magic Swords, Proficiencies, and the 1e DMG

This is actually like three short posts about magic swords rolled in to one.

  • I've been thinking about trying to organize some in-person D&D, and OSE is probably an easier sell than ACKS in this part of the world.  So in the absence of proficiencies, my previous post about magic items in place of proficiencies has been back on my mind.
  • If I also wanted to keep cleaving in an otherwise mostly-stock B/X game to give fighters some of their OD&D multi-attack mojo back and help them scale into the high levels, that might also be a good thing to attach to magic swords.  At first wag, something like three cleaves per round per point of bonus seems likely to keep pace with 1 cleave per HD at least up to name level.  This has a number of other interesting properties:
  • Second, there was a discussion in discord recently about sentient swords.  Thinking about magic swords through the lens of "class proficiencies for fighters and thieves that clerics and MUs don't get", sentient swords are actually a restricted form of spellcasting for non-caster classes.  I think they're really important, that using them should generally not be a hassle, and neglecting to roll for them is a contributing factor to caster superiority.  The whole ego / conflict of wills mechanic is to keep high-level powers out of the hands of low-level fighters, and to keep fighters from amassing too many spell-like abilities by having multiple sentient swords. 
  • I've been skimming the 1e AD&D DMG recently, because it also keeps coming up in various discussions.  I went and looked in the treasure tables because I was curious about how it handled sentient swords, and several things struck me:
    • 25% of swords are "unusual" (sentient).  This is in the same ballpark as B/X's 30%, but much higher than ACKS or later editions.
    • "All abilities function only when the sword is held, drawn, and the possessor is concentrating on the desired result."  This isn't "ask the sword nicely to use its powers".
    • AD&D computes willpower score differently - sum of a character's Int and Wis scores plus their level (with the level bonus reduced by damage taken).  This means that cap for character willpower/personality score is basically unbounded!
      • A "typical" random sentient sword has about 13 Int, empathic communication, two detection abilities and an Ego of 3 or so, and is reasonably useable even by a low-level fighter of average mental stats.
    • "N.B. Most players will be unwilling to play swords with personalities as the personalities dictate. It is incumbent upon the DM to ensure that the role of the sword is played to the hilt"
      • har har
  • Reading the 1e DMG's magic swords, I was also struck how a number of them had effects that activate on a natural 20.
    • This wraps back around to limiting the scope of proficiency-like exceptional cases by making them magic items.  Rather than taking Weapon Focus in order to get the ability to crit, it's a property of some swords.
    • Making crits a property of magic weapons means monsters aren't critting PCs, which is the usual trouble with critical hit rules.  Except for that tiny subset of monsters with eg Swallow Whole abilities that trigger on a 20 - it's probably OK to have it as an exception for, again, big scary supernatural monsters.
    • It also means you can have a variety of critical hit special effects, like vorpal's save-or-die vs the sword of life stealing's level drain on crit, without needing a complex critical hits table or system.  These effects can also be quite fantastical, since they're magical in origin.
    • This might also be a reasonable way to handle combat-maneuver like effects.  Magic hammers that sunder weapons on a natural 20, axes that break shields, rapier of disarming, magic shield that knocks foes down when they nat 1 against you, ...
  • Magic swords might also be a reasonable way to sneak backstab multiplier scaling into B/X, where even a max-level thief only does x2 damage.  idk whether I'd want to make just particular backstabbing swords that boost it, or something as simple as "a thief backstabbing with a sword +1 multiplies the die roll by x3 instead of x2, +2 -> x4, +3 -> x5".

Tuesday, April 13, 2021

The Risk Floor

 This is not my original insight; it's something that comes up in the ACKS discord occasionally, but that I don't think I've ever seen talked about in the rest of the OSRosphere

It can seem kind of cruel to have monsters with save-or-die poison on the first level of the dungeon.  But it's actually important for the long haul.

Save-or-die poison threatens characters regardless of their level (particularly in combination with "a natural 20 always hits").  When you put save-or-die monsters in the first level of the dungeon (and then all the rest) you are saying "it doesn't matter how high level you are, adventuring anywhere always carries some risk, no matter how small, of death."

There is, in effect, a floor on the amount of risk that you are allowed to assume while still calling your activity "adventuring".  Without some amount of real risk, would it be an adventure?  No.

I think the existence of this risk floor is important to campaign gameplay as well as semantics.  Making adventuring never quite safe discourages players from just sticking to the weakest areas and grinding out levels in as much safety as they can manage, because "as safe as you can manage" still always has "losing the game" on the table.  Since you must take risks, you probably want to assume slightly more risk for a much higher payout (ie, push into deeper levels of the dungeon).  So it helps keep the campaign from entering a degenerate state and helps motivate progress through the environment.  It's probably also important for keeping play with mixed-level parties from getting boring for the players with higher-level characters.  Finally, in-world, it also helps explain why high-level adventurers might want to hire low-level adventurers for certain jobs /  delegate; the risk to those high-level adventurers is low, but never zero.  Better to let someone else do the dying if you can get them to.

Saturday, October 24, 2020

Infravision and Mapping

I lied, the nomad post is still in the works (it's like 80% done but I need to recheck my math and I had to reinstall my OS because I realized my kernel hadn't been updated since October 2018 and it's been an exciting two years for kernel exploits; I haven't copied my sourcebooks back over yet because my cat spilled water on the wallwart for my external hard drive enclosure.  It's been a fun week) but I had a quick thought while taking the trash out.

ACKS goes hard on removing infravision from PC races, because it leads to the party getting split into the infra-haves and the infra-have-nots.  I observed something like this once when I ran OSRIC - the assassins with infravision went out ahead and had all the adventure while the rest of the party hung back and occasionally came running to the rescue.  It wasn't great.  So I tend to agree with this move on ACKS' part.

I've been thinking about trying to run some OSE, which gives dwarves and elves 60' infravision.  I've been considering removing it from them but then I'd have to compensate them or rejigger their XP progression and it would get annoying.

Another issue I've run into while contemplating this is that I like having players maintain their own map of the dungeon (particularly - having one or more players each maintain their own maps representing items in the world that are being maintained by a character with two hands free), and that's annoying to do with VTTs.

Holding both of these in my head, they got to seeming sort of related.  Maybe mapping is one of the secret balance-points for infravision.  Maybe the rule "It is not possible to read in the dark with infravision, because fine detail cannot be perceived", the detail that it's heat vision instead of just light amplification, is important, because it means that if you have scouts with infravision out ahead of the party, they can't be mapping.  If you have a full-infravision party, they still need a light source to map.  So then you either need to have amazing spatial memory, or infravision becomes a fallback for when the light has been extinguished.

It's still not perfect; you could still get into a situation where you have the room-clearing commando group of dwarves and elves and then the baggage train of mapping humans and hobbits.  But it's a thought I hadn't had or heard explicitly before.  Maybe part of the cause when I ran into this problem in OSRIC is that I didn't know what I was doing and didn't make the party make their own map (also didn't throw random encounters at the back half of the party).

Thursday, August 13, 2020

Scrooge McDuck and the Thief Domain Game

There was a discussion in discord lately about the thief's "class fantasy".  The wizard's class fantasy is fireball at low levels and doing mad science at high levels.  The fighter's class fantasy is cleaving through a bunch of dudes at low levels, and leading armies in triumphant mass combat at high levels.

One option for the thief's high-level class fantasy is being a crime lord, having goons kiss the ring on your finger, planting horse-heads, etc.  Well and good, but complicated.

But an alternative possibility for the thief's domain game could look more like this:

And then your aim as a thief is to just accumulate and protect an enormous amount of wealth.  Maybe give bonus XP for the value of money permanently allocated to your hoard, like fighters get XP for the money they spend on their fortresses.  And like losing a fortress, if your treasure gets stolen, you lose the XP.  Maybe HP too - it causes you physical pain to spend from your stash.

(Or maybe take the hoard value, divide it by 30, subtract your domain income threshold, and that's your monthly earned hoard XP)

I like this because it ties into the whole "buried treasure" folklore - Captain Flint's treasure in Treasure Island, the gold in the cave in Tom Sawyer, the cache in The Good, The Bad, and The Ugly.  I like that it mirrors actual play that we saw during the first ACKS game, where players didn't trust each other much and would go out in the desert alone to bury their gold and only tell their most-trusted henchmen where it was.  Incentivizing accumulating and keeping safe vast quantities of gold shifts the thief's domain game to be more like the wizard's - suddenly he has good reason to build a dungeon full of death-traps.  Or multiple dungeons, because decoys.

