Showing posts with label Logistics. Show all posts
Showing posts with label Logistics. Show all posts

Tuesday, May 24, 2022

Material Components in the Wilderness Levels

I wish I could say this was my idea but I'm happy to give credit where credit is due and just preserve/propagate/expand it.

Olle Skogren had a proposal in discord recently about requiring expensive material components for spellcasting in ACKS, their prices scaling exponentially with spell level.

This is both meant to make magic a non-free resource, which normally is wasted if you don't use it daily, to differentiate profane and sacred magic [by the different types of components required] and to make lengthy adventures logistically problematic for casters as you need at first backpack space for reagents, then a mule load and finally cartloads.

Emphasis mine - as that was the bit that most caught my attention.

I could take or leave the exponential cost scaling.  I think just having material components with mass that you have to haul into the wilderness seems like a super-viable solution to my issues with the spellcasting resource model in the wilderness game [1][2], where spellcasters can dump their full load onto any wilderness encounter because you very seldom have more than one encounter per day.  Material components are a resource that is attritable on scales of weeks; they create a limit on total spells expended during a particular expedition, without reducing the total amount of spell-power an MU can bring to bear in any one tactical engagement.  And they're super-associative; they're object in the game-world, no need to impose wonky spell-point recovery systems that operate differently in the wilderness and civilization, or argue about what constitutes an adventure for purposes of spells-per-adventure.  And since they're items-in-the-world, they interact with market mechanics, and their encumbrance introduces tradeoffs around speed vs preparedness.

At the bare minimum of complexity, where all components are an abstracted "spell components" item just measured in weight with a fixed cost per stone (maybe arcane components and divine components), it would not be hard at all to add to the wilderness logistics spreadsheet.  And then you could set up the material component costs of spells by level, so that maybe 1st level spells don't use them (so MUs have something always fall back on), and then component-mass required ramps up with spell level.  Or set up material component costs per spell, like Wolves of God does with its spellcasting system (I forget what he calls the points expended to cast, but spells of the same level cost significantly-varying numbers of points) - so sleep and fireball could have their high utility balanced by having to expend component-mass, whereas your lower-tier combat spells like burning hands might be free or just inexpensive.

One could, of course, go the traditional / AD&D route, where particular spells had particular components and they weren't interchangeable.  This would be an interesting avenue to introduce a layer of Vancian-style planning on top of ACKS' spell repertoire system.  And then non-consumed/focus components (like the amber rod and rabbit fur for lightning bolt) dictate how many parallel/simultaneous castings of a spell your collected MUs can drop in a single round.  But I don't know that I need that degree of precision to solve my wilderness-level problem.

This seems like the sort of thing where I should jump up and down and yell "Gygax knew!"  This is exactly the sort of "crufty old mechanic that nobody uses turns out to be critically important" thing that this blog was started on.  Gygax's Fence, if you will.  But I'm actually not sure.  The 1e DMG's encumbrance section (page 255) notes that material components aren't assumed to encumber unless they're unusually bulky.  I guess that yeah, if you're going to have spell-specific components, that would be a lot of paperwork.  And then I suppose the limiting factor on number of casts worth of a particular component that you'd bring on a wilderness adventure was cost, maybe?  Maybe in the misty dawn era before the shared Google Sheet of party encumbrance, it was hard to get players to actually honestly track it, whereas gold was an easier thing for a DM to keep account of, since you know how much each PC earned each adventure, and you can know how much they spend on each transaction.

But the age of the spreadsheet is come...

Saturday, October 10, 2020

ACKS: Simple(r) Logistics

Things I'm aiming for here:
  • Leave the party with meaningful choices in terms of expedition composition and gear selection, but reduce the granularity significantly
  • Support doing most wilderness resource book-keeping once per week; if the day is analogous to the turn in the dungeon, then the weekly rest day is analogous to the one-in-six rest turn, and this is also when you do resource updates like torches.
Here's a spreadsheet which handles most of this (doesn't do carts, doesn't warn you when you bring empty barrels that will weigh too much to carry when full, and the range estimation doesn't take into account ration weigh decreasing over time - and doesn't support the shield-bearer's Leader of Mules ability!).  But I do think this gets it down to the point where you could throw together a mule-train at the table in a couple minutes at the beginning of the session, in the spirit of No Homework, and then update the spreadsheet as the party uses gear, eats rations, suffers casualties, etc.

State

A party's logistical state can be expressed in the following terms:
  • Number of mounts
  • Number of pack animals
  • Number of carts
  • Barrels (empty and full)
  • Stone of each of the following:
    • Fresh rations
    • Iron rations
    • Dungeoneering equipment
    • Camping equipment
    • Medicine
    • Trade goods and treasure

Mounts

Much as with mercenaries, managing a herd of small numbers of various types of horses is a pain in the ass.  Pick one type of mount and convert the gp value of all riding mounts for each market class into a single type.  Here I use Medium Riding Horses as a nice middle ground.  Depending on setting, other types of horse, camels, elephants, or big guars might also make sense.  Characters who want to do mounted combat are responsible for their own warhorses, as are cavalry mercenaries.

Mounts come with riding saddles and saddlebags (medium riding horse with riding saddle and three saddlebags costs 65gp).

Mount availability by market class (pooling light riding horses, camels, and medium riding horses):
Class VI: 50%
Class V: 1
Class IV: 5
Class III: 10
Class II: 25
Class I: 80

If you have as many mounts as characters (PCs, henchmen, hirelings, mercenaries, guides, prisoners, ...), the expedition can move at up to the speed of the mounts.  If you don't, then you're stuck at the speed of whoever's walking, but at least you can still use the mounts for scouting, pursuit of routing enemies, etc.  If you have more mounts than party members, the extra mounts can be used as remounts, allowing you to travel even further and faster than normal - with twice as many mounts as party members, you travel at twice the mounts' speed, with three times as many, at 2.5x speed, and with four times as many, at thrice the mounts' speed.

Mounts can carry some amount of load in addition to their riders; subtract 20 stone for the rider, saddle, and personal effects from the mount's normal load, and subtract the mounts' remaining carrying capacity from the weight carried before applying weight to pack animals.  Mounts with riding saddles can't be used to carry any single object of greater than 3 stone encumbrance, as it won't fit in a saddlebag.  In the interest of simplicity, neglect the fact that you can encumber your mounts over their normal load; riding saddles probably aren't really built for it.  If you have more mounts than party members, each extra mount still only provides carrying capacity of its normal load minus 20 stone, since you need to keep them fresh for rotating.

Per The Prairie Traveler (free on gutenberg), mounts don't tend to just drop dead from normal use.  The things that kill mounts are lack of forage or water, long forced marches which prevent them from grazing at night, and being used in pursuit of game while hunting.
  • If a party makes a forced march and doesn't take a rest day in an area with fodder, 10% of mounts "fall away" - die, are lamed, or become too sick to keep up.
  • If mounts have no or very poor forage for a full week, 25% of mounts fall away.
  • If mounts have no water for three days, 50% fall away (or to simplify, no water for a week, 75% fall away).
When mounts fall away, a character with Animal Husbandry may make a check per mount to prevent it (18+ for Husbandry 1, 14+ for Husbandry 2, 10+ for Husbandry 3), up to 3 "patients" plus 1 per rank of proficiency.

(These numbers are probably too severe for camels; consider 5% for forced march without rest, 10% for lack of food, 25% for lack of water for a week; yes wild camels can go 6-7 months without drinking in winter, but that's not when being used as workbeasts)

Mounts can be butchered for food.  A healthy mount yields 30 stone of meat (fresh rations), per statistics on modern Mongolia's horse-meat industry; a mount which has fallen away yields only 10 stone.  Butchering animals generates an extra wilderness random encounter roll. 

Pack Animals

As with mounts - pick one type of pack animal, sum the value of pack and draft animals of all types in each market class, and convert it into that type.  The noble mule is the obvious choice for adventurers, as they can also be brought into dungeons.

Pack animals come with draft/pack saddles (mule plus pack saddle costs 25gp).

Pack animal availability by market class (pooling the value of available oxen, donkeys, draft horses, and mules):
Class VI: 1
Class V: 2
Class IV: 8
Class III: 20
Class II: 45
Class I: 140

When you have totaled the weight of the party's equipment, divide it by the carrying capacity of the pack animal and use that to determine another limit on the party's speed.

Pack animals suffer the same attrition rates from the same sources as mounts, and may be preserved through Animal Husbandry in the same way (though they count against the same pool of "patients").

Pack animals can be butchered, like mounts, but yield only 25 stone of meat each (for healthy mules) and 8 stone each for unhealthy mules.

Pack animals cannot carry single objects of greater than their normal load (so for example a mule could carry two 20-stone water barrels, one on each side of its pack saddle, but placing a 25-stone golden statue right over its spine is not a great idea).  To carry single heavy objects, you need...

Carts

For each single object weighing between your pack animal's normal and max load, a single pack animal can pull a cart carrying it at a quarter of the animal's normal speed, or two pack animals can pull the cart at half speed.  A cart carrying a single object between your pack animal's max load and twice its max load can be pulled by two pack animals at quarter speed.  Carts cannot traverse mountains, swamps, deserts, or forests without a road.  A cart costs 25gp.

If you need to transport even bigger single items, large and enormous carts pulled by teams of 2-8 animals can be fabricated.

Carts:
  • Small
    • Cost: 25gp
    • With one pack animal, carry an object up to the animal's max load at quarter speed
    • With two pack animals, carry an object up to max load at half speed
    • With two pack animals, carry an object up to twice max load at quarter speed
  • Large
    • Cost: 50gp
    • With two pack animals, carry an object up to twice max load at quarter speed
    • With four pack animals, carry an object up to twice max load at half speed
    • With four pack animals, carry an object up to four times max load at quarter speed
  • Enormous
    • Cost: 100gp
    • With four pack animals, carry an object up to four times max load at quarter speed
    • With eight pack animals, carry an object up to four times max load at half speed
    • With eight pack animals, carry an object up to eight times max load at quarter speed
This is more complicated than I had hoped and needs more work, but I'm not sure which options to prune here.  Enormous carts probably don't come up much in practice (how are you going to get a one-ton object into the cart in the first place?).

Barrels

If you're not planning to go to places where you need to bring your own water, you don't need to worry about barrels.  An empty barrel weighs 5 stone.  A full barrel weighs 20 stone and contains two man-weeks of water (or two animal-days).

(These are actually fairly small barrels - the barrels used for aging wine weigh ~100 lbs empty and hold 60 gallons, or 10 stone empty, 58 stone full, ~8.5 man-weeks of water.  This gets you more man-weeks of water per stone / lower barrel-overhead, but they are large enough that you need carts).

You probably want to carry empty barrels into the wilderness, fill them up, cross a dry stretch and drink them back to empty, rather than carrying them full all the time.

Rations

A man-week of rations weighs one stone.  Iron rations cost 3gp/stone, while fresh rations cost 1gp/stone.  At the end of each week, half of uneaten fresh rations spoil, while 10% of uneaten iron rations spoil.

Animals eat their own normal load in grain or hay per week (per Keegan's History of Warfare).  Carrying your own fodder in for extended mounted operations in areas without grass is generally ill-advised (although I guess you could do something like asparagus staging, if you replace "rocket engine" with "pack mule", "fuel" with "grain", and "jettison" with "slaughter" - still, you will need to slaughter a substantial fraction of your mules every week).

(ACKS Logistics: It Isn't Necessarily Rocket Science)

Dungeoneering Equipment

Most of the stuff found in the "Adventuring Equipment" table - iron spikes, 10' poles, rope and chain, military oil, etc.  1 stone of dungoneering equipment costs 10gp.  When entering a dungeon, select the equipment that your characters will carry in and deduct its weight from the number of stone of dungeoneering equipment brought into the wilderness.  If players get cheeky and try to convert it all into locks and lanterns (which are worth more than 10gp / stone), have them start deducting gp value from the brought equipment as well as mass.

Camping Equipment

Tents, bedrolls, pots and pans, flint and steel, sewing kits, extra socks, that sort of stuff.  1 stone of camping equipment costs 3gp.  A party with less than two stone of camping equipment per character (PC, henchman, hirelings, mercenary, guide, ...) suffers morale penalties and possibly other ill effects of sleeping in the rain without a tent, like increased disease risk, inability to heal naturally, inability to prepare spells, etc.  Harsher environments may demand more than two stone per character.

Something to consider: should camping equipment degrade over time, at a slower rate than rations, serving as a resource that can't be replenished in the wilderness?

Medicine

Medicinal herbs and equipment for applying them.  Costs 60gp per stone.  Like dungeoneering equipment, must be converted from abstract stone into concrete herbs before entering a dungeon.  May be found while foraging.

Trade Goods and Treasure

Everything else with mass that the party might want to carry into the wilderness somewhere other than on their backs.

Closing Thoughts

I think the main tension in this system comes from the difference in speed between mounts and pack animals.  You want to go fast.  You also want to have plenty of rations and medicine and dungeoneering gear.  You really can't have both.

Heavy Mule

The way my players traditionally played, probably because they had lots of fighters with "normal animals are afraid of you" resurrection results: lots of infantry mercenaries and pack animals, maybe one or two characters mounted on warhorses.  Inexpensive, plenty of carrying capacity, can carry fairly large single objects like water barrels, heavy treasure, and small siege weapons, but dog-slow.  If you're bringing heavy infantry or PCs in plate on foot and the terrain permits it, carts aren't even much of a penalty.

Full Mounty

Mounts only, no pack animals.  Expensive, lowish carrying capacity, can't carry large single objects, and doesn't work with infantry mercenaries, but fast fast fast.  Endurance is limited by carrying capacity; probably works best if you have strong Survival and can reliably acquire plenty of fresh rations in the field.  This is sort of the wilderness equivalent of this idea for lightweight play in the dungeon that my players had once.

Heavy Cav, Light Foot

Bring a small number of mounts and as many mules as you please.  Mount characters with 60' speed first, then characters with 90' speed if enough mounts are available.  Have characters with 120' speed walk.  This is the 80/20 solution - mounting the slowest 20% of the party can increase your speed by 50-100%.  Moderately easy supply situation - can handle lots of mules, but doesn't do well with carts.  Probably a good approach at low wilderness levels when you don't have the money / market class for many mounts and the only mercenaries you can get in a useful quantity are light foot, slingers, and archers anyway.

Base Camp

Leave town with an big, slow pack train and a decent complement of foot mercenaries, but also enough mounts for the party proper and a small group of mounted mercs.  Find somewhere defensible to park your infantry and mules.  Split off the cavalry and mounted PCs and go search the wilderness for your objective, returning to pack train/camp to resupply as needed.  If you find your destination and it's defensible, maybe relocate the camp there.

Foot Only?

Something I'm still not sure about is whether pure foot without either pack animals or mounts is reasonable under any circumstance, if a niche for it exists at all.  Maybe drive the mules as far into the desert as they will go, slaughter them where they fall and bury the water barrels, and then you're pure foot from there, following your breadcrumb trail of mule skeletons back out and digging up your water caches as you go?  Sounds dicey.

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.

Wednesday, June 18, 2014

Reflections on Playing via Internet

This post brought to you by Microsoft!  Disimproving skype since 2011 (seriously, new version for linux dropped yesterday, and they removed support for ALSA.  WTF, guys.  It's the first release in over a year, and it's still 32-bit only.  Since I use Alsa, I guess I had better find another voice/video-over-internet solution...).

Which, of course, will only make already-lacklustre gaming-over-IP experiences less good.  So far, I think an accurate summary of our existing problems follows:
  • Voice-channel multiplexing failure.  We don't have transcontinental latency low enough for video to work, and as a result, we have a very hard time telling when someone is done speaking.  This results in substantial dead time on the wire after anyone says anything, as everyone else waits to see if they have anything else to say.  The opposite problem, of interruption / simultaneous starts, is also prevalent, which causes further backoff delays.
    • Potential solution: push-to-talk-like voice chat, with some manner of quiet indicator (either visual or a beep or background noise that cuts out) that someone is in or has exited talk mode.
  • Too many players.  Since we're on the internet already, let's invite everyone from everywhere, and their family and significant others!  I don't think this is necessarily a problem on the campaign-scale, depending on structure, but six-player sessions with already bad communications latency are just rough.  Consensus is basically impossible to establish, nevermind in a timely fashion.
    • Solution: picarqesue-style games, with small (<=4) player groups pulled from a potentially much larger pool of irregularly available players.  This has its own advancement and group cohesion problems, but that's true of any game in this style.
  • Distraction.  "Hold on guys, my pizza just got here," or worse yet, "brb I need to go cook for 20 minutes."  In a face-to-face game, there's one period of food-distraction for everyone, during which misc discussion occurs.  Here there're a bunch of them, unsynchronized, and they do not help the Too Many Players or Multiplexing problems.
  • Lack of out-of-game planning and discussion.  In college, the gamer crew was also a social circle which met and discussed outside of the game itself.  This is much less true post-diaspora, and also with isolated subgraphs like family members of one player.  Great games, I think, are driven by the external discussion, speculation, and musing surrounding them.  Ultimately, this may be a symptom of loss of cohesion as a social circle rather than anything gaming-specific.
    • Unfortunately, I don't think there's really a single digital center-of-interaction which is in regular use by all of the group, which is a major contributing factor.  I know Alex, my father, and I aren't really facebook users, for example, which is probably the closest thing.  While everyone is on obsidian portal, it's hindered by the forum structure (I like old-style forums, but I get the feeling others do not), crappy UI, and infrequency of checking.  It would probably be straightforward to get an IRC channel somewhere, which would also enable logging in a way that voice comms do not...
  • As mentioned in a previous post, scheduling has been fun, and unreliable attendance and tardiness are high.  This problem is only likely to get worse as sleep cycles diverge further; if I'm getting up at 0600 EST (if sun is up, cat is up.  If cat is up, I'm going to be awake whether I like it or not) and Drew is getting up at 1100 PST, opportunities for 4-6 hours of overlapping free time are going to be hard to come by.
  • DM burnout.  That's my excuse, at least, and my understanding from discussions with Alex drew a somewhat similar impression (setting burnout for him).  It's just been so long since I actually ran a decent game that it's rather discouraging.  Maybe you West Coasties and Yinzers have more fun things to do out there, but if one of y'all would be willing to assume the mantle, I for one would not be ungrateful.

