Showing posts with label Wilderness. Show all posts
Showing posts with label Wilderness. Show all posts

Wednesday, December 6, 2023

Curated Outdoor Spaces

I visited the Chicago Botanical Gardens the other week and had a sort of a weird experience.

I'm used to parks and gardens which strive for a veneer of plausible wildness, if you will - sure, there's a paved trail cutting through it, and yes, they're a bit organized, with a grove of cherry trees (in a variety of labeled types) here and a grove of a variety of magnolias there, but there's still a fair bit of undergrowth and the groupings of plants could have occurred naturally, and you stay on the trail mostly because you don't want to get into the weeds (and the "beware of hornets' nest" signs).  Obviously these environments wouldn't fool an experienced outdoorsman used to bushwhacking, but I don't think they're intended to.  Maybe a better description of what they're aiming for is idealized, Edenic - the woods you used to play in as a kid, where your parents told you the names of the trees and where the hornets' nest was.  Not wild wild, but an environment kinda doing its own thing with limited human intervention to make it suitable for human enjoyment.

The Chicago gardens weren't like that - there were lots of "stay on the trail" signs and art pieces in among the plants.  Parts of it (like the aquatic plants exhibit) reminded me of The Witness - I kept expecting to find puzzles to block my progress rather than just art objects.  There was no escaping the artificiality; a veneer of nature was not a design goal.  Chicago's garden felt like a heavy-handed exercise in power, in control, in making appearances just so.  The outdoor environment as a canvas, something to be written to before it is read from.  When this succeeds, as in their Japanese-style garden exhibit or the desert greenhouse full of crazy cacti, it can be quite beautiful.  But parts definitely fell flat or felt forced.

I think there are a couple of points of relation to D&D and the design of artificial environments.

I don't think I've ever attempted to design an outdoor adventure site that was heavily-modified by its inhabitants (beyond, say, fortresses), but Gardens of the Elf King does sound like a TSR module title.

I think on the other end, it's probably worth distinguishing between attempts to provide a simulated wilderness as it would actually be in a fantasy setting (with eg simulated migration of monsters) and aiming for an idealized wilderness of myth and fiction, full of dragons and treasure and talking birds.  The latter is more compatible with the Tiki Style of Early D&D - the players are tourists into this mysterious place and we don't need to have everything that happens in the "backstage" worked out because it's more important that it feel right than that it be right.

Maybe part of my interest in the wilderness game has been that wilderness is almost by definition unmanaged - it does not require simulating minds/agents to build a plausible wilderness, whereas a dungeon wants for explanation and justification for its construction.  And then the gauntlet funhouse dungeon appeals to me in part because it is a rejection of in-world explanation, design, purpose.  Rather than making a dungeon of the wilderness, it makes a wilderness of the dungeon.

Saturday, September 16, 2023

Mapping and Measuring - Paces

I recently picked up an old used copy of Sleightholme's Better Boat Handling.  I had some trouble with docking this summer and it seemed like it might be a worthwhile read over the winter to build up a set of drills to run in the spring.  I haven't sat down and read it yet but I flipped through and looked at some exercises.  On page 22 it suggested:

Exercise 3: Distance judging

Whenever you are out walking and the opportunity occurs, note objects ahead such as typical two-story buildings, people, cars, gates, etc.  Guess their distance and then count your paces.  It is not merely size of distant objects but detail that gives the clue to distance.  A window, for instance, loses its bars as distance increases, then its rectangular form, and then finally it becomes a dot.

Lack of intuition about distances is a serious problem I have had - many canonical-ish instructions in docking or man-overboard drills measure distances in boat-lengths.  I know how long the boat is in feet, but projecting that out multiple times across the water is more difficult.  So I took note of this exercise and have started playing with it; I can do it even if I can't put a crew together for a given day, or the weather's bad, or whatever.  It seems like it would also be useful for anyone running wilderness encounters.  How much detail can you make out about a group of people and/or orcs at, say, 50 yards with the naked eye? (see also this old post)

The mention of measuring distances in paces also got me thinking about the dungeon game.  If I tell the players that the room is 30' by 40', how did they determine that?  I have never stopped the game to ask my players how they want to measure a room.  The default dungeon exploration speed is low enough that I could definitely see pacing the length and width of the room being viable for getting pretty accurate measurements within the allotted time.  But doing this would also expose you to danger from traps or enemies in the room.  So now I'm wondering whether I just want to give descriptions like "big, longer away from you than it is wide" and "small room" up until they have paced it.  Or give them estimated distances in tens of feet, but with a roll for error, and then if they pace it they can get accurate distances?  idk.

I also think it would be fun to give room sizes and distances in paces instead of feet.  Just like using stone for encumbrance, it's a quaint and evocative unit with a little bit of slop.

As usual, this led down a shallow wikipedia rabbithole, with a couple of interesting findings:

  • Alexander the Great brought specialist pace-counters along with his army to measure distances, and their accuracy was so good that some now think they must have had an odometer.  How much does a specialist bematist demand in monthly wages, I wonder?
  • You know those wheels surveyors use to measure distances?  Another name for them is a "waywiser".  I love it - it's alliterative and very Olde English.  If you put them on your equipment table, definitely use that name.
  • Apparently pace-counting is still used by the military and they use beads on a string to help keep track of large counts.  I did find myself wondering if I were occasionally slipping up with counts up towards a hundred while I was walking my block this morning; these make total sense.

Saturday, April 15, 2023

Coastal Sailcrawling?

Part of the reason things have been quiet here lately is that I was taking a course on navigating vessels under sail in coastal waters, which pretty well ate my weeknights.  At the beginning I was looking at doing a "Notes from a $TOPIC course" series like I've done previously with some courses [1][2] but it got away from me.  So, having arrived, now reflecting.

One conclusion from spending a lot of time staring at charts and plotting courses with pencil, compass, and protractor is that there is definitely room for procedure and gameplay in modeling this.

I think the distinction between coastal and open-water navigation is probably under-appreciated in Trad D&D's "waterborne adventuring" rules.  I don't know much about long-distance open-water passagemaking yet but reading accounts from eg Slocum it doesn't seem crazy to abstract down to "n days pass, have a couple random encounter rolls, you arrive more-or-less where you were planning to" given reasonably-intelligent play like using the trade winds and celestial navigation.  You can definitely get screwed and capsized by a big storm in the open sea, but there aren't many things to run into.  The coast, on the other hand, is by definition something you can run into.  To paraphrase one old salt, "the sea is pretty safe; it's the land that will get you".  Coastal vs offshore is probably also a useful line for ACKS' rule about continuing to sail through the night with a navigator - at night in open sea, by all means, get out your sextant, take some bearings on some stars, and sail on.  At night in unfamiliar, medieval coastal waters without lighted buoys, an accurate chart, or a full moon...  probably wiser to drop anchor and wait for dawn.

On a 1:80000 scale coastal chart like Chart 1210TR, one inch is about one nautical mile (some nuances apply due to Mercator projection but good enough for gaming work).  A small vessel under sail typically makes about 6 knots.  So if you do 1-inch, 1-nautical-mi hexes, you get a 10-minute turn to move one hex.  Or you go up to one-hour turns with 6 hexes per turn.  Either way, you also probably want to apply current smeared across the hour; if sailing in a 3kt current, you get pushed one hex current-ward every 20 minutes.  Since we're stealing a real-world chart, we can go dig up published tidal current tables.