Parallel to the domain random encounter system, have a check every month based on the thief's hoard value to determine if some treasure-hunters have gotten the right location and make an attempt on it.

I'm not sure what the role of hijinks would be in this model.  I like the idea of having hijinks just do stuff in the world that you can use to make money, but that doesn't just make money directly.  Treasure-hunting is perfect as-is; stealing and smuggling are both workable, with the addition that you can't sell stolen goods in the market that they were stolen from (or they'd be recognized), and smuggling just lets you avoid tariffs.  I like the idea of tying spying and carousing into clocks on settlements, where spying lets you know the state of a secret clock and carousing or rumor-hunting or whatever it was called tells you the existence of a secret clock.  But I could see the numbers not working out with having standing / long-term guild payrolls, if the profit margins go down.  Maybe a better way to think of it is that you have certain people that you know who owe you favors that you can call upon to do jobs for you (and then their share and how well it goes determines whether they'll work for you again).

(It always struck me as awkward that you could just hire thieves.  Someone who just pays thieves makes himself a mark for later - there must be more money where that came from)

Depending on hijinks changes, this would probably change the thief's domain game from being mostly a cash-source for the rest of the party to being a cash-sink, like all/almost all of the other class' domain-games.

Anyway.

A couple of wilder extensions:

Dwarves also build vaults.  Dwarves also sort of have some thief value mechanics.  Maybe dwarves should get bonus XP for socking away gold too.

Venturers too, obviously.

If a character who sequestered gold into a hoard for XP purposes dies, and the is gold stolen after his death, he might rise as an undead of XP value equal to his XP in life (including the value of the stolen gold).  If you kill it, then you have earned that XP and the sequestered gold isn't double-counted; it now counts as recovered again.

Magic items - does their value count towards hoard value?  This seems like it could get really inflationary, but might also be a good "magic sword sink".  Maybe you can only count magic items up to the value of gems and coinage.

Apotheosis - you know who else besides dwarves accumulates treasure hoards?  Dragons.  Maybe gold corrupts.  Maybe if you accumulate enough gold and hide it away where only you know about it, it starts to change you.  Maybe dragons are the end-state of high-level thieves who take naps in their treasure rooms and wake up with gold sticking to their skin like scales, and with an insatiable fire in their bellies to accumulate more wealth.  Maybe this is a good explanation for having no dragons of less than 9HD, if that's when the transformation can first begin.

Obviously, this also explains why there is a dragon in the dungeon - he built it to protect his treasure, when he was just a man.

If gold has supernatural weight, could gold also be an explanation for making thief abilities supernatural?  Could you burn hoard value to power special abilities in the dungeon, turning glittering gold pieces whose luster only you know into tarnished coppers and expending that glamour to cloud the minds of observers, to distract, to disguise?

If you have a supernatural bond to your hoard, and you have magic items in your hoard...  can you use that link somehow?

Sunday, September 15, 2019

A/X: Wilderness Level

Koewn's mention in last post's comments of OSR spell-point systems that give more recharge in the wilderness, because it's a more fantastical place than civilization, got me thinking.  I agree with the general premise, that wilderness ought to be fantastical, and civilization ought not to be very fantastical (if nothing else, this helps keep the economics grounded).  But giving more recharge in the wilderness than in civilization would throw the wilderness resource game very far from the B/X roots, which I think are mostly solid but need some elaboration.

Concurrently, thinking about wilderness as dungeon - we have dungeon levels, as a measure of both distance from the surface and of danger, but the danger of wilderness regions is not handled so clearly.  In ACKS we have both the wilderness/borderlands/civilized distinction, and then terrain type also heavily influences number of lairs and encounter chance, and some terrain types are arguably more dangerous in practice due to differences in their random encounter tables.

So I'm thinking maybe we impose Wilderness Level, as a measure of danger, supernatural power, and expected treasure, in regions.  Reorganize the wilderness encounter tables so that more dangerous creatures appear at higher numbers, and then switch from d12 to d6 + wilderness level.  Maybe apply it as a modifier to encounter chance and number of lairs too (instead of having that be by terrain).  So untamed plains are about as dangerous as untamed mountains, in terms of their inhabitants.  And then you can have Tamed Mountains that are reasonably safe without having to recall the implicit rule in ACKS that causes encounter roll frequency to vary with civilizedness.  Just make it explicit and simple by analogy with dungeon level.

Then, to link it to civilization, spellcasting resource management, and base construction, building and maintaining temples, wizard's towers, etc reduces wilderness level in the surrounding area (possibly at wilderness "room" or biome scale?  Or temple per room plus shrine per hex?).  These work by siphoning magic from the wilderness, which is inherently chaotic and dangerous, and laundering it through deities, rituals, etc, into a form which is not fundamentally inimical to human life, which can be safely used and controlled by spellcasters.  Imposing a schema (mathematical or extraplanar for arcane or personified deity for divine) on the raw, schema-less magic of the wilderness limits what you can do with the magic, but it also limits what the magic can do to you.  Human magic is legible; wild magic isn't.  So regions of civilization are safe, sane, and stable because existing temples and guilds spend a lot of time and cash operating "heat sinks", and the total throughput of these heat sinks limits the total number / power of wizards and clerics available to civilization.

A couple of interesting things fall out of this:

This helps explain why barbarian/beastman hordes pillage temples; this returns the land to wilderness, by eliminating their protective influence.  Also justifies centrality and necessity of religion in daily life.

Likewise, a temple which "appeases" a volcano operates by drawing off the wild magic which might cause eruption, spontaneous generation of fire elementals, etc.

If you're out in the wilderness and you're tapped out but you need one more fireball, go ahead, tap into the raw wilderness magic.  What could possibly go wrong?  Lycanthropy?  Animal body parts?  Extra head?

Elves - native to wilderness level 1 rather than wilderness level 0 like humans and hobbits (I dunno about dwarves yet).  Better at wild magic use?  Spellsinging from Heroic Fantasy is very much on theme; if wizard magic is like baroque and cleric magic is like gregorian chant, the elf is improvising jazz.

It's normally weird that lower HD beastmen have better witchdoctors and shamans (eg goblins get d6/d8 level spellcasters, but ogres only get like d4 level spellcasters).  But if ogres are the product of a wilder and less schematic environment, then it makes sense that they don't really do spells (and instead rely on ambient raw magic to maintain 4HD) whereas weaker beastmen, more common right on the edge of human civilization, are exposed to more schematism and might have deities but less embodied magic to draw on.

I could see something like Vinge's zones of thought as a useful analogy- at low wilderness levels, your horse is animal sentience.  With prolonged exposure to high wilderness levels, your horse becomes a fairy tale horse and might start talking.

Thursday, September 12, 2019

A/X: Halls: Refuges in Civilization

I already needed rules for building up refuges in the wilderness, and I was thinking about facilities for increasing spell point recovery rate in civilization, and now I'm thinking about base building where-ever.

Reasons to encourage and codify "base-building in civilization" in the mid-levels:

  • My players generally buy a townhouse anyway and then complain about lack of base-building, so I think if there were reasons to build more stuff they would happily do so.
  • Generalize to cover wilderness basebuilding / refuge-upgrading with the same rules, at a distance-and-danger cost multiplier.
  • Base facilities could help ease the pain of small markets.
  • Maintenance cost for your base would be a nice way to streamline / centralize cost of living expenses.
  • A collective party possession encourages unity and the party as the unit of continuity.
  • Provide absolute clarity on what it means to get the treasure "home" for XP purposes, especially in points-of-light settings where there isn't a big "civilization" zone just off the hex-map.

So here's how I see this going down in practice.

Find a town you like.  Go meet with the local lord and petition for the right of hearth and charter.  He's going to ask you to do him a favor.  It's going to be a messy, adventurous favor.  If you have powerful enemies in town (from, say, a night of drunken mayhem fighting temple eunuchs - purely hypothetically, of course), he's going to ask you for an additional favor per powerful enemy.  If you have a powerful ally in town, maybe he asks you for one less favor.

So you deal with his ankheg problem and come back, and swear a little oath to help defend the town from threats monstrous and domestic, and he authorizes your charter as a Legitimate Fraternal Order (like the Elks or the Masons - make sure to choose a name), granting you the right to build or purchase a hall within his domain.  You go find some crappy land on the outskirts of town and hire some laborers to clear it and build a longhouse.  Congratulations, you are no longer murderhobos (just murder-...citizens).  Everyone now knows where to find you - traveling merchants, barbarians for hire, messengers bearing quests, peasants looking for help with their wyvern problems, your wizard's roommate from college, your wizard's ex from college, knights errant looking for someone to fight, beggars, preachers, used magic item salesmen, performing acrobats seeking a venue, the thieves' guild seeking to acquire something while disguised as acrobats, the thieves' guild looking to move some hot goods, the watch looking for some hot goods, the tax collector, the assassin's guild, meddling archmages, elder dragons...  I think I feel a random table coming on.

It comes with enough space, kitchen, and larder enough to feed and sleep n people.  This is the maximum number of PCs, henchmen, hirelings, and retainers you can support in "clean, sanitary conditions" suitable for healing and the avoidance of loyalty penalties.  Upgrade for more capacity.  If you have excess capacity, townsfolk come drink and gamble with you and some of them might be recruitable as henchmen.  Some of them might also be spies for the other Rival Adventurous Orders with halls in town (or from the next town over).
Also comes with some capacity for horses and dogs; again, if you want more (or cavalry retinue), kennel and stable upgrades.

Other stuff to put in or around your hall (eventually compound):

  • Library and laboratory for magic research.  Capture a spellbook from an NPC with new spells in it?  Goes in the party library, becomes guild secrets.
  • Chapel, sanctum, meditorium, summoning chamber, etc for spell point recovery.
  • Treasury / vault / reliquary.  Stop paying those bankers negative interest to store your gold, and store it yourself.
  • Monster heads on the walls / trophy room.  Bonus to reaction rolls on your own turf.
    • Maybe a more general "prestige / grandeur" mechanic?  Helps negate the hiring penalty for slander?
  • Armory.  Keep your magic swords organized, and stockpile plate mail when it's available in your lousy market.
  • Cemetery / catacombs.  Inter your dead henchmen properly to prevent them from rising as the undead for vengeance, and to keep high-level wizards from using their skulls as crafting components (keep the skulls for yourself).  Spend money on elaborate funerals for your PCs for more efficient reserve XP generation (per Heroic Fantasy Handbook).  Ghosts give you quests.
  • Shrine to your dead fighter, Bob.  Subsequently play a cleric of Bob.  Bob becomes the Party Deity.  Praise be unto Bob.
  • Smoke-filled back rooms in which to plan hijinks and dungeon-crawls, away from the prying ears of Rival Adventurous Orders and The Law.
  • Pit where potential henchmen can fight each other so you can learn their stats.  Or for gambling.  Or both.
  • Warehouse space to store your trade goods, both stolen and legitimate.
  • Wagon yard for assembling your caravan(s), might be visited by traveling merchants or halflings if space available
  • Garden
    • Medicinal
    • Poison
    • Psychoactive - regain spell points in the field, but save vs datura
    • Ornamental, +prestige
    • Go on, plant that magic seed you found
  • Infirmary with physician hirelings to cure your lycanthropy and succubus-herpes without it becoming public knowledge.  And more natural healing, I guess.
  • Forge with smith hirelings to make more plate for your henchmans.  Or masterwork weapons, if those rules are in use.
  • Still for Dwarven Brewing.
  • Gem-cuttery for lapidary hirelings to improve found uncut gems (hat tip to Courtney's Downtime and Demesnes, the draft of which I should probably finish reading before attempting to roll my own thing here)
  • Parade / training yard to upgrade your mercs.
  • Siege workshop / testing range...  I feel like this might be pushing the edge of the Charter, though, and start generating Concern from your local lord.
  • Dock / shipyard, if coastal or riverine.
  • Menagerie of exotic beasts
    • (Prestige again, but a small chance of escape...)
  • Barn and pasture of not-so-exotic beasts for use in trapfinding, hecatombs, and rations-on-the-hoof
  • Dungeon / prison for beastman prisoners and hostages
  • Walls, towers, etc...  but again, local lord will push back on too much of this.

All of this has been done before, in for example the 3.x Stronghold Builder's Guide.  All this is aso easy enough to work out under ACKS' rules as they exist.  It's just in a very low-abstraction state at the moment, much like Domains at War.  You're hiring individual mercenaries and buying individual windows for your hall.  This is an easy enough problem to solve.

Bonus: use the same facilities rules for NPC organizations like wizards' cabals, temples, and thieves' guilds.  Membership in a guild at low levels provides access to libraries, laboratories, and restoration facilities in exchange for dues and labor during downtimes.  These organizations are chartered differently and don't compete with adventuring organizations, but have monopoly on sale of eg magic in town (nudging players towards adventuring rather than sitting in town selling spells).

Saturday, September 7, 2019

A/X: Fibonacci Spell Points

I've been thinking about spell points for A/X.  Originally I was thinking of rolling the resource model for spells all the way back to "spells are per adventure", but 1) this is a somewhat dissociated resource model which would require in-world explanation and induces weird edge cases around "well what's an adventure", and 2) I'm thinking that if HP and mercenaries can be recovered (slowly) in the wilderness in refuges, perhaps it makes sense for magic to also be recoverable in the wilderness (slowly).  But spell slots of particular levels are very quantized; doing slow recovery without breaking them up sounds like it would end up being complicated.

At 1d3 HP per day of bed rest in reasonably sanitary conditions, an average first-level fighter can recover full HP in about two days.  So putting magic at parity, it would make sense for the average first-level mage to be able to recover a first level spell about every two days.  This means first level spells need to cost more than one spell point - two seems workable.

This got me thinking also - most spell point systems make 2nd level spells cost 3, 3rd level spells cost 5, 4th 7, 5th 9.  This is pretty close to reasonable except at the very low end.  Is web really worth three castings of sleep?  Is fireball worth five castings of sleep?  I tend to think not really, with OSR sleep - a fireball wins a wilderness encounter with a band of beastmen by cooking their chieftain, two or three sleeps win an encounter with beastmen by knocking our the chieftain and a couple of gangs.  The main thing these higher-level spells have going for them is action economy.  So thinking about these factors, 1st level spells costing 2 points and the relationship in power between spells of various levels, I ended up at the Fibonacci sequence.

Spell level: spell points
1: 2
2: 3
3: 5
4: 8
5: 13
6: 21

A fireball once every five days is also pretty close to the recovery time for a badly-injured retinue unit (or for the beastmen you fireballed last week to recover from their burns), which suggests that it's about right for recovery of wilderness-level abilities.

Further considerations:

If NPCs follow the same rules, what does this do to the economics of hired spellcasters?

What does this do to the availability of Restore Life and Limb?

Can you recover spell points faster while resting in civilization, where you have all your incense and pentagrams in order beforehand?  Can you apply these same sort of things (building sanctuaries, consecrating altars) to improve refuges and boost spell point recovery there?

What of the Contemplation proficiency?

Mercenaries only recover partway (the dead don't rise, but the injured heal) - should there be some analog to that?

Maintaining indefinite-duration spells like continual light and wizard lock - reduce your max spell points?

Places of Power seem like a much more natural fit for spell point systems than for vancian casting - reservoirs of spell points that can be drained but recover slowly.

Are there known pitfalls to spell-point systems that I should be wary of?

Wednesday, May 8, 2019

A/X Mercenaries: Money Up Front

Been thinking more about open table ACKS lately.  Stumbled on this old post and read through some of the session reports from the Shieldlands campaign, that best of open-table ACKS games.

I think the session needs to be a relevant unit of time.
Markets refresh per session (roughly).
Spells refresh per session (roughly).
Domains provide passive income per session and no XP (and may be a source of trouble; clocks can run in them, and they're part of the world in the structure of "session begins, players attempt to do a thing, pizza break, a thing happens in the world")
More explicit structure for sessions - Market Phase, Planning Phase, Adventure!, Treasure Phase

Going to need to scale things down a little from ACKS' defaults.  I'm OK with a 9th level fighter having 30 mercenaries and a run-down fort - this is exactly what you'd expect from the Men, Brigands monster entry.  So if you're 9th level and you have a wee baby domain that nets you 250gp/session and a handful of mercs, that's OK by me.

I've still been kicking around how to simplify mercenary bookkeeping.  I think I may have hit a potential solution.

First, hire them as units beneath a sergeant, like I've been saying for a while.
Second, pay them up front.

ACKS has this concept of "the magic ratio", which comes up repeatedly in its economics and is tied to the rate of return on capital in fantasy Rome (bear with me).  Most investments are expected to pay for themselves in about 30 months, and characters in the world are assumed to have about 30 times their monthly income in assets.

So if you want to hire a mercenary and not have to deal with tracking his monthly expenses, pay him 30 months of wages up front.  Better, do it through a sergeant to handle a whole squad and if any one guy dies, the sergeant will take the pay pre-allocated to that guy and use it to pay some other poor bastard that he dragoons in the next market you pass through.

So if a light infantryman costs 6gp/mo in wages, then you can hire a squad of 6 of them for the foreseeable future for around 1100gp.  And then mercenaries become sort of like a magic item - they can go on your character sheet instead of in a spreadsheet, because you don't need to pay them monthly.  "The Yellow Saddles, Light Cavalry, 5/6 men".  Easy.  And they replenish between sessions subject to market class (possibly derandomized, because I don't want to have to roll for merc availability all the time).

And if you want them to replenish faster, we could base something on the commissioning items rules to let you raise the effective market class, and then either give fighters free virtual gold to spend on this every session (or let them write recruiting costs off on their living expenses), or give them a venturer-like ability to replenish mercenary units as if the market were one size larger.  This also provides an incentive to visit markets during adventures, to heal your mercenary units.

Now, I could see some sticker shock at 1100gp for six measly light infantrymen.  It's 2200 for heavy infantry, 2700 for bowmen, 5400 for light cavalry, and 10800 for heavy cavalry.  Those are not small chunks of change, and my former players would probably want to be banking that money towards building a fortress.  But if you change how domain acquisition works, from "build a fortress" to "domains are immutable, go capture one", then these changes complement each other - the money you aren't spending on castles can be spent on mercs, and the mercs are how you "buy" a castle.  And honestly, with domains out of the spending picture - would you rather have a +1 spear, or six knights who respawn between sessions?

Ooh, and this works out beautifully - a 9th level fighter has 250,000 XP.  He got about 200,000 of that from GP.  200,000 GP in permanent mercenaries is about 180 knights, which would be big for a bandit encampment but is in the realm of the reasonable (he probably spent some money on other things too).

So I don't think this is a totally crazy plan.

Sunday, April 28, 2019

A/X: Continuity and Design Decisions

I've run into a bit of a design problem in A/X.

To what extent should I assume and support campaign versus episodic play?

ACKS is, by default, the ne plus ultra of high-consistency, high-continuity campaign play, starting in the mid-levels.  But in the low levels, ACKS works pretty well for low-continuity open table sorts of games.  That's part of what I like so much about low-level ACKS.  So I want to extend that support for low-continuity episodic games into the mid-levels as part of A/X.

But this complicates an already complicated problem.

Supporting lower-continuity play in the wilderness means being able to handle a wilderness adventure in a single session of say four hours.  The whole process: packing in gear and rations and mercenaries, getting where you're going, exploring a site, getting home, and divvying up the treasure, with a random encounter or three on the way.

This will/would require lower-fidelity systems and more abstraction.  I've been on about these two things for a while (2015, apparently), but never quite realized why I cared about them.  I think it really does come back around to enabling episodic play while also preserving resource management.

 But what do I simplify to speed up wilderness play?

The Arnesonian rule that terrain doesn't change travel speed would certainly speed up pathfinding.  Even reducing terrain movement speeds down to three categories (fast on roads or plains, normal in forests and hills, slow in mountains and swamps) and renormalizing it around hills would help, rather than having to multiply stuff out for each hex.

Making it easier to restock on mercenaries and livestock at the beginning of sessions would help a lot too.  In an episodic game, maybe you just don't worry too much about how long actually passed between sessions; if you need to sit in town for a while to gather mercs and horses, or travel to a big city through civilized lands, you can handwave that, or increase the prices a bit to account for having the things you need imported by other people.  This question of resource replenishment between adventures plays into mid-level mechanics for eg the Fighter - if you can replenish mercs between adventures with little difficulty, then an ability to help them replenish their mercs isn't gonna be very useful.  Maybe Fighters can do it for cheaper, if there's a cash cost associated with it?

Removing randomness from markets might help with speed too.  If it's always 1 crossbowman instead of 1d3, that's one less thing I have to roll at the beginning of a session.

Bed-rest for party members is also something that could be elided or abstracted ("they're out for one adventure").

Tracking rations in man-weeks, each of one stone, and only marking them off at the end of the week on the rest day rather than daily would parallel torches nicely and might speed things up a little.  Probably want to stop worrying about rations spoiling, not worth the hassle.

For any reasonably-sized party, the question with foraging and hunting isn't "will you find food?", but "how much food do you find?"  Maybe abstracting away the survival roll per character would be reasonable (especially in the presence of mercenaries inflating party size).

Are "getting lost" rolls important?  Is there a better way to handle wilderness navigation, parallel to mapping and the destruction of the map in the dungeon?

How do you speed up wilderness fights, in the presence of mercenaries?

I've been thinking about explicit party roles like the old Caller lately.  Necrocarcerus had several such roles that players assumed.  I wonder if having such party leadership structure (ie, someone to resolve disputes, some to map, someone to handle logistics) would help speed things up (especially for large parties).

Friday, March 1, 2019

Simple Domains: Trade Routes and Tributaries

Central thrust: link wilderness-level travel and trade to domain trade income by establishing "routes", allowing some improvement to one's domain under Simple Domains without having to track population

One of the annoying things with Simple Domains is the urban population.  I'm also more interested in settings where city-states and tribes are the norm, rather than feudalism.  Consequently, different rules for and assumptions about organizing realms seem appropriate.

I don't really like ACKS' default population growth as a domain "advancement" mechanic because 1) it's boring (spend money or wait time, counter ticks up, spreadsheet recalculates), and 2) it's unreasonably fast (yeah, there's some justification about "time of upheavals and migrations", but that's not always reasonable).

It occurs to me that domain "advancement" might still be doable with static population numbers via mutable trade routes.  Opening a new trade route between two domains entails clearing it to some reasonable degree, and then leading a ship or caravan along it.   I've been thinking about "threat" primarily affecting edges of the trade graph; a threat closes the edge, then if left unaddressed might spread to more edges, and if it holds all the routes in to or out of a particular town, the town comes under its thumb as well.  So I'm not really talking clearing all the hexes on the route, just dealing with things big enough to threaten a caravan (bandits, orcs, griffons, dragons).  Once a route is cleared, maybe a seasonal encounter roll can bring monsters back to it.

Once the route between two settlements is safe and you demonstrate this by leading a ship or caravan across it, imitators follow and trade along the route becomes regular, allowing the rulers of each end to gather additional market taxes.  If the additional market revenue from trade get high enough, the market class improves.  This lets the trade mechanic fill in for the "extra urban families from vassals" problem that Simple Domains had before.  On the downside, allowing market classes to change like this opens up all sorts of weirdness if you use market class for anything (like trade range, or calculating how much trade income is generated), and could lead to undesirable positive feedback loops.

What I like about this idea is that it links the wilderness game to the domain game with travel.  Your players get to go see the rest of the campaign world in order to make their domain stronger, rather than grinding through hex-clearing.  My players often seem to want caravans and ships in the mid-levels anyway.  At low levels you play "caravan guards", at mid-levels "caravan leaders", and at high levels "that guy who sponsors caravans led by henchmen".  It also opens up structured interactions with diplomacy.  Going to war with a domain generally means closing of routes between the combatants, and you may attack trade routes they have with other domains as well to reduce their trade income.  This might anger their trade partners, leading to embargo or entering the fight against you.  Conversely, a small domain coerced by a larger one might not be willing to trade with their overseer's rivals due to the sword looming over their heads, unless you can make them assurances of protection.  A domain defeated in war might become a tributary state as a term of surrender, sending its trade income to the domain the subdued it.

The tricky part is getting the numbers right - big enough to be worth bothering with, small enough to not spiral out of control, consistent with ACKS' existing trade rules, and simple enough to not be a huge hassle (ie, "just treat it as a network of sources and sinks for various goods, and you're adding a new link, which changes traffic patterns and directs trade through certain nodes which changes the tax income for those nodes"...  like yeah, I could do that, programmatically, but I don't want to need a computer).

Another interesting question is interaction with all the other parts of ACKS.  Does trade with settlements of different culture, terrain, "tech level", etc generate more income?  Interaction with monopoly?  Thieves' guilds?  Our favorite class, the venturer?  Seasonal variation in trade income (less in winter, more in summer)?  How do trade volumes or revenues relate to infrastructure like roads?  (Can we spin this into a reason for players to build and maintain roads, which they also seem to often want to do?)

I don't know if this would actually be simpler in practice than population growth.  But I do think it might be more fun.

A third approach to "domain advancement", and one which players seem to for push historically, is building up local industries and institutions.  I think this is actually fairly easy to adjudicate under ACKS' core rules, but it's not very profitable, and it could stand to be quantized, Kingmaker or Fields of Blood style - drop 10kgp plus some monthly maintenance on a Shipyard, and now you can buy ships as if your market were one class bigger.  Domains have a limited number of Industry slots based on size.  This would certainly be philosophically consistent with Simple Domains, so maybe it warrants further development.

Sunday, January 27, 2019

A/X: Refuges

Central thrust: General class of partial-resource-restoration sites in the wilderness leading naturally to domains

I've been thinking about the resource game in the wilderness more, particularly as it related to mercenary casualties.  Domains at War provides us with the handy heuristic that half of troop casualties are slain or die on the field, and the other half are lightly wounded.  Looking at the Mortal Wounds table's better half, this means they probably need about a week of bed rest to be back in fighting shape (Domains at War glosses over this, but I think it could be useful for our purposes), provided that you have held the field and can retrieve your wounded.

The bar for bed rest in ACKS is something like "complete rest in reasonably sanitary conditions".  For a site to be useful for this purpose, 1) you need to be able to defend it without involving the wounded troops - it should be defensible and out of the weather, and 2) the basis of sanitation is access to clean water.  You need it for drinking, for cleaning injuries, and for keeping the site itself clean.  It's also just nice to have generally to ease logistics and refill.

So some examples of such sites might include:
  • Shallow cave complex with a natural spring near the entrance
  • Crumbling tower built by the men of the first age, with intact cistern
  • Caravanserai near an oasis
  • Rivendell, Beorn's homestead, Craster's Keep, and other features defensible by virtue of powerful friendlies. 
  • A palisaded beastman village with a well, whose inhabitants have been put to the sword
 All of these sites have limits to the number of people they can shelter - you can't fit a battalion into a tiny cave, and you can't fit one in Rivendell either, for risking Elrond's ire.  Having more men than a site can shelter means spilling your camp out into the field, at an increased risk of random encounters (or, perhaps, being under a shelter's capacity reduces the likelihood of a random encounter by 1 on the d6 below the terrain's baseline; being over capacity just pushes it back to normal).  Capacity also imposes a limit on how many mercs can be on bed-rest at a site at once.

So the system in play would look something like this: you're exploring a hex and you find a crumbling tower overlooking a stream, a refuge with a capacity of say 60 men.  Your thief scopes it out and by luck finds it empty, the door locked.  You make a note of it on your map and continue forward.  After a skirmish with some beastmen, your heavy infantry retinue squad is at half UHP, 3 of 6.  This represents about 1 dead and 2 wounded.  You hold the field, gather your wounded, and retreat to the refuge, where you put the 2 wounded on bed rest and the rest of the squad on guard.  You send your explorer and his light infantry squad out foraging for rations while the heavies heal up.  He gets into a random encounter or two, but by good fortune they're just animals and easily dealt with (and eaten).  Seven days of rest later, your heavy infantry squad is now at 5 out of 6 UHP and hungry for revenge.

So the tradeoffs here: if you're far from town, you can get some mercenary healing (and PC healing too actually, at 1d3 HP per day of bed rest, more with the Healing proficiency - only relevant if changing the resource model on spells in the wilderness from "per day" to "per adventure"), but you can't refill all the way back up, it'll cost you in rations, and you put yourself at some risk for further random encounters (but a reduced risk compared to going all the way back to town at one roll per hex).

This ties to domain play in a couple of ways:

First, what is good for the goose is good for the gander.  Refuges are very attractive sites for monster lairs, and in some cases you might have to "liberate" them from a monster lair to use them at all.  A refuge that sits empty is liable to be re-inhabited between expeditions, which might necessitate re-clearing it.  This creates an incentive to establish small garrisons, to hold refuges between expeditions.  Human presence is likely to keep most animals out of the way, but may not be a deterrent to beastman warbands.  A back-and-forth, where a refuge is taken by and re-taken from beastmen, is pretty plausible and good re-use, good for building up campaign capital in a site.  Heck, "we're in town and can see a smoke signal from the garrison, let's get all our cavalry together and go relieve them" sounds like a pretty good time.

When you have a garrison, you have to support it, not just by relieving it with cavalry, but also with food.  Generally you can only feed about one person per square mile on hunter-gathering (so say 30 men per 6-mile hex, for convenience) under good conditions (ie, not desert, glacier).  Conveniently, 30 is also about the size of a beastman warband, which presumably also forages and hunts for its rations (as opposed to a village, which is dense enough that they're probably doing slash-and-burn agriculture).  So if you want bigger garrisons that will have better odds against a warband, you need to either lay in supplies (entailing logistics, defending caravans - and with spoilage, this might not be viable at all), or you need on-site agriculture, ie peasants.  An amusing intermediate step might be livestock.  30 men eat 30 stone of food a week, provided water.  A 550lb cow from the Livestock table yields about 27 stone of meat, probably more total rations if you're willing to boil the bones and such.  A cow per platoon per week sounds very reasonable, and they don't spoil - if you want to supply a garrison for a month, give 'em a week of standard rations and three cows.  And then you have an incentive to clear predatory-animal lairs that would otherwise be of no interest (dang giant eagles eating your cows), and you can have goblin cattle-rustlers!

Extra rules for butchering livestock provoking random encounter rolls?  Herdsman hirelings?  Clearly this whole livestock angle is one that could use more detail.

Anyway, another way that refuges lead into domain play is through capacity restrictions.  You want to have a garrison strong enough to hold them, but you also want enough space for your retinues to heal.  So you're probably going to want to expand the capacity of the refuge.  Put up a palisade around your crumbling tower to increase the capacity.  Uncrumble it to increase the capacity.  Build and consecrate a little shrine so your cleric can get a bonus to RL&L rolls (and maybe even restore his 1st- and 2nd-level spells in the field).  A refuge is the raw materials for a base, and players like base-building; so give 'em base-building.  Whether this will actually work with ACKSonomics is another question - it's not that construction is hideously expensive in ACKS, it's that labor is hideously unproductive.  3gp/man-month on an unskilled laborer (like a mercenary being employed to build a palisade) means it would take a platoon 40 days to build 100ft of palisade.  I suppose if you have a platoon-sized garrison just sitting around that's not totally implausible?  Might need some notion of garrison activities - a garrison can be building structures, or hunting and foraging, or patrolling the hex, in addition to holding the refuge, with different risk profiles for each of these activities.

Finally, as a feature on a hex-map placed during stocking, how common should refuges be?  I feel like a power law is reasonable - squad- or party-scale refuges, with a capacity of maybe 12, should be pretty common.  Almost any lair of large predators, once cleared, can probably suffice.  Platoon-scale refuges in the 30-60 capacity range are probably less common, maybe one in every seven hexes (one within a one-hex radius of any point, in expectation).  Company-scale refuges you probably have to take from a tough lair like a beastman village, maybe one in 19 hexes (one within a two-hex radius of any point, in expectation).

Bonus: dealing with mercenary casualties as combat ineffectives who need shelter and bed rest also lends itself nicely to disease and exposure.  A "trap" in a swamp hex might have characters save to avoid catching disease - mercenary squads who fail their save take some amount of damage temporary damage which can be fixed by bed rest, but if they don't get that bed rest within a certain timeframe, the damage becomes permanent as people die of dysentery.

Saturday, January 19, 2019

Abilities for the Wilderness Levels

Contents: more speculative proposals.  Would probably take several posts to hash out details.

Last post, I asked what spells in the mid-levels look like in a system that took that shift to wilderness very seriously.  This is really a special-case of a more general question:

What would wilderness-appropriate mid-level abilities look like for all classes in a system that took that shift seriously?

In the low levels in the dungeon, the fighter fights, the thief gathers intel, opens paths to treasure, and occasionally one-shots things with backstab, cleric spells make everything a little easier and interact with the resource game, and mage spells straight-solve problems.

If we went hard on wilderness, what sort of abilities would we want mid-level thieves and fighters to have?

Thieves are probably the easy one.  Gathering information about the environment without attracting random encounters is just as important in the wilderness as in the dungeon.  The explorer's mechanics for evading random encounters make sense, as well as extra stuff for exploring hexes more quickly and more efficiently, locating and evading "wilderness traps" like crevasses, mudslides, etc.  I've been thinking about walking back my position on "don't show them the map" - show them a little of the map.  Hexes that have been entered but aren't yet "explored" and mapped are slower and more dangerous to move through (and, if maintaining a map for the players, have their terrain shown but greyed out).  Exploration takes time and can discover lairs and features.  So then you tie thief abilities to that hex exploration mechanic.  On the "opening treasure" side of things, you might have mechanics like ACKS' treasure-hunting and smuggling hijinks - figuring out where treasure is located and getting more out of the treasure you find by evading taxes.

The fighter's in a funny position.  The +1 morale at 5th level sends a very clear message - the fighter's signature mid-level schtick is mercenaries.  But actually running wilderness combats where you have a bunch of mercs (especially the sort of ragtag "two crossbowmen, a slinger, three light infantry, two heavy infantry, and one light cavalryman" mercs you see at low wilderness level) is generally a rough experience.  Setting up reasonable, actionable outdoor terrain for a squad-scale fight between a goblin warband and a player warband in a way that seems fair to players and doesn't consume a huge amount of time is not an easy thing (and this perception of wilderness fights as high-risk and very susceptible to either short-notice variations in terrain or long-slog tactical combat is, I think, part of why my players historically dislike them).  So I'm wondering if that's the wrong way to go about it, whether loosely-zoned wilderness combat would serve better, with mercenary troops and demihuman gangs "pinning" each other (in much the way that combatants in personal combat become "engaged"), doing some simplified resolution on their fights, and going into finer detail on the actions of the PCs against enemy heroes (and PC-engaged gangs).  Slightly higher detail than the Domains at War: Campaigns battle system, but lower detail than the Domains at War: Battles one.  There's probably some combat system that fits these parameters in Axioms somewhere...

And then for those single-monster fights that mercenaries aren't really supposed to help you with (make trivial by sheer volume of crossbow fire), maybe an answer is a morale penalty when facing big monsters.  Wait, I'm repeating myself.  Fighter morale bonus then helps make mercenaries slightly more effective against monsters, but might not fully eliminate the penalty (-2 sounds like a good starting point).

Another reasonable wilderness-tier ability for fighters would be something that helps them recruit mercenaries more quickly.  Name-level's "free followers!" has the right idea, but it's too little too late.  I've been kicking around a more structured system for downtime, and something as simple as "roll one mercenary type per downtime (roughly two weeks) in a market, without having to pay recruiting costs or spend any actual time" would probably be a good start.  Literal free units ("companion cavalry" or "retinue") that replenish themselves are a nice option too, though.  And a barbarian "Call Horde" (or Paladin "Call for aid from knightly order", scaling up to "Call Crusade") ability is too much fun to dismiss, though maybe more of a name-level feature.  Manual of Arms to upgrade your mercs makes sense too - provided a simple way of tracking mercenary XP, maybe giving your mercs +10% would be nice.

...  maybe mercenary squads should compete for henchman slots.  You take the "spokesman" for the unit as an effective henchman, and then they're personal retinue, with maximum retinue unit size scaling with level, just as ability to command large units does (3rd level -> squad scale, 5th level -> platoon scale, 7th level -> company scale, and on up).  The spokesmerc is assumed to be running a hench-tree below himself, which is a full-time job.  He takes care of wrangling quartermasters and supplies and presents you with the bill, acts as a lieutenant in mass combat, and absolutely will not follow you into dungeons, no sir, he needs to keep these idiots from starting fights with the locals or poking the wildlife for fun.  Retinue squads will go with you on wilderness adventures (and earn XP, with bonuses from Manual of Arms), whereas non-retinue mercenaries can only be used on military campaign with a clear domain-scale target, or as garrison.  And then we can ban hench-trees outside of military command structures to simplify my life, and any recruiting bonus that fighters get helps refill the ranks of their retinues.  If you like, can send a henchman to a market to gather mercs and become a known-loyal spokesmerc and retinue leader.  Upgrading a retinue unit to the next size requires both sufficient level and time in market to expand its ranks.

(Probably some room for using henchman slots ("direct reports"?) for other classes' wilderness-level stuff too; thief gangs / cells, cleric congregations, wizard lab-rats, a pirate-assassin variant with ships' crews, and then in domain level stewards for one's domains.  Concern: CHA was already a good stat, does linking it to literally every class' wilderness-and-domain game make it just ridiculous?)

...  Heck, you could even relate retinues to domain-founding.  Build up a big retinue, clear some land, and then grant it to them / "settle" them there, ending up with about one family per mercenary (camp followers, the girl back home, relatives who hear they've got land now and migrate) and a trained militia.  And your spokesmerc becomes the steward.  I like having domains be mostly-static, but if I had to deal with domain founding, this seems like an interesting way to do it.  Similar economics to the "subject tribes" I discussed here.

Anyway, mercenaries as the fighter's central wilderness mechanic also suggests some ideas for cleric.  Spells to mitigate mercenary damage in mass combat make a lot of sense; attrition in the wilderness is often through mercenary bodycount, analogous to the fighter's HP being ground down.  I feel like morale-boosting spells or abilities also make sense for the cleric when used on troops of the same faith.  Divine spells providing improvements to exploration and evasion also follow naturally (much like Find Traps).  Some abilities in support of retinues of either holy warriors or fanatical peasants would also be entertaining (and makes sense with Fighting 1 - some fighting stuff, but not as much as Fighting 2).

As for the hybrid classes - assassin's wilderness game probably looks a lot like thief's.  Bladedancer is like cleric but more focused on offense; maybe they should get more of the +mercenary morale spells, while cleric focuses on keeping mercenaries patched up between fights?  Mass Swift Sword?  Bard's wilderness game probably looks a lot like the fighter's, but less Manual of Arms and more Inspire Courage.

Explorer is the tricky one, because the whole class is built around the wilderness game.  It does exploration the best, but also gets the fighter morale bonus.  Perhaps a reasonable compromise is to give them similar morale and recruiting abilities to fighters, but only for light troops (light infantry, archers, and light cavalry).  And then in comparison to the thief, they still don't have the treasure-related capabilities.  Assassin is the one who comes away with the short end of the stick under that proposal, and I'm not really sure what to do about that.  Abilities supporting plant-based poison use are a natural addition, I suppose.  I feel like assassin's core gameplay in wilderness levels should be "go find beastman chieftains, shamans, and witchdoctors, and murder them", and poison supports that.  So would something like Tracking or bonuses to interrogating captured beastmen; differentiating the assassin's "exploration" abilities from the thief's, by the focus on finding and killing things.  They achieve similar results (getting you to the lair), but with different flavors.  Likewise, could differentiate explorer and thief "exploration" abilities by giving explorer stuff focused on actually exploring and traversing hexes, with thief instead specializing in encounter evasion.

I have the nasty feeling I'm embarking down Fantasy Heartbreaker Lane.  Call it A/X, Adventurer / Hexplorer, with a design ethos of "take ACKS' core rules and add slick, usable abstractions for wilderness (and maybe eventually domain) level play, grounded in ACKS' economic assumptions but with more focus on gameplay than simulation."

Tuesday, January 1, 2019

On Balancing New Spells for Wilderness and Domain Play, Contra ACKS' Design Systems

Central questions: what does it mean for a spell to be balanced at a particular spell level, in the presence of shifts in play?  What would a spell list / system of casting that really took the notion of shifts in play to heart look like?  How would you have to change the resource model to balance it without breaking the world?

Contents: speculative proposals.

I've been kicking around a couple of projects lately.  Both would entail designing new spells and figuring out what it means for a spell to be level-appropriate.

First, Magic the ACKSening.  I would like to hit the old Arena-era feeling, with physical objects that a caster attunes to which let him cast a particular spell.  I think there's some room for interesting mechanics here (blue card draw?  Attune to a talisman in your possession temporarily.  Black discard?  Temporarily disrupt someone else's attunement).  Also makes copying spells between casters within the party harder, makes competition for spells between casters in party more prominent.  But, comes with a whole bunch of problems, like "how do you model the different colors?  What's your spell-slots / mana pool mechanic look like?  How does recharging work?  How do you not shaft multi-color casters (if they even exist)?"

The ACKSiest way to do this would be to use the custom magic system creation rules from Axioms, but that makes life very difficult for multi-color casters.  If red casting and white casting are two different magic systems, they track two different repertoires and sets of spell slots, and if you want to combine them in one class, that class is not going to be very good at either of them.  In effect, its spellcasting will not actually be "level-appropriate" (I hate to use that word, but it serves), in the same way that a nightblade who casts as a wizard of half his level isn't actually going to be a useful spellcaster outside of the first couple of levels, or a high-level venturer isn't going to be a useful spellcaster.  Neither has access to spells which are relevant in their current tier of play; they don't keep up with the subtle shifts.  That's a damn shame, particularly in ACKS where those subtle shifts are not so subtle and a big selling point.

(This is probably a little too harsh on nightblade - if you pitch it as "at low levels when thief is weak, you're most of a mage with d6 HD and leather armor, and at high levels when thief is strong, you're most of a thief but with d6 HD, free Acrobatics, and the ability to cast Invisibility on yourself", it's probably a reasonable class.  But my players sure don't use it)

I think this is fundamentally a problem with ACKS' design systems.  They are too quantitative and insufficiently qualitative.  For another example of this, consider fireball, which by ACKS' design rules should be a 5th-level spell.  As I argue in the linked post, fireball is fine at 3rd - provided that the "expands to volume" clause is relentlessly enforced, in which case it becomes an outdoor spell, providing a big hit against either a humanoid warband (where the area of effect is the important point) or a single tough monster (where the d6 per level is the important bit, to force a morale roll through half-HP damage).  It's much like sleep, which in the low levels provided the ability to either neutralize an encounter's worth of weak humanoids or to take out a single big monster like an ogre.  The parallel is striking.  I'm a little surprised that death spell doesn't have a single-target mode (which was split out into disintegrate), following that same pattern.

The second project I have been considering is a result of my travel to Taiwan for work last summer.  While there, I visited the shrine of the Xia-Hai City God of Taipei.  I was rather tickled by the notion of a City God.  I subsequently read Journey to the West, and enjoyed its portrayal of the Celestial Bureaucracy, with deities ranked.  So I'm considering attempting to model that sort of messily syncretic polytheism, with ancestor worship, immortal heroes, animal spirits, boddhisatvas, dragon kings, hearth gods, stable gods, all manner of gods being worshiped, preferably with a minimum of systematic complexity.  I'm considering keeping just one divine caster class.  Your first and maybe second level spells are from ancestors and commoner deities like the Kitchen God, your third and fourth from regional deities, and then your fifth level spells are from higher powers, picking (say) two of three patrons per spell level, which then determine your spells available at that level.  But in any case, would need (many) new spells for this as well, hence the interest in "balance" with existing divine options.

So there's the question - if I'm dubious of ACKS' numbers for producing really balanced, tier-appropriate spells, I need to get a better qualitative idea of what's appropriate for a spell of each type (arcane | divine) at each level.  I think I was on the right track here - generally arcane does just straight-up solve (or oversolve) a level-appropriate problem at low levels, while divine does tend to only half-solve problems, give a bonus, or something like that.  But there's more to it than that.  I'm interested in the relationship between eg Wizard Lock and Hold Portal, 2nd and 1st level arcane spells that do roughly the same thing at different degrees of thoroughness.  That might seem like a silly thing to care about, but I'm kicking around spells that fog whole hexes to solve fundamentally the same problem ("we are being pursued") at wilderness levels, because the wilderness is just a big megadungeon - so if your wizard can have a spell to solve the problem of pursuit in the dungeon, and now we're doing wilderness stuff, well sure, you should have spells to solve similar problems at this new level of play.  Flood Ford and Hold Mountain Pass as 3rd-level analogs of Hold Portal, maybe...  Light solves the problem of tracking consumable torches temporarily, Continual Light solves it more permanently - Create Food and Water solves consumable wilderness resources temporarily, Cornucopia solves it more permanently by imbuing an object and requires maintenance (the divine version, meanwhile, is more like Call Game Animals and gives you a bonus to hunting throws to find food.  Purify Food and Water / Preserve Food and Water are also more along the divine "partial-solve" lines, but rely on enforcing ration spoilage).

If wizards could straight-solve wilderness-level problems like they straight-solve dungeoneering problems, maybe wilderness play would be more fun.  Perhaps my players would be willing to take more risks if they felt they had some aces in the hole besides fireball.

Unfortunately, this [high-powered wilderness- and domain-grade spells] is in tension with ACKS' ethos of "let's tone wizards down a little so that we can still have conventional armies and historical-looking economics."  This is why ACKS' fireball only has a 10' radius instead of 20', for example.  A partial resolution to this is really enforcing the "spell slots only recovered by rest in safe, sanitary conditions" rule - this means that yeah, that wizard is gonna wreck one unit, but then he has to get back to town to recharge.  This breaks down under siege conditions, providing a huge advantage to casters defending a town over those laying siege to it, and might have other unforeseen edge problems.  Maybe the right thing is really to vary the recharge time for spell slots by phase of play.  Dungeoneering-tier spells recharge every day, while a turn in the dungeon is ten minutes - a similar scheme would have wilderness-tier spells recharging maybe every month, against a "wilderness turn" of one day (...  or maybe every 3 months; 144 10-minute turns per day, and 144 days is 4.8 months, but that seems excessive), and domain spells...  I don't even know.  The upshot of boosting the recharge times is that you can go nuts with high-power spells that solve level-relevant problems but aren't really useful at lower tiers (does raise some questions like "how do they interact with Dispel Magic?").

Maybe it makes sense to move the bar for ritual spells down.  The nice thing about spell slots, though, is that they don't build up over time like ritual spell items do - lord help him who goes to war with the elven or lich wizard-lord who has had a couple of centuries to stockpile ritual items.  Maybe a limit on "sustainable" ritual spell items, just like on Continual Light?  Or you have a spell slot, but you have to do something like ritual research to recharge it?  The logical endpoint of this train of thought probably looks rather vancian...  I think I like longer recharge times better.

There is also the difficulty that most of the existing 5th-6th level spells are really more like high-level-dungeoneering spells than wilderness or domain spells.  Passwall, disintegrate, anti-magic shell, feeblemind, dimension door...  this stuff has domain applications (siege, fighting high-level NPCs and big monsters), but it's not for domains.  Passwall is for punching temporary shortcuts in dungeons; disintegrate's secondary function clearing a 10' cube is the same but more permanent, and probably wasn't designed or balanced with reducing fortresses in mind.  They're not designed around the shifts, and if your game doesn't include dungeons as a salient feature of high-level play, they're a bit out of place (especially if competing for repertoire space with eg a spell you can only cast every five years that summons 500 demons for a single mass combat).

Maybe tacking these high-level dungeoneering effects onto low-level spells when cast by high-level casters is a reasonable solution?  So say, knock can produce passwall if the caster is 9th+ level, much like bless can make holy water or magic missile scales up.  And then 1st-2nd level spells are your dungoneering and personal combat bread and butter, 3rd-4th are mostly wilderness or small mass-combat (haste, prayer, and other mass- spells fit here) with longer recharge times, and 5th-6th are for domains and big mass combats and have looong recharge times.

What a mess.

This is starting to sound suspiciously like Trailblazer's reforms to spells, grouping them into different recharge times even within the same level...  And I also adopted their solution to half-casters being bad.  Trailblazer was right about everything.  Well OK, maybe not action points, but a lot of things. Although even ACKS is headed in that direction with the Heroic Fantasy book...

Saturday, March 17, 2018

What's the Point?

This is, ultimately, the question I've been wrestling with for the last year or so.  Why play D&D?  Especially OSR/TSR D&D, with encumbrance, logistics, prime requisites, and PC death.

This is an attempt at an answer.  It's only about half-coherent, and I can't tell whether it's obvious or just obviously wrong.  I don't love it, and I don't expect you to, but I figured I'd get a rough draft out.  I guess my new bar for 2018 is a post a month; maintenance doses.

D&D is an artifice for character-building for the participants (traditionally, poorly-socialized young men).  Success in OSR D&D requires a number of properties which are useful in real life, which may be worth taking the time and energy to develop (and to encourage one's acquaintances to develop) in low-risk environments.

What are the lessons that various antiquated features of OSR D&D are aimed at teaching?

  • Stats in order - Play the hand you're dealt.  As Hamming said, "I will do the best I can with what I got."  
  • Prime reqs - In terms of class selection, you can fight your rolled "nature", but you'll get a lot further faster if you play to your high stats.  Different classes demand different virtues of their players; thieves need risk-tolerance and faith in the rest of the party to come rescue them, wizards need patience, caution, and careful spell-timing, fighters need courage, persistence, and willingness to sacrifice themselves, and clerics need humility, the ability to accept that sometimes you're not the star of the show.  Prime reqs push you towards classes that you don't usually play, and situations that test virtues you might not be so good at.
  • Mixed-level parties, characters with very different stat distributions - Life isn't fair.  If you're on the weak end, resenting the strong won't get you very far; work with them for mutual gain.  If you're on the strong end, treat those weaker than you well, because you might have a reversal of fortune at any time and end up back at the bottom of the heap.
  • Monoclassing, minimal build - You are not special by default; you are Joe Fighter by default.  If you want to be somebody that people will tell stories about years later, it's on you to do something notable, not just to be something notable.
  • Mapping, encumbrance, rations, Vancian magic - Come prepared, plan ahead, pay attention to the details.  Neglecting them can get you killed.
  • PC death - Memento mori.  Some day, you will die.  Yes you, reader.  You can run from it, or you can accept it, figure out what you want, and go get it or die trying.  It's important, I think, that unlike eg Call of Cthulhu or Paranoia, death is not short-term inevitable in OSR D&D.  You need players to get attached to their characters, and that doesn't happen when death is too frequent.
  • TPK / Near-TPK situations - How panic-prone are you?  If other players are panicking, do you keep your head, or do you catch the panic?  Can you calm others?  Watching panic spread through a group of players is really remarkable.  When you get crushed, do you ragequit, or reflect calmly on your mistakes and return for vengeance?  The reason PCs don't make morale rolls is that their players are dealing with their own, very real, morale.
  • Levels / fully-quantitative and exponentially-scaling advancement - If you want to get ahead, you have to be willing to take some risks.  After the first couple levels, it doesn't just happen anymore with any sort of regularity.  You need to say "I want to level", to choose it.  And then you need to put in the work, take the risks, and probably get a little lucky.  And that's true of life too.  I'm hitting this point with my career, where I've done well but the organization I'm at is just small.  I find myself with a choice between slow, pretty-safe advancement over the course of years, or choosing to prioritize advancement and doing the work to make that happen, either somewhere else or via personal projects in my free time.  Since I'm here writing blog posts, you can guess how well that's going.
  • Phases of play (dungeon / wilderness / domain) - Advancement has side effects, most of which involve new challenges, more responsibility, more patience, and more paperwork.  This is what happens to conventionally-successful people.  You can't have your cake and eat it too; you can stay in the dungeon forever, but you're not going to get over 6th level if you do.
  • Old-School Wish - Be careful what you wish for.  Someone was once very surprised when I mentioned that I give out wishes in my games; she said "But wishes destroy campaigns!"  And I laughed.  No, wishes are temptation.
  • Rulings, not rules - Negotiate for things that you want.  Don't appeal to authority; convince me.  Whine, bullshit, do math, resort to bribery, whatever, these are valid approaches and you should learn them all.
In conclusion: I really do think OSR D&D presents its players with challenges which are well-suited to the development of mindset / personality traits which are adaptive, and rewards them for performing those virtues, not merely playing someone with those virtues.  Other games foster different virtues; 3.x rewards you for reading rulebooks, finding loopholes, and doing math, which are very useful skills.  Traveller...  rewards you for automating the trade system, which is something, I guess.

What place does Fun have in this conception of D&D?  I agree with Tao that Fun Is Not The Point.  Fun is, however, a necessity.  If your game is not fun, your players will leave before learning the lessons the game could teach them.  So strive to make your games Fun Enough (probably Type 2 Fun); there's a balance.  Unfortunately there may be a race to the bottom with fun; games which are more-fun tend to outcompete games with are less-fun in the marketplace for players.  These games which are more-fun also tend to lack the features which promote controlled but real adversity, and consequently growth.  I do not know how to resolve this problem yet.

What place does Narrative have in this conception of D&D?  Likewise, narrative is a device.  Humans like it, and therefore you can exploit their preference for it to make your game more appealing, and consequently more effective at cultivating virtue.  I have been wrong about narrative.  There might even be some aspirational "play the sort of person you'd like to be" upside to dealing with characters and stories, but that's not something I would know anything about.  Classes are a very Jungian structure to begin with...

What place does Simulation have in this conception of D&D?  If you seek to prepare your players for Real Life, making your game reasonably realistic (at least to the level of "actions have consequences, which you can predict by analogy with real life, except when noted by the rulebook") is sensible.  Simulated details provide a hook for Attention to Detail, and can also factor into Convince Me.  I have probably over-invested in simulation in the past (but it was fun for me, so not a total waste I guess).

What place does Game have in this conception of D&D?  The game element, of luck and challenge and risk and reward, is pretty central.  But I suspect one of the lessons to be learned from OSR D&D is that yes, you can play the game well, and you can win it, but it's sort of hollow and the reward of power is tempered with paperwork, as opposed to setting out to do your own thing and winning on your own terms, like Rary.

What is the role of the DM in this conception of D&D?  Courtney hit the nail on the head with "shaman leading the group's collective vision-quest."  You are here to help them become what they could be; to point out their flaws, to put them under eustress, and to reward them when they grow.  And in this light, the ritual character of the D&D game which I found so disturbing seems perfectly natural.

I apologize, DMs, for adding "spiritual guidance" to your prep burdens (using a loose, materialist definition of "spiritual", as in "of or related to the human spirit; ie, morale, emotion, and character").  I certainly do not consider myself qualified in that department.

All this still doesn't answer the essential question of "is it worth it?"  If you're spending 12 hours a week on prep+game for four people, you're looking at effectively three hours each of time investment per week, for a very ill-defined return.  Could you do better by just...  unstructured socializing with these people for the same amount of time, and talking about their problems?  I think maybe no - the game and the ritual provide a context where failure and self-examination are tolerable, where we can get at hard truths precisely because we're all lying.

The ultimate measure of the game, from this perspective, might be "do people outgrow your games, and go on to live happy lives?"  I spoke with one of my old players recently, and he mentioned that he has come to see RPGs / storygames as a form of "group therapy."  I don't know that I'd go that far (those are very soft words), but I think it's reasonably consistent with my meaning.



Addendum:

I don't mean to say that TSR D&D was intentionally designed as a training program.  I think training is a welcome, desirable side effect which can justify the activity; for another example, consider The Morals of Chess or mahjong's correspondence with reality.  Norbert Wiener, in The Human Use of Human Beings (one of the seminal books of cybernetics), discusses the function of play, and argues that generally, play is training in vertebrate species, who come into the world with much more plasticity than eg invertebrates; you will never see an ant play.  We humans play as well, and for the same reasons: training and pack-bonding, in preparation for the difficulties of life.