Friday, November 8, 2013

Scaled Continent: Intended Structure of Play

Here's how I see things working out:

The playerbase as a whole agrees on a Base of Operations.  This base is initially Salvation on Voltager.  The relocation of the base is a fairly major to-do, involving the transport of all adventurers, almost-all henchmen, and most portable resources, and requires unanimous consent.  For players of last campaign, think the move from Deal to Opportunity.  It may be possible further into the game to construct forward operating bases in the jungle, but for now only friendly settlements may be used as bases.  I expect that a coastal continental settlement will be chosen as a base fairly early in the game, but I leave the scouting and decision-making to y'all.

Each session, one or more expeditions from the base of operations are undertaken by the players present for the session. Under ideal circumstances, all PCs return to the base of operations at the end of the session.  PCs stuck in the dungeon or wilderness at the end of a session may suffer calamitous fates.  I would like to keep track of time records, and permit the characters of players not present to experience elapsed time, which may be used for hijinks, recruiting, magic research, congregation-building, recovery from mortal wounds or RL&L side effects, awaiting commissioned goods, or other ends.  As much as I harped on our Standard of Living Costs piledriver previously, I don't really see a good way to employ it here without some people getting screwed over, so those will probably not apply (if SoL costs come out of individual pockets, infrequent players get shafted.  If they come out of a common party treasury, then the group will experience large gold losses because it will be paying out 10 people's worth of SoL costs but only earning money with 5 adventurers at a time).  I'm also loathe to intermingle time between sessions and parties (which would fix "5 supporting 10"), because that creates huge headaches and inconsistencies for everyone involved.  Better to have strictly linear time and accept standard of living as a casualty.  I suppose henchman monthly pay will only be owed for sessions in which their players participate, or over time periods where they were undertaking non-adventuring work (hijinks, crafting, &c).  This actually creates a possible compromise position on SoL costs too - one could charge SoL costs for when a PC is doing something, including non-adventuring things.  But that disincentivizes non-adventuring work, which runs counter to the interesting parts of ACKS.  So I think I'm just going to leave SoL costs out, if that's all right with the lot of you.

I expect this whole time structure will react either wonderfully or catactrophically to the shift to domain play, if and when it occurs.  But that can be worried about later.

Given current player base size, I expect two sessions a week may be necessary to maintain interest.  Given the diversity in timezones, I think probably a friday or weekday night (for PST and EST night-owls) and a sunday late-morning-to-afternoon (for London, EST early risers) session might work.  There is only so much DMing I can reasonably do, so 3-4 hour sessions are likely going to be more common than 6-8 hour ones; should still be plenty of time for an expedition, possibly two.  I would prefer to maintain some degree of cohesion across the player pool rather than division into two distinct parties, but if that happens then it happens.  I expect this will mostly depend on how players in the EST zone end up operating.  I will also do my best to not burn out like I did last time I ran two games a week, but I have better tools now for content generation and am more willing to constrain player action for the sake of sanity (see: the first half of this post) so I think this is significantly less likely than last time.

Obsidian Portal coming soon.  Honest.  At this point my list of things to do for prep is:
  • Build ObsPort
  • Begin mapping of Guano Cave dungeon
  • Start generating notable treasures for maps and rumors (scriptable)
  • Drop initial hook
  • Build some dynamic lairs
  • Demographic maths on the lizard realms
  • Market modifiers for coastal settlements (scriptable)
Possibility of first session is really only blocking on ObsPort and hook-drop, since I have that dungeon (sewers of Voltager) ready to run, but I'm going to be travelling all of next week and working unpredictable hours, so expect games to be starting the week after that.  At that time most of those bullets should be complete.  This weekend is juggling car repair, emptying my fridge, packing, and other travel preparations.