Putting it on hexes is also kinda reasonable for dealing with wind direction and tacking; pick (or roll) one of the six hex directions for the wind to be coming from, and moving directly in that direction costs double (assuming you're making multiple short tacks within a single hex).  A modern sloop-rigged boat usually wants to sail at least 45 degrees off the wind, and then there's some leeway so you're going to do a bit worse than 45, often more like 50-55 in significant winds, sometimes much worse in big winds.  60 degrees off the wind is probably quite optimistic for medieval sailing vessels but if you're running a post-apocalyptic setting where not everything has been forgotten, primitive sloops sailing 60 degrees off the wind seems workable and simple.  Roll again every hour to see if the wind has shifted direction or remains from the same direction (or if it dies entirely, leaving them at the mercy of current - which is how many boats without motors end up on the rocks).

The other side of tide from current is depth.  A 1-mile hex probably admits multiple depth soundings.  If the party is sailing in a hex where there are spots with a depth less than their draft, there's a chance they run aground.  This seems basically like the "roll a d6 to see if the trap fires".  Use your judgement of what fraction of the hex is very shallow to determine the probability they end up in it.

If shoals are traps, tidal straits (also called tidal gates) are doors.  These are narrow channels through which tidal currents are very strong.  Examples include the Golden Gate in San Francisco, Hell Gate in New York, and Deception Pass in Puget Sound.  If you try to pass the wrong way through one of these at the wrong time, currents can be more than four knots and you make very little progress.  So they're like doors that only open at certain times.

Finally, how do players actually navigate a coastal sailbox?  They don't have a chart, and there are probably not lighted buoys in your setting.  There might be lighthouses, and if they have a hand-compass you can give them a rough bearing.  The various tall points of reference typically on coastal charts, like radio towers, water towers, and church steeples could be readily translated into towering keeps, wizards' towers, and hilltop monasteries for your players to go Full Lindesfarne on.  Chart 1210TR includes "monument" and "Chilmark Spire" points of reference - I'm not exactly sure what the Chilmark Spire actually is but it's rather evocative, no?  Again, in a post-apocalyptic setting, city areas could be readily translated into ruins.  Headlands, steep coastal bluffs, and the edges of particular islands also seem like commonly-used points of reference for inshore work.  We have, in the language and reference points of actual navigators, pieces for a language of wilderness play.

One may readily ask - why bother / will there be interesting gameplay here?  I think so.  Looking at the structure of river deltas, barrier islands, and sounds, there are lots of tiny islands and the structure of the water-network comes highly-Jayquayed by default.  A small island is kind of like a room; it is self-contained and you can stock it as a unit and the party can anchor the boat and row ashore and explore it and interact with the stocked thing.  And then your waterways are sort of like treacherous hallways, and your sheltered bays are places to rest at anchor. 

Just look at all those islands
 

In conclusion, perhaps deltas and barrier island chains may be thought of and played as dungeons, open sea as wilderness.

Saturday, February 18, 2023

Surviving Fifth Level: The Heist Hypothesis

In another instance of recording bright things people have said in the ACKS discord, Arbrethil had some thoughts in response to Surviving First Level: The Heist Hypothesis and since he still hasn't started a blog (hint hint), I guess I'll record it here.

My players often break your assumptions (hiring lots of henchmen) [ed:to be fair, this is Moldvay's position and I'm just trying to solve it], but I've also definitely seen heist type play happen.  And I think when it does, it's often in the wilderness, where treasure hauls are bigger and random encounters are checked less often.  Certainly the odds of winning a wilderness fight are worse, but evasion lets you get away most of the time if it's not a fight you want.  And if you can find a good lair - stupid ogres that you can distract and bamboozle, or a lone dragon that can't both pursue pesky adventurers and guard its lair - that can be enough to level the thief on its own.  The other piece of the puzzle that stands out to me is the utility of a massed spear charge. Even if only three of your five characters can make a spear charge, if you win initiative you've got solid odds of cleaving through a dungeon-sized band of beastmen.  Once you can hire a few additional characters, a high AC PC-led dungeon phalanx trumps most any random-encounter sized band of beastmen on dungeon levels 1-2 even without magic support.
So I think your analysis of them going down to 2nd level pretty much checks out, and wilderness heists are like that but in every way moreso.
Emphasis mine.  I think the points about spear charges and high-AC phalanxes are good ones in ACKS specifically, though spear-charges can also work against the players if they encounter organized and appropriately-armed opponents.  The really interesting point (and one which cuts across both ACKS and OSE/B/X) is that that low-wilderness-level play is often very heist-like.  My Bjornaborg game was very treasure-map-centric once it got into the wilderness levels; get to the treasure, kill whatever's guarding it (if anything), and get back to town with it, avoiding encounters whenever possible.  And intuitively, it seems like there should be some parallels between low-dungeoneering-level and low-wilderness-level play, in that you don't have all the tools for either yet, under a theory of spell/class design where new abilities tend to be appropriate for the phase of the game where they become available.  To gather intel, you don't have Invisibility at 1st, and you don't have Wizard Eye at 5th.  To slow pursuit, you don't have Web at 1st, and you don't have Wall of Fire at 5th.  So it sort of makes sense that a style of play appropriate to the early-dungeon phase might re-appear in the early-wilderness phase, because you're in a similar lacking-tools situation.

This might also have something to do with my players' frustration with low-wilderness play.  I have never run 1st level before.  They've never played 1st-level OSR games before.  So we've never had to "solve" 1st level.  Hence, having to learn 1st level's lessons at 5th level instead.  But by 5th, you're more invested and the stakes are much higher; if you're learning heist play at 1st and you mess up, oh well, new characters are easy.

I wonder if this is the whole root of the problems I've been having with running wilderness game for literally a decade at this point.  It would be pretty funny if for all my theorizing about wilderness as dungeons and hiding maps and resource models and microsandboxes, the real answer was "make sure your players have had to survive 1st level."  A simple, practical, culture-of-play thing with unexpected consequences being the answer would be so perfectly on-brand for the OSR that I wouldn't even be mad.

But since, we're here and theorizing - there are some important differences in the resource model between 1st in the dungeon and 5th in the wilderness.  Fireball is pretty analogous to sleep - except that often in the wilderness you can regain fireball most days.  So that's a tremendous difference in your ability to deal with repeated encounters in a single expedition.  On the other hand, there's still some similarity in tackling lairs; one fireball isn't going to win a wilderness humanoid lair fight any more than a single sleep is going to win a dungeon lair fight.  And this is what drives the back to the heist dynamic - it's really about inability to take lairs head-on, since that's where the treasure (hence XP) is.  On the other hand, the ability to replenish fireballs daily opens up Fabian options for gradual lair reduction during a single expedition not available in the dungeon at 1st level.

The mercenaries-and-hirelings situation also bears examination through this lens.  Mercenary troops in the low wilderness levels probably serve about the same function are hirelings at 1st level; you're not going to be able to acquire and finance enough of them of high quality to rely on them alone to take out humanoid lairs, but they can even your odds against humanoid encounters, and at least help hold the line, pin the humanoids, and help prevent you from being overrun.  I'm really curious whether Moldvay would push against the use of mercenaries in the low wilderness levels in the same way he pushes against hirelings right out of the gate, so that players learn to do without them rather than using them as a crutch.  It seems worth considering to me; we certainly had fights in low-wilderness that my players "cheesed" with massed troops and then I got butthurt and wrote a long post about it.  I guess maybe I should go read Expert and see if Moldvay expresses an opinion on this.

In any case - thanks again Arb for pointing this parallel out!

Tuesday, November 22, 2022

Calibrating Compasses

I've been opposed to having compasses in my D&D games for a good long while, on a couple of grounds.  They don't really fit into a Dark Ages or Ancients milieu, and it seems intuitively obvious to a suburbanite that they should sort of trivialize navigation.  The latter, I am learning, is not quite true.

I have been doing some pre-reading in the Annapolis Book of Seamanship for a coastal navigation course I'm taking this winter, and was surprised to learn that when installing a compass on a vessel, you need to calibrate it.  Ferrous metal fixtures on the vessel can interfere with the compass' accuracy, and that interference changes as the vessel changes heading.  There are some fine adjustments you can make to modern compasses, but those probably weren't available on compasses in the Bad Old Days, and even today these fine adjustments can sometimes be insufficient, in which case you end up writing up a table of adjustments to the heading the compass shows based on the heading of the vessel - a mapping from apparent magnetic heading to actual magnetic heading.  And making that table requires having precise bearings from where you're carrying out the calibration.  Apparently "compass adjuster" is something of a specialist profession.

And then magnetic north is off from true north, and the amount you have to compensate for that varies based on your location - if you're between the magnetic north pole and the actual north pole, the difference could be 180 degrees!

I was talking about compass deviation due to metal fixtures at work and an ex-army colleague mentioned that when he taught overland navigation, one of his pastimes was giving the compass to the squad's radioman and seeing how long it took the squad leader to figure out that the radio was interfering with the compass.  "Machine gunners were OK too, it's a big piece of metal."

There is also a note in the book that "Very few steerers [helmsmen] are good enough to keep a boat within 2 degrees of course in smooth water; in rough weather, steering errors of 5 to 10 degrees are common."  One side of a hex is 60 degrees wide, so a 10 degree error in rough weather is one hex side every six hexes or so...

All of this is to say that if you allow compasses in your games, they aren't necessarily an end-all-be-all for navigation.  Full plate may mess with your compass, magic items might mess with your compass ("magnet" and "magic" share a prefix, after all), magnetic "north" in your setting may be in an interesting spot or just move around a lot, and even if you have bearings there's still room for error in steering to lead to course deviation.  To say nothing of the quality of nautical charts and other maps in pre-modern times!

Saturday, August 27, 2022

Notes from a Sailing Course

After many years of putting it off, I finally got around to getting some sailing lessons this summer.  Some D&D-relevant notes from instruction and the manual, in the style of Notes From a Hiking Seminar:

I was already familiar with points of sail so I'm not going to talk about that much here.  I have yet to go back and re-evaluate the water travel rules in light of what I have learned.


Land makes wind shadows.  This was very apparent when we were under sail; even small, unimpressive islands were doing it.  It made me wonder about figuring prevailing winds on a per-hex basis, or otherwise getting much more micro with climates than I usually think about.

Expected survival times in water of varying temperatures under varying actions.  Cold water is very bad for your health!  One of the things I read suggested that about half of all "drowning" victims actually die of hypothermia while floating, rather than dying of water entering the lungs.  And swimming to produce more body heat is actually disadvantageous a lot of the time, since your clothes are a crappy wetsuit that holds water that you've warmed next to your skin, but swimming tends to flush them.  In any case, assuming these times are for normal men with d6 HP, we might reasonably conclude that 35 degree water does a point of damage every 20 minutes, 55 degree water a point every hour, and 70 degree water a point every four hours or so.

Nautical charts - they're definitely maps.  I don't think I've ever seen an adventure that took a nautical chart and imposed a hex grid over it but it could be fun.  And there are plenty of them available for free from NOAA (granted, some in an obscure file format used by electronic chart plotters on ships).

"My [the instructor's] wife likes powerboating better than sailing - it's less mysterious".  In a bronze age setting where sailing is a new technology and mystery cults abound, a cult of the mystery of the sail would be fun.

An interesting definition of "seaworthy": "the vessel is competent to resist the ordinary attacks of wind and weather, and is competently equipped and manned for the voyage, with a sufficient crew, and with sufficient means to sustain them, and with a captain of general good character and nautical skill."  Bit of a "what is steel compared to the hand that wields it?" point of view.  And contra OSE's classification of vessels as seaworthy or unseaworthy independent of captain and crew.

On interpreting weather forecasts: "If a forecast calls for a 45% of high winds assume you will be sailing in heavy gusts 45% of the time."  Could have applications for generating weather during a given random encounter - sure you know the big picture of the day's weather, but maybe the encounter is during a lull.

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 onGygax'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...

Sunday, April 3, 2022

Seasonal Overland Travel Times

I stumbled upon Rick Stump's blog recently.  There's a lot of good stuff here!  There was a line from this post that got me thinking:

This means that if there is a good road directly between me and, oh, the market 8 miles away if I leave at sunrise (call it 6:30) and want to return home by sunset (call it 8:45) [I am using the sunrise/set times for Seaward for this time of year] then I wouldn't get to the market until about 9:30 and need to leave by 5:45.

As I've noted elsewhere [2], I'm always looking for more ways to inject seasonality into the wilderness game.  And varying travel per day with available daylight makes a lot of sense!  Taking fall and spring with ~12 hours of daylight per day as your baseline, we'd see negligible seasonal change in available travel time per day in the tropics, but even as far south as Miami, the shortest day of the year is 10 and a half hours, while the longest is around 13 and a half.  So that's a difference of 12.5%, an eighth.  Up here the shortest day of the year is around 8 and a half hours, while the longest is more like 15 and a half.  So just on the basis of having more or less daylight, something like a 30% reduction in overland travel rate in the winter and a 30% increase in the summer would be reasonable at these latitudes.  Dealing with modifying travel speed by an eighth might not be worth the hassle, but 30% certainly seems big enough to warrant consideration!  For latitudes somewhere in between Miami and Seattle, something like a 20 or 25% modifier might be reasonable and fairly easy on the math.

And then if you're already figuring seasonal overland travel speed modifiers for daylight, you could also just abstract weather into that modifier, especially if operating on scales of weeks.

One could also make the slower (winter) speed the default, and then scale everything else up accordingly, since multiplying is easier than dividing.

(Granted - this ignores historical details like the afternoon halt during summer marches.  Maybe the difference between getting 12 hours of rest in the dark and getting eight at night in the summer plus four in the middle of the day doesn't work out to that big a difference in practice.  Maybe it makes sense as just a winter penalty, where your time to break and make camp cuts into your marching daylight time.  And then there are those rascals with infravision mucking things up as usual...)

Sunday, January 16, 2022

Week as Wilderness Turn

Last post, I noted that the distances and times involved in wilderness travel in The Hobbit were so great that a game in that style might want to use 24-mile hexes as its smallest unit, and a week as its "turn" of wilderness travel.  What does it look like if you take B/X's or ACKS' rules for wilderness travel and rescale them this way?  What would you probably have to change and what could you leave alone?

If you're taking a week as your base unit of time, then you no longer have to worry about taking a rest day per week, and can just bake it in.  So you're scaling up your movement or actions per "turn" by a factor of 6, since you get six working days.  Using 24 mile hexes vs 6 mile, you're scaling up your unit of distance by a factor of 4.  So movement will be ~1.5x more hexes per turn.

Exploration movement speed : 24 mile hexes / week

  • 30' : 1.5
  • 60' : 3
  • 90' : 4.5
  • 120' : 6
  • 180' : 9
  • 240' : 12

So that's rather inconvenient, having to reckon in half-hexes.  I suppose we could do something like this, taking woods or hills as the default and multiplying everything by 2/3, so we get 1 24-mile hex per week per 30' of speed.  Which would be pretty clean, until you're on plains or road.

Nautical and aerial distances covered get quite large when you look at them on per-week timescales.  The lowly rowed canoe makes 4 hexes per week, while sailing ships with good winds might make nearly 8 hexes per day, or north of 50 hexes per week (assuming no weekly day of rest under sail).  Aerial travel gets pretty nuts when you multiply it all by 1.5 as well.  These modes of transport are fast enough that you probably don't want to track them hex-by-hex on a map on weekly timescales. You use sailing ships to move between maps.  You fly Eagle Airways for a couple of hours, not for a solid week (and still might get to move a hex or two).  Getting a personal, permanent flying mount is a phase-change event where you have outgrown thinking much about wilderness travel.

Since forced march is only one day of extra speed, followed by a day of rest and no speed, if we're dealing purely in weeks you might be able to just remove the option.  On the other hand, I like leaving this sort of option available to players; trading off now vs later is always interesting.  Maybe the right way to handle forced march on this scale is through something like strategic initiative in mass combat, where when you have a wilderness encounter, you can choose to forced-march to maybe gain a terrain advantage, bonus to escape roll, or surprise bonus at the expense of fatigue if brought to battle.

The right way to handle getting lost / failed navigation rolls is probably that they reduce your movement for the turn.  Maybe halve it; you spend a couple days wandering around within hexes that you were traversing, but going 24 miles out of your way is hard.  Could do hunting the same way; spend the whole week hunting, don't move at all, and get two rolls, or spend half the week hunting, get one roll, and half movement (and then if you also get lost that week, you end up still in the hex you started in).

Rations might actually get simpler, at a stone per man per "turn".  And fresh ration decay could be simplified too; you could just have all uneaten fresh rations go bad every turn.  Then hunting and foraging can work entirely within a single week; if you find a week's worth of fresh rations, that's a stone of iron rations that you can skip eating and carry over into next week.  So then you only need to track one number: the stone of iron rations you're carrying, which might also be thought of as your buffer against foraging failures.

As far as combat resources go...  for a Hobbity feel, you really want some refuges in the wilderness where you can recover hit points.  I still think recovering spells there too (not every night in the wilderness) makes sense, provided some reworking of mid- and high-level spells.  But I could see going the other way with it too, where you're pretty much always going to have full spells for any encounter.  This lends itself to very large encounters where you need lots of spellpower to bail the party out.

Wilderness encounter frequency definitely gets weird.  You probably don't want to have to roll a pile of d6s every "turn", and having multiple encounters per unit time is awkward.  I could see having one encounter per week, with the difference between terrain types being "roll n encounters and pick the scariest / biggest one".  Or just a quantity multiplier like dungeon level, where if you're in mountains you get 3x as many goblins as if you were in plains.  But this also doesn't quite square with the frequency of wilderness encounters in The Hobbit, where they can go a couple weeks without an encounter.  I could see having some <100% chance per week of an encounter, but when there's an encounter, it's always a lair - a kingdom of elves, a whole cave system of goblins, a big honkin' pack of wargs, a gang of trolls with accompanying cave full of magic swords of elven make.  On the time-and-space scales you're dealing with here, you might encounter a warband from a lair initially, but within a week they'll report back (or be noticed missing) and you'll be dealing with the whole village shortly.  Maybe winning surprise lets you only deal with one warband initially.

Domains get...  maybe a little messy.  Clearing a 24-mile hex is a lot of work.  You could do something like wilderness lords, where every wilderness hex already has a "lord" of a sort, and if you can knock him and all his monsters over that's good enough, the rest migrate or fall into line.  This is particularly plausible in a setting where everything talks, but might feel a bit strained after the third or fourth time, and maintaining relationships between all the "lords" of neighboring hexes is a lot of work.  Another approach might be clearing to capacity; if you want to build a village, you have to displace a number of HD of monsters comparable to a village of goblins.  This is what you might expect in a wilderness that is at capacity, saturated.  But this isn't the wilderness we see in The Hobbit, which is as post-apocalyptically empty of monsters as it is of men.

Maybe that's an answer - "clearing" a wilderness hex just means dealing with any already-known lairs in it, and then the real game is dealing with wilderness random encounters, which could have wandered in from nearby hexes, or could be from unknown lairs in the hex.  Taking land is easy; holding it is the hard part.  This creates a sort of "the dungeon is too big to be cleared" feeling, and is also consistent with the incomplete clearing of eg Mirkwood by the elves.  It pushes domain rulers into the same sort of reactive posture of incomplete control in game that they held in the fiction.

Switching to 24-mile hexes changes visibility somewhat, in that the edge of the hex is over the horizon.  You could spend a week exploring within a single hex, easily, and unless the next hex over is elevated, you might not know what terrain type it is until you enter it.  Finding a dungeon within a hex might take a while, but that's consistent with the fiction too, where they can't find the back door into the mountain.  They have trouble finding Rivendell too.

This mode of play doesn't seem terribly well-suited to 1:1 timescales, if most weeks you don't have an encounter.  I could see doing two turns per week of real time though, to make sure there's time to resolve wilderness encounters without too many more piling up.

Saturday, January 8, 2022

The Hobbit

I realized I hadn't read much in the last year, and that I had been dancing around Tolkien, reading his Catholic British contemporaries (Ker, Chesterton, and Lewis' Screwtape Letters), and decided I ought to just go revisit the man himself.  I'm pretty sure my mother read The Hobbit to me and my brother when we were small but I don't think I'd read it myself (certainly not since coming across OSR D&D).  I have not seen the film(s?) and do not plan to.

It may be worth noting here that I am taking the text of The Hobbit alone, ignoring the whole rest of the canon from elsewhere as best I can.  I think I like it better this way.  I will probably read The Lord of the Rings next, but for now I want to consider only what is written in The Hobbit.  And I want to get it written down, so that after the trilogy I can look back in on it.  This may not be the "correct" way to read the The Hobbit, but it may turn out to be a worthwhile way nonetheless.

I found it delightful.  I wish more D&D were in the model of The Hobbit than in that of The Lord of the Rings.

They're not out to save the world.  They're very explicitly not heroes.  The motives of most of the characters most of the time are Thucydidean - "fear, honor, and self-interest".

There it is: dwarves are not heroes, but calculating folk with a great idea of the value of money; some are tricky and treacherous and pretty bad lots; some are not, but are decent enough people like Thorin and Company, if you don't expect too much.

That [attempting to slay Smaug] would be no good, not without a mighty Warrior, even a Hero.  I tried to find one; but warriors are busy fighting one another in distant lands, and in this neighborhood heroes are scarce, or simply not to be found...  That is why I settled on burglary.

Of the dwarves, only Thorin gives a consistently decent account of himself in battle (hitting a troll in the face with a stick,  holding the goblins with Orcrist, and shooting the white hart).  They get stuffed in sacks, chained up by goblins, webbed by spiders, and imprisoned by elves without offering any effectual resistance.  They sing better than they fight.  Their courage fails at the foot of the mountain and only Bilbo prods them on.  They worked as blacksmiths and coal miners before this; Fili and Kili are young and inexperienced, Balin at least is old, and Bombur is very fat.  These are not Dain's elite heavy infantry, "strong even for dwarves".  These are dwarven vagabonds with a map, a key, desperate scheme, a hobbit, sometimes a wizard, and a good deal of luck.  They are, in short, exactly what we might expect of low-level dwarven PCs in OSR games.

The mere fleeting glimpses of treasure which they had caught as they went along had rekindled all the fire in their dwarvish hearts; and when the heart of a dwarf, even the most respectable, is wakened by gold and by jewels, he grows suddenly bold, and he may become fierce.

He did not reckon with the power that gold has upon which a dragon has long brooded, nor with dwarvish hearts.

And like my players of old, how loathe they are to give up what is theirs!  Though it be a great burden and a danger in itself!

The treasure is likely to be your death, though the dragon is no more!

How on earth should I have got all that treasure home without war and murder all along the way, I don't know.

And like a third-level character come suddenly into a great deal of treasure and a fortress, Thorin handles it ineptly and it is his doom - in contrast with Dain, who "dealt his treasure well". 

And like combat in the OSR, defeat is miserable and victory is pyrrhic.

I have heard songs of many battles, and I have always understood that defeat may be glorious.  It seems very uncomfortable, not to say distressing.  I wish I was well out of it.

"Victory after all, I suppose!"  he said, feeling his aching head.  "Well, it seems a very gloomy business."

And then the setting (or at least the parts much described) is the sort of howling emptiness implied by OSR systems.  But working from just this text, there isn't much of an apocalypse.  The Wild was not ruined by any central force, no great, shattering event, no unveiling.  Most of it was ruined by just...  neglect.  Decay.  Entropy.  Nobody is putting in the maintenance.  Certainly there are evil forces at work, but for the most part they're opportunists filling a vacuum, not part of some grand plan.

The marshes and bogs had spread wider and wider on either side.  Paths had vanished, and many a rider and wanderer too, if they had tried to find the lost ways across.  The elf-road through the wood which the dwarves had followed on the advice of Beorn now came to a doubtful and little used end at the eastern edge of the forest; only the river offered any longer a safe way from the skirts of Mirkwood in the North to the mountain-shadowed plains beyond, and the river was guarded by the Wood-elves' king.

There were many paths that led up into those mountains, and many passes over them.  But most of the paths were cheats and deceptions and led nowhere or to bad ends; and most of the passes were infested by evil things and dreadful dangers.

The old maps are no use: things have changed for the worse and the road is unguarded.  They have seldom even heard of the king round here, and the less inquisitive you are as you go along, the less trouble you are likely to find. 

An argument could be made, of course, that Smaug is the relevant apocalypse.  But that hardly explains the lawlessness of the Lone-lands between Hobbiton and the Misty Mountains, unless the reach of Dale was once very great indeed.  The giants have the power to shut up the exits of the goblins, but they don't (unless Gandalf is able to "find a more or less decent giant").  The wood elves waylay travelers, hunt the white hart, and get drunk on Dorwinion wine, and the spiders multiply.  The eagles seldom take notice of the goblins.  Beorn keeps his territory clear but only goes so far.  What has Elrond done lately?  The Lake-men have surplus enough to outfit and feed the dwarves but don't seem to be pushing out either, as the Master is content to maintain his little bubble of peace.  Dain waging war on the goblins of Moria seems to be very much the exception in that he is active (with Gandalf being the other active player for good, setting the trip in motion and working on the problem of the Necromancer while they're in Mirkwood).

No, the real cause of the ruin of the Wild seems to me to be apathy.  Not so grand as a Dark Lord, but much more true to life.

I love the passage of the seasons; it is something that I always want to evoke in my open-world games and something that I never seem to get quite right.  The distances are so great!  To run a campaign in this style, one might be well-served by 24-mile hexes as the smallest unit, and wilderness turns of a week.  I love that the place-names are plain English - Misty Mountains, Lonely Mountain, Iron Hills, Blasted Heath, Rivendell / Riven Dale, Mirkwood / Murk Wood, Long Lake, Wood River, River Rushing, Dale, and Lake-town.  Moria, Gondolin, and Dorwinion are proper names but only referenced, never seen; only at the end does Tolkien sneak in "Esgaroth" as a proper name for a place seen (Lake-town) in the style of the names of places in the trilogy.  

I love the talking of all the animals; everything bigger than a bat seems to have a voice and a language.  How often have I bemoaned that animal encounters on the wilderness encounter table are a waste of time for a mid-level party of reasonable size?  How much less of a waste would they be if they could talk?  If they could be bargained with, asked for information, deceived, taunted?

"O Thorin son of Thrain, and Balin son of Fundin," he [a raven] croaked (and Bilbo could understand what he said, for he used ordinary language and not bird-speech).  "I am Roac son of Carc."

In the middle of the circle was a great grey wolf.  He spoke to them in the dreadful language of the Wargs.  Gandalf understood it.  Bilbo did not, but it sounded terrible to him, and as if all their talk was about cruel and wicked things, as it was.

In the silence and stillness of the wood he realized that these loathsome creatures [spiders] were speaking to one another.  Their voices were a sort of thin creaking and hissing, but he could make out many of the words that they said.  They were talking about the dwarves!

 Weapons, too, have a touch of soul to them:

It burned with a rage that made it gleam if goblins were about; now it was bright as blue flame for delight in the killing of the great lord of the cave.

Arrow!  Black arrow!  I have saved you to the last.  You have never failed me and always I have recovered you.  I had you from my father and he from of old.  If ever you came from the forges of the true king under the Mountain, go now and speed well!

When was the last time a magic weapon in your game was delighted?  Sure, sentient swords are in the tables, but how often do you even bother rolling for them, so seldom rolled and then so inconvenient to sort out and keep track of when you do?

It's just...  grounded, I suppose.  There is no cosmic struggle here.  Magic when it appears is mostly small wonders, in talking birds and delighted swords and water that makes you sleep.  Dwarves can be wicked, eagles can be cruel, Beorn and the Elf-king are very suspicious of visitors, and Thorin and the master of Lake-town are overcome by avarice not because there is any agent of a dark power whispering in their ears but just...  because of a moral failing.

I have dodged entirely talking about the hobbit himself and whether his desire the whole time to be home in comfort is of a kind with the apathy that is the ruin of the Wild, or wisdom, or both.

The stars are far brighter
Than gems without measure,
The moon is far whiter
Than silver in treasure;
The fire is more shining
On hearth in the gloaming
Than gold won by mining,
So why go a-roaming?

Maybe Bilbo's peculiar virtue is that he can be moved to adventure in the first place, and that once begun, he remains to see it through to the end in spite of his want of comfort and normalcy (which I suspect is quietly shared by almost every other "good" character but the dwarves).  And that like Rary as played by Blume, he knows when the job is done, rather than having his appetite for treasure become insatiable once whetted.

In any case, I am glad to have read it, and apologize for the rambling post (initially I had planned a series of more tightly-focused posts, but oh well).

Friday, August 6, 2021

Wilderness and Attrition Revisited

Back in 2016, I wrote a post arguing in favor of shifting the resource model in wilderness adventuring towards that of the dungeon adventure, with spells recovered only in civilization.  I'm still not sure that that's wrong, but I have come to look at a piece of evidence that I used there in a slightly different light.

I noted that parties on foot were likely to have only one or two random encounter rolls per day, with less than one encounter per day in expectation, and consequently parties will tend to have full spells almost every encounter.  I have several new observations on this:

One: While this is true of ACKS, where entering a new hex triggers a random encounter roll, it isn't true of B/X (as represented by OSE) or OD&D.  In both of these, you only get one encounter roll per day by default.  Not sure about AD&D.  But in OD&D and B/X, parties on foot and mounted parties get the same number of encounters per day (less than one in expectation), and if you choose to interpret OD&D's spell recovery the way that most people do, this means you're at full spells every encounter there too.

Two: In ACKS, this might be viewed as a "circuit breaker" or comeback mechanic, where a party which is too poor to afford horses, or which has had its horses lost, stolen, or eaten, experiences a lower rate of encounters per day and is consequently more likely to survive.  Similar to how the wilderness evasion rules favor small parties, to make wilderness encounters survivable (but not winnable) for low-level characters who cannot yet afford mercenaries; if you just hit 5th and only have one fireball per day, you can still do wilderness adventures, you just have to take them slow and cautious.

Three: If going slow makes the resource situation easier, then hopefully it's a choice which should have tradeoffs.  The obvious resource being spent here is time.  Rations and starvation in ACKS are pretty forgiving.  So the main way time is expensive, outside factors like NPCs acting / clocks ticking, is costs-over-time of mercenaries, henchmen, and cost of living.  But linking in-game time to out-of-game time seems like it too would heavily discourage overly slow, cautious travel...  and I don't know that the bookkeeping would be any more onerous, really.

Thursday, April 8, 2021

Return to Wilderness Level

Once upon a time, I thought about having wilderness difficulty scale up and down sort of like dungeon difficulty.  I think that proposal had several problems, but I think maybe I see a better way to do it now.

I've been thinking about how one would/could do low-level wilderness adventures in OSR games.  The monsters in wilderness encounters are just so numerous that any encounter is likely to wipe out a low-level party that gets a poor reaction roll and fails to evade, and none of your "win buttons" work - if you cast sleep on the goblins, you drop a quarter of the warband, and the rest will still get you.

Some OSR systems already sort of have a method to adjust encounter difficulty based on dungeon level.  It's possible it was in AD&D and I just haven't seen the original source.  In OSRIC,

Lesser monsters encountered on a lower dungeon level
should have their numbers increased by the same amount
for each dungeon level lower than their monster level. For
example, the sub-table # column lists 2d10 for goblins (1st-lvl)
encountered on the first level of the dungeon. If encountered
on the third level of the dungeon, they would be three times
as numerous (6d10).

ACKS has a similar rule, with a different constant:

Roll the appropriate number encountered for the creature to determine how many are present. Increase or decrease this roll by one-half for each step of difference between the dungeon level and the Random Monster table used (round down).

OSE, surprisingly, does not seem to have such a rule, which is part of why I think it might be an AD&Dism.

But if we accept that the number of monsters appearing scales up with dungeon level, then we can argue that the wilderness is something like the 7th level of a dungeon, on the basis that a wilderness encounter of goblins is seven times (on average) the size of a dungeon encounter of goblins.  Taking ogres instead, we get something more like a 4th-level dungeon, since ogres appear on the 3rd level of dungeons and an encounter with them in the wilderness is only twice as large as a dungeon encounter.  We could probably go through and figure out the average "effective dungeon level" of wilderness from all of the monsters that appear on the "random monsters by dungeon level" table.

Just looking at the table and a few entries instead of doing that analysis, I think something around dungeon level 5 is probably pretty close.  Possibly with an extra adjustment for ~1HD creatures that causes them to scale up faster.

If we characterize generic wilderness in this way, as a multiplier on encounter size, then we can alter that characteristic for different wildernesses, just as we do for dungeon levels.  This provides another way to create difficulty gradients in pure wilderness like we already have in dungeons - and a much finer-grained one than ACKS' borderlands-vs-wilderness distinction!  If you meet goblins in the Sunny Meadow, effective dungeon level 2, you only encounter two gangs, and sleep can still save the day.  If you encounter goblins in the Ash Wastes, effective dungeon level 7, you get your usual 2d6 gangs and sleep will not save you.

Characterizing biomes with effective dungeon level also provides a way to figure the size of unguarded treasures (or trapped treasures)  in the "wilderness as dungeon" model.

It might also be useful as a starting point for the effective level of the first level of dungeons located in those biomes.  If you're in the Ash Wastes and you find a dungeon entrance, the first level is not going to be as easy as the first level of a dungeon in the Sunny Meadow!

Sunday, April 4, 2021

Wilderness as Dungeon - Monster Rooms, Strongholds as Treasure?

Previously in this train of thought:

  • Never Show Them The Map (2016): Showing your players the ground-truth hex map ruins the joy of exploration.  Dungeoneering gameplay gets this right by making them map for themselves.
  • Applied Wilderness Theory (2017): Trying to build a microsandbox borrowing some elements from dungeon play; thinking about days as like turns, and dividing monsters into beasts, sentients, and scary monsters, with the same ratios that those appear in dungeons.
  • Further Thoughts (2017): Thinking about stocking using the specials, traps, unguarded treasure, and empty ratios used in dungeon stocking, as well as inverse-jayquaying, creating barriers to otherwise mostly open wilderness movement.
  • Revisisted (2019): The realization that the hex is more like a 10' square than like a room.  A repudiation of microsandboxing (for reusable wilderness / campaign play).  Considerations around "rooms" or "biomes" in the wilderness.

BH2 got me thinking about the wilderness game again.  Something I've never really worked out to my satisfaction before with the wilderness-as-dungeon idea is how you handle "monster" rooms, if you're following a dungeon-like stocking procedure.  Putting a special somewhere in a 7-10 hex biome is easy.  But it wouldn't make any sense for a wilderness area to have no monsters - surely there are a few bears in the forest.  So then what differentiates a "monster" room from a regular wilderness area?

Two ideas eventually merged.  One was from Koewn's comment on Simple Domains that they looked a lot like monster lair entries, but really beefed up.  The other was revisiting Beyond the Black Gate's How I Hexcrawl posts while thinking about False Machine's Crypt of the OSR post, about the bloggers of old who no longer post.  BtBG noted:

With wandering monsters, I like to have certain "iconic" monsters for each area (such as werewolves in the Blighted Forest and Ankhegs in the Sunken Hills, etc), rather than a mixed bag, as it gives those areas a more distinct flavor. I would then assign a chance for an encounter based on my perceived density of the local monster population.

I think that's probably a reasonable way to handle a monster-heavy biome: roll once for monster type for each "monster room", and the biome is crawling with them.  I'm considering calling it an infested biome.  It might be goblin-infested or panther-infested or man-infested or wyvern-infested or whatever.  All lairs in that biome are of that type of monster (although contra ACKS, I think at most one lair per hex is a reasonable concession to manageability).  The random encounter frequency is higher than normal, and a strong majority (5/6?  9/10?) of encounters in that area are with creatures of that type.

A man-infested biome might be a borderlands domain, or it might just be full of bandit camps.

It might make sense to have a separate table of monsters which can infest a biome, or which are interesting as signature monsters.

Non-infested biomes / non-monster rooms still have monsters, they're just a grab bag and not present in the same density as in an infested biome.  Roll random encounters and lair chances normally for terrain of that type.

If about 30% of biomes are infested (the same proportion as monster rooms in the dungeon), and each biome borders 4-6 other biomes on average, then most infested biomes will have about one or two infested neighbors.  Border tension!

Something else I've been considering is ruined strongholds as treasure.  Yes, I know, they often get used that way already.  But it seems like something that a wilderness-stocking system should take into account.  It would be interesting to figure the value of a ruined stronghold into the total treasure of an infested biome (and to say that most biomes infested with sentients will have some amount of fortification), and to make taking and holding a stronghold grant XP, much like building one.  But I have no concrete proposals yet.

Thursday, April 1, 2021

Wilderness Movement Speed - Wooded Hills as Default?

There's a funny asymmetry in the way we deal with numbers.  Dividing is tricky; you often have leftovers and have to deal with rounding and it's just a slow operation.  Multiplication is relatively easy.

Maybe it makes sense to reframe the "normal" wilderness movement speed based on wooded hills, sort of the default background terrain for D&D unless otherwise specified, and then have multipliers relative to that baseline rather than setting speed based on the best possible terrain, flat plains, and then dividing.

In ACKS, wooded is x2/3 and hills are x2/3, so if you are in wooded hills you multiplty those and get 4/9 which is close enough to 1/2 for government work.  Which, conveniently, is also the speed multiplier for mountains, swamps, and a variety of other terrains.

So then this looks like:

  • 120' speed -> 12 mi/day, 2 hexes
  • 90' speed -> 9 mi/day, 1.5 hexes
  • 60' speed -> 6 mi/day, 1 hex
  • 30' speed -> 3 mi/day, 0.5 hexes

Being able to just divide speed in feet per turn by 10 to get miles per day is pretty nice; it's not that the arithmetic was tricky before, but 10 is a super-easy constant to remember.  Riding a medium horse with 180' speed?  18 mi/day, boom.  And as long as combat speeds remain multiples of 30', wilderness speeds will remain multiples of half-hexes.

Then if you're on a road, or in flat clear terrain, multiply by 2.  If both, multiply by 3.

The 9 mi/day is a little annoying, but "three hexes per two days" isn't too bad.

Forced march is also a bit annoying, since multiplying say 1.5 hexes per day by 1.5 gives you 2.25 which is not a multiple of 0.5, but I suppose one could go with "cover two days' distance in a 16-hour marching day, then have to rest for two days"?

Having a table that handles rounding or dropping fractions could also be a reasonable approach for dealing with odd situations like "we have 90' speed and we're forced-marching (x1.5) through scrub hills (x1.5, if you wanted to re-introduce the increased speed for not having the forest penalty), we move 3.5 hexes".  Or just don't worry about it and find workarounds that let you multiply by 2 instead.

Flying also becomes quadruple speed instead of double, since speeds were halved.

I think I like this proposal a lot more than my movement points idea.  Sure, it loses some detail (doesn't distinguish between hill forest and flat forest, for example), but ultimately...  I'm not sure that's worth worrying over.  Differences in terrain speed make computing optimal paths more annoying, but if you don't show your players the map of the wilderness, they can't compute optimal paths anyway until they've been there and back and done some exploring.  So you shouldn't be losing too much gameplay here, and what routing "gameplay" you are losing wasn't really fun, so...  sounds fine?

And returning to the wilderness as dungeon metaphor, I guess instead of using soft-walls of slowing terrain types where you have to stop and think about routing all the time, you can instead use hard-walls like impassable ridgelines and rivers to break up "rooms" and only occasionally include slow and fast terrain to mix things up.  Just like in dungeons, where most dungeon floor is just...  floor, with standard speed, separated by walls.

Having 12mi/day as the standard is also pretty close to Arneson's 10mi/day (thanks for mentioning this, DHBoggs!).

Tuesday, March 30, 2021

BH2 and Lost Secrets of the Old Hexmappers

Having read the Boot Hill rules, I decided to pick up a couple of the old modules too, because hey, you can get the whole line for less than a single expensive system.  I read BH5: Range War first and it was fine (sadly it did not have the "how much does having a farm or ranch earn you, the owner?" questions I had from the core rules), but BH2: Lost Conquistador Mine (by no less a pair than Cook and Moldvay) has some interesting stuff going on.

In particular, there's a hex map of a region of wilderness and they do some things with it that I've never seen on a hex map for an RPG before. 

The two biggest and most obviously novel things are that some hex-sides are marked as impassable, and the visibility distances of some features are marked on the map itself.

Impassable hex-sides occur along ridge-lines through high mountains.  On reflection this seems like sort of an obvious thing to do, coming from the wargaming tradition - there are impassable hex-sides on the OGRE map, if I recollect rightly.  But I've never seen it on an RPG wilderness map before!  The best you ever get is that rivers are sometimes impassable except at certain points.  But making hex-sides impassable for other reasons is an interesting tool for the Wilderness as Dungeon toolbox - sometimes the rooms really do have hard walls!  And it gives Climb Sheer Surfaces a use in wilderness play too.  This might be an interesting way to represent the fact that many mountains can only be summited by a few routes (four trails up Fuji, fewer up Everest and Rainier if I recollect rightly).

Mountain peaks are also marked with a pair of numbers, the first representing the number of hexes away from which they can be seen with the naked eye, and the second representing the distance at which they can be seen with a telescope.  I don't know how they determined these numbers; it seems like taking prominence above surrounding terrain into account could be tricky.  But they look mostly pretty reasonable, if you're willing to accept the abstraction that they're visible at the same distance in all directions.  Anyway, I'm just thrilled to see spotting distance for mountain peaks on a hex-map at all.  The Old Masters were worrying about the same things that Trilemma and I do.  Maybe we're on the right track.

Visible from 2 5-mile hexes with the naked eye, or 6 hexes with a telescope

On a similar "on the right track" note, the module comes with a hex-map for the players to fill in as they explore, with just a small section around the starting town filled in.  Cook and Moldvay knew: Never show them the map!

And the treasure map that is given to players is a stained, torn, creased, hand-drawn mess, and the text on it is in German (back in a pre-smartphone pre-machine translation age).  German is a great choice really, since it's sort of close to English, enough that you can probably draw some conclusions in combination with the drawings, but not high-confidence ones.  Some of the landmarks on it are also no longer accurate within the game-world, or not quite as unique as the map's author thought.  It's a wonderful "give them some hints but don't just tell them where it is" treasure map.

A curiosity that I hadn't seen on a hex map before is that there's a dry riverbed, which can only be entered and exited in certain directions in certain hexes.  Naturally, it can also flash-flood.  Sort of a variation on blocked hex-sides.

One other odd property of this map is its sparseness.  I haven't done a precise count of its rows and columns, but I reckon it about 20 hexes tall and 50 or 60 wide.  In those thousand hexes, there are about 15 named and described features (which have visibility numbers in the map's key) only a couple of which have people, plus about ten mountain peaks.  It's very sparse.  And only about ten wilderness encounters are described (one of which can only take place in a particular region).  So I'm not sure what to make of this.  I'm a big believer that putting something in every hex is an unreasonable amount of work, but having one feature per 40 hexes (counting the peaks) is lower than even I would expect.  It's an interesting reference point I suppose.  Maybe this is partly because it was intended as a tournament module and only needed to fill a single-digit number of hours; there was no need to fill a hex map to the same degree that you would if you were to run a sustained campaign on it?

In any case, a very interesting hex-map.

Monday, March 8, 2021

Call Horde

Status: speculative proposal partly worked out, dissatisfied with results

What if we went ham and extended Call Allies up to a conqueror-to-king tier ability, to let you call up a big scary army of barbarians like a Prepared Invasion in Crusader Kings?

The rules in the Player's Companion for spell-like proficiencies cap out at 6th level, with a 1 turn casting time once per month.  That's more frequent than I really want, but let's see what we can do with that.

The scaling on "summons creatures totaling X times caster's HD" seems linear, at 75 spell points times X.  We get about 60 spell points to work with.  Duration of "Until one specific task is completed" sounds like a perfect fit, with x2 cost, where that task is "the conquest and looting of Place Y".  "Comes by own locomotion from nearest lair" still works and gives us x0.66.  I'm OK with restricting this further than the general "humans and demihumans" class of monsters from last time; this just calls a subset of Men (Bandits and Nomads), so we might be able to justify the x0.7 "specific monster" modifier for that.  The 1HD max remains in effect for x0.15, and no modifier for special abilities.  If we wanted to do cheese, we could take the "spell takes 1 turn to cast" and "can only be cast once per week" modifiers, but that seems against the spirit of things.  It would get us almost 50% more barbarians though.

Ignoring the potential cheese modifiers, we get 75 * X = 60 / (0.15 * 0.66 * 2 * 0.7), which yields X = 5.77.  So we can get almost 6 barbarians per level, which is...  somewhat unimpressive.  If you're a 10th level barbarian chieftain, 58 dudes is not enough to pose a credible threat to civilization.  Even if you're a 14th level barbarian, you only get 81 dudes.  The scale of the battles that you're fighting has probably quadrupled, but your horde only scales linearly.

(On the other hand, we might also consider a brigand camp leader who has about 200 total followers on average.  In his case, an extra 60 men is pretty darn good!  So we're running into the divergence between what ACKS expects of high-level characters vs what B/X expects of high-level characters)

Heck, 6 dudes per HD is the same effective multiplier that we got out of Call Allies as a spell like ability (which we could cast more often because it was lower level).  The big difference here (and the one that we're paying out the nose for) is the semi-indefinite duration.  Looking at Prepared Invasion in Crusader Kings again, it lets you build up troops for two years.  If you cast Call Horde every month, building up troops who will hang around until it's go-time, for 24 months, we're talking about around 1400 men (48 platoons or 12 companies).  Those are "taking a borderlands county" numbers.  Of course, in the two years that you've been announcing your intent to invade to your fellow barbarians, the count has probably gotten wind of it, made some allies, and hired up to his ability to support troops.  Still, it's a good start.  These are also very much not "conquering the Kingdom of Scotland" numbers, like one of my past Prepared Invasions in CK2, so that's still a bit of a letdown.  Maybe it needs to scale up exponentially, like troop numbers do in ACKS, doubling the men per month for every level after 9th, so that a 13th level barbarian massing troops on the border is something that worries domain rulers of a comparable level?

Having to build up troops for two years after you hit domain level is kind of lousy.  My campaigns almost never make it to domain level, and they certainly don't make it another two years of game-time after that.  Even if they did, is the target of the prepared invasion that you declared two years ago still going to be relevant, or will you have outleveled it?

There are plenty of other wrinkles here too.  Do you have to pay the horde while they sit around?  Do they just expect a bigger share of loot?  How does supply work?  Will they fight in your defense if you're attacked while they're mustered but before you launch the invasion?  Why don't 11th level wizards research this spell and cast it every day, outclassing barbarian chieftains in their ability to muster troops by a factor of 30?  Can you run out of recruitable barbarians in your nearby wilderness?  Do multiple chieftains each working on a prepared invasion compete for available barbarians?  How does this stack up against just using the domain-wide mercenary recruitment rules in Campaigns?  If you call nomads, do they bring their horses for free, or do the horses count against your summoning HD limit (this is also a problem for Call Allies)?

Maybe Prepared Invasion is the wrong model?  Maybe I should be thinking of building up hordes more like the CK2 Subjugation CB?

So anyway, I'm not totally satisfied with this.  I do think something like this is important to making "domains are treasure that you take from other people" work for characters who are uncivilized / have poor access to markets, but I also think that at some point I will probably break with ACKS' assumptions around what peak population density / civilization looks like (in favor of less / smaller civilization, with probably duchies as the largest political unit), which would help here.

Sunday, March 7, 2021

Call Allies

I was fiddling with spells for wizard for Dwarfhack and got to thinking - you know what would be a good spell?  Call Demihumans, where you get a group of friendly humans, elves, or dwarves from the nearest settlement to come help you.  That would be very on-theme for wizards; "a group of friendly rangers happens by and Gandalf happens to know their leader; they're hunting the same orcs that you are.  What a fortunate coincidence!"

When the wizard does his job right, people won't be sure he's done anything at all.

Under ACKS' spell-building guidelines, we get something like this:

Call Allies
Arcane or Eldritch 2
Duration: 1 day
This spell calls two 1HD humans or demihumans (elves, dwarves, hobbits, gnomes, ...) per caster level to aid the caster.  When called, they travel dismounted from their lair to the caster's location at their wilderness movement rate.  If this spell is cast in a wilderness hex which is native terrain for them, they arrive in 1d6 turns.  If this spell is cast in a hex to which they're not native, the time to arrive is increased for each hex that they have to traverse in order to reach the caster's location from the nearest hex of native terrain.
 
Speed -> Turns per hex:
60' -> 24
90' -> 18
120' -> 12
 
If called while the caster is unreachable (in a dungeon, for example), they will travel as close as possible and then wait in the vicinity.  For the duration of the spell, the demihumans will serve as the caster's loyal companions and friends.  The spell ends when they are slain, the spell is dispelled, or one day passes, at which time they depart.  If the spell is cast again when they are about to depart, they will remain for another day.

Spellcasting math: 2HD per caster level is 150 points (per HFH), 1HD limit is x0.15, general class of monsters is x1, 1 day duration is x1.25, calling delay is x0.66

It's really interesting that this works out as a 2nd level spell, because you could make it a special power comparable to a proficiency and make it usable once per 8 hours with a casting time of 1 round, which would let you maintain 6x your HD in 1HD followers, wage-free!  This seems like a promising angle for retinue-calling abilities like Call the Cousins; if you make it available at 5th level, then it's a perfect "welcome to the wilderness levels, laddie" ability giving you a platoon.  Give a second copy of it around 9th or 10th and then you have four platoons for a company.

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.