Saturday, September 22, 2018

ACKS: The Ability Scores Are Too Damn High

But seriously - the way we have historically generated stats contributes to several pathologies in play, because the stats generated are too high.  These pathologies include:
  • The imbalance between melee fighting styles
  • The inadequacy of the thief
  • The breakdown of the reaction roll mechanic
  • The long-term supremacy of first-generation PCs, and resulting party cohesion problems


How are ability scores generated?

ACKS' default character generation process is 3d6 in order, choose a class that you qualify for, and then you can trade down non-primereq stats to boost your prime req, at a rate of 2 points from one stat for 1 point of a prime req, down to a minimum of 9 in stats traded down.  There's also an optional rule, "Generating Multiple Characters", where each player rolls five sets of 3d6 in order and chooses one to play and two backups.  We've always played with this optional rule and it does what it says on the tin - "gives players a variety of characters to choose from."  It's also fun, if a little time-consuming.  As a side effect, though, it raises mean prime requisite a lot.

Consider: you're starting a new campaign.  Four players players show up and are rolling characters.  You are probably going to want a mage PC and a fighter PC, classes for which high prime requisites matter a lot.  If you each roll one set of stats, the best Int at the table will be (in expectation) right around 14 - enough to get +5% and one bonus spell known.  The best Str at the table will also be around 14, for +5% fighter XP and +1 to hit and damage.

For a single-prime-req class, there are five other stats, distributed independently, each of which has a 23% chance of being an 11 or 12 (which can be traded down without reducing a bonus).  So we should expect 1.2 points of obvious / no-real-cost prime req boosting via trading down.  So the best PC fighter in an "average" party will have a Str of 15 and a +1 bonus in one other stat that he might trade down to bring it up to a 16 for +2 to hit and damage and 10% XP (and, incidentally, among his other four stats, probably 2-3 +0s and 1-2 -1s).

In the case where the optional Generating Multiple Characters rule is in effect, each player rolls five sets of stats, for 20 sets total.  In expectation, the maximum strength rolled is something around 16.3, before any tradeoffs are made.  There is a 9% chance that the highest Str statset has an 18, and 23% chance that the highest statset has a 17.  If tradeoffs are in effect, there's around a 33% chance that the highest Str set can be made into an 18 without having to compromise any other bonuses.  If you're willing to compromise other bonuses, you have about at 86% chance of a 15 or better, which you can probably turn into an 18.

OK, fine, rolling more stat sets gets you higher scores.  Nothing surprising there.  The trouble is that really high peak stats mess some parts of the game up.

Melee Fighting Styles

Previously, I did some analysis of the comparative power of the three melee fighting styles: sword-and-shield, two-handed weapon, and two-weapon fighting in ACKS.  The results supported my players' general impression that sword-and-board is superior under most circumstances across the entire level range.  Two-weapon fighting has better cleaving through masses of weak opponents at high levels, and two-handed weapons have a better chance to one-shot and be able to cleave through 2HD foes at low levels, but the superlinear utility of increased AC outstrips these benefits most of the time.

That analysis was conducted under the assumption of 16 Strength for the fighters.  With 18 Str, shields are even more dominant by that set of metrics.  Increasing strength is an effective increase in fighter level (since the main benefits of leveling under consideration are increased to-hit and damage), which tends to favor shields because the marginal utility of a point of damage decreases as you get more of them.  At 16 Str, going from 1d6+3 damage to 1d10+3 damage increases your hobgoblins-per-round from 0.34 to 0.44; 10 percentage points and about 33%.  At 18 Str, going from 1d6+4 to 1d10+4 only increases your hobgoblins-per-round from 0.44 to 0.5, 6 percentage points or 13%.  These numbers are before cleaving is taken into account, but look pretty similar - the gain in killing power with cleave from the d10 weapon is still around half as good with 18 Str as with 16 Str.

While running these analyses, I discovered a magical place at the other end of the Strength scale, where sword-and-board and two-hander are almost perfectly balanced.  That place is Str 10 against orcs, with a +1 Fighter Damage Bonus.  Two-weapon fighting still doesn't hold up.

Reducing maximum prime reqs solves a limited subset of the Fighting Style problem, at low levels.  At high levels, fighter damage bonus and magic weapons fill the role of 18 Str in minimizing the benefit of two-handed weapons compared to shields (which also get better with level due to magic).

Thieves

Why do thieves suck?  Who ever thought this class design was a good idea?

My understanding is that, under OD&D rules, thieves were not that much worse in melee offense than fighters.  At that point in the development of the game, Str did not give you a bonus to hit and damage - it served as the prime requisite for fighters, for an XP bonus, and did little else.  With no fighter damage bonus and no Str bonus to damage, the thief was inferior to the fighter in melee offense only by dint of a slightly weaker THAC0 progression, which was partly made up for by backstab's to-hit bonus (and both could use magic swords for slowly-scaling damage bonuses, which put them ahead of clerics in offense).  The relationship between the OD&D thief and the OD&D fighter was much closer to the relationship between ACKS' assassin and ACKS' fighter.

But with fighter damage bonus and Str to hit and damage and PC fighters able to trade down other stats for higher Str, ACKS' thieves are left in a pretty marginal position for melee.  The higher the available Strength scores, the bigger that gap becomes.  As with fighting styles, fighter damage bonus is also partly to blame here.

Reaction Rolls

The reaction roll system is pretty easy to break in ACKS.  A 1st-level bard who puts his tradeoff points into Cha can take Diplomacy as his 1st level general proficiency, Mystic Aura as his first class proficiency, and probably pull +6 or +7 on most reaction rolls, at which point almost any intelligent creature encountered in the dungeon will be at worst indifferent.  Problems of this form are well-known on the ACKS forums, and have led to a wide variety of proposals, including switching to 2d10 for the roll, codifying per-monster reaction roll modifiers so that monsters that are "supposed to" be hostile are more likely to be, enormous tables of situational modifiers, and so forth.

But you know, 2d6 would be fine if 1) 18 Cha were rarer, and 2) the proficiency bonuses were maybe +1 instead of +2 and didn't stack.  Fundamentally this is the same problem as ability score generation with tradeoffs - we're taking a gaussian-esque distribution and adding a constant to it, resulting in a shifted distribution where extreme results are much more common than desired.  The solution is to reduce the impact of the constants being added (either by increasing the impact of randomness through bigger dice, or by reducing the constants themselves).

First-Gen Supremacy

These methods of stat generation provide a big edge for first-generation characters over later-generation characters, and also for rolled characters over henchmen who might be promoted to PC status.

What happens when a new player joins a game where the party generated stats using the "multiple characters" method?  He rolls five sets.  Among those five sets, the highest Strength will in expectation be only 14.5.  The same is true of Intelligence.  After trading down 11s, he may have a 16.  Regardless of which prime req you choose, in expectation yours will be lower than the highest one in the existing party, and you're stuck playing second fiddle (for classes whose prime req matters, ie everyone but clerics).  This analysis does make the assumption of efficient allocation of high stats by the Old Party (ie, you didn't roll all your high stats on one set, and not one player rolled all the high stats), but in practice that seems to happen.  The exponential structure of the XP curve is designed to help replacement or new characters catch up with the rest of the party, but you're stuck with the lower ability scores for the entire life of the character.  The situation is very similar with replacement PCs; if you rolled five sets, used the best one for your first PC, and got killed, your replacement sets are going to be weaker, and you're going to be behind on more than XP.

While rolled replacement characters are penalized by the "generating multiple characters" option, using henchmen as replacement characters is penalized by the trading-down rule.  To get a henchman with an 18 Str, you need (in expectation) to survey about 216 henchmen.  For campaigns in smaller markets, that is more potential henchmen than you will see over the course of the campaign.  The prevalence of 18s in characters generated in a large group with trading down is just dramatically higher than the baseline.  You are going to have a difficult time finding henchmen with comparable stats to replace them when they die, and most of the time using a henchman as a replacement for a first-gen PC will be a step down in terms of stats.

My players perceived this at a gut level before I did.  This feeling further contributed to their love of shields and plate, because they recognized that a first-gen 18 Str fighter was unlikely to be replaceable.  This supremacy of first-gen characters may also contribute to their intense love of Restore Life and Limb, which at least one of my players has commented negatively on ("People never stay dead, it's like friggin' superheroes.").

Solutions

Roll three sets instead of five per player, maybe (maybe even just two sets per player).  For a four-player party, three sets each gives you 12 sets, which puts expected max for any given stat just shy of 16.  Then also get rid of the trading down rule and you should stop seeing too many 18s and the big first-gen advantage (15-16 Str is very doable for a henchman without trade-down).  Maybe given new players joining an existing party more sets of stat rolls?

(edit from the future - or give players mulligans instead of multiple stat-lines.  This provides less information at each choice and less ability to choose "best of 20" statlines) 

You're still going to see 16 Str fighters, where shield is superior, unfortunately.  Maybe provide extra damage and to-hit bonuses to TWF / 2H with level?  Maybe reduce fighter damage bonus to +1 at 1st, +2 at 5th, +3 around 9th.  Maybe give thieves comparable damage bonuses, maybe get rid of both Thief and Assassin and build a Fighting 1.5 / HD 0 / Thief 2.5-ish class somewhere in the middle. 

Cut the reaction roll proficiencies in half; Diplomacy as a general for +2 is just ridiculous.  Do we really need five different proficiencies (Diplomacy, Intimidation, Seduction, Mystic Aura, and Bribery) for improving reaction rolls anyway?  Get rid of all of them and make a monolithic Diplomacy prof that gives you +1 with no situational caveats and can only be taken once, like Leadership, and you're 90% of the way to fixing reaction roll exploits (...  well, maybe we can keep Seduction; we are here for entertainment after all).

One thing that seems obviously tempting but that would be precisely wrong: Fighter Defense Bonus.  If you give fighters a bonus to AC, that means you don't need the shield as much and 2H / TWF are more viable, right?  No!  The more AC you have, the more valuable each extra point of AC is.  If anything, the right way to make shields weaker is to go full Viking Age and get rid of plate.  Limiting magic armor and shields to +2 would help too.

See also, however, a follow-up post and correction

Thursday, September 6, 2018

Random Encounters and Space Hulk's Blips

Blindsight got me thinking about Space Hulk, which got me thinking about the blips.  Space Hulk has a mechanic where the alien player conceals his forces and moves them as "blips" on the human player's radar until they come into line of sight of a human unit.  It's a nice way to handle information asymmetry and partially hidden movement.  I think something like it might solve one of the issues with random encounters as they are played.

The way a random encounter in the dungeon goes in D&D (certainly in my games, at least) is usually something like this:
  • Party is doing stuff
  • DM rolls d6, 6 for random encounter
  • DM generates wandering monsters
  • Surprise roll
  • Reaction roll
  • Initiative roll
  • Combat 
  • Return to exploration loop
What's missing here is tension.  The encounter happens, it is resolved, it probably doesn't really link to anything else in the dungeon because it was just generated.  Resource costs are applied and then life goes on; there is no qualitative change unless the random encounter was on the way out while the party was already resource-exhausted.  It's almost like Bad Trap Syndrome, but with a combat intead.

The other thing missing here is that a rule has been ignored - the random encounter distance rule, another roll between generation and surprise.  Nominally should be 2d6 * 10 feet in the dungeon, in ACKS at least.  That's a long way (in expectation).  That's outside torch radius on average (30' of bright light, 20 more feet of shadowy illumination).  It's also outside of average monster infravision radius (60').  If you, like me, tend to not have 70' hallways, generally that's going to be around multiple corners or through multiple doors.  This is not typically a "the monsters come around the corner or through the doorway, roll for surprise" situation.

The reason this rule is ignored is straightforward - tracking runtime-generated state outside of PC line of sight is a hassle.  If you're using a graphpaper map, there isn't a good way to track groups of monsters moving through the dungeon.  Digital tools could probably handle this better.

But if you're willing to pay the price to track these 'blips' outside of PC detection range, the atmospheric and gameplay benefits are, I suspect, significant.  They turn random encounters from "fire and forget" into lingering threat, things just outside your vision, eyes reflecting your torchlight.  Waiting in the dark for you to make a mistake, stalking you, looking for an opportunity to pounce (or maybe just to eat your dead).  A heavily-armored party might not even be able to close with and engage such groups due to speed differences.  I suspect these lingering random encounters might encourage the use of thieves in the shadowed zone (where they can quickly pin down or drive off such enemies; pickets) and other "lightweight" play.  Multiple random encounters might lead to multiple groups of uncommitted creatures - morlocks ahead, morlocks behind, nowhere to run.  Depending on the monsters and the ecology of the dungeon, multiple "open" random encounters might fight among themselves (presenting an opportunity to players) or join forces.  Players might detect them with listening or detect evil...  blips on the paladin-scanner.

These things in the dark become a source of tension, a source of potential energy for the dungeon.  The other shoe, ready to drop.

On reflection, this difference in use is reflected in the old naming - "wandering monster" instead of "random encounter".

Thursday, August 30, 2018

Blindsight

Been almost a year since I read any recent (written, say, post-1400) fiction.  Lucked into a recommendations thread of "modern metahorror" though, and I've been... enjoying? it so far.  Lovecraftian themes (man is a blind and tiny thing, unable to perceive/process the true nature of the universe and the things in it), but reframed for a secular age.  Man vs nature in the limit, not man vs man or man vs evil.  The Antimemetics Division was a good opener (the first story arc anyway - second was OK, definitely skip the third).  Now on to Watt's Blindsight.  Excellent job conveying protagonist's disorientation to the reader via fractured structure and unfriendliness in naming / reference (and maybe weird variations in font size?).  The reader is left to guess a lot and it works for the theme of the piece.

But that's not what compelled me to post.  This is:

Light from below.

*

You'd think that would have made it easier. Our kind has always feared the dark; for millions of years we huddled in caves and burrows while unseen things snuffled and growled—or just waited, silent and undetectable—in the night beyond. You'd think that any light, no matter how meager, might strip away some of the shadows, leave fewer holes for the mind to fill with worst imaginings.
You'd think.
We followed the grunt [combat drone] down into a dim soupy glow like blood-curdled milk. At first it seemed as though the atmosphere itself was alight, a luminous fog that obscured anything more than ten meters distant. An illusion, as it turned out; the tunnel we emerged into was about three meters wide and lit by rows of raised glowing dashes—the size and approximate shape of dismembered human fingers—wound in a loose triple helix around the walls. We'd recorded similar ridges at the first site, although the breaks had not been so pronounced and the ridges had been anything but luminous.
"Stronger in the near-infrared," Bates reported, flashing the spectrum to our HUDs. The air would have been transparent to pit vipers. It was transparent to sonar: the lead grunt sprayed the fog with click trains and discovered that the tunnel widened into some kind of chamber seventeen meters further along. Squinting in that direction I could just make out subterranean outlines through the mist. I could just make out jawed things, pulling back out of sight.
"Let's go," Bates said.
We plugged in the grunts, left one guarding the way out. Each of us took another as a guardian angel on point. The machines spoke to our HUDs via laser link; they spoke to each other along stiffened lengths of shielded fiberop that unspooled from the hub trailing in our wake. It was the best available compromise in an environment without any optima. Our tethered bodyguards would keep us all in touch during lone excursions around corners or down dead ends.
Yeah. Lone excursions. Forced to either split the group or cover less ground, we were to split the group. We were speed-cartographers panning for gold.
Now that's how you open an old-school, high-bodycount future-dungeon-crawl on a Big Dumb Object.  Man.

I really should've used fog in my dungeons.  Good way to limit vision after the party has magical solutions to darkness, provides a use for gust of wind during exploration.

Wednesday, August 1, 2018

The Long Haul, Microsandboxes, and Three-Shots

Against the Wicked City had a good post on the passage of time in D&D, which ticked a number of my boxes, including Pendragon, expeditions with a basecamp, and change over long periods of time (I suppose RuneQuest has this model by default too).  It has me thinking of a maybe-sane structure for running wilderness in semi-ACKS.

Cut the long-running campaign into seasons.  The players travel to a microsandbox (6x6 hexes maybe?) at the beginning of a season.  The microsandbox has a basecamp, garrison, fishing village, or other small, limited market.  The players adventure in the microsandbox for three or four sessions (hence the three-shot), probably some combination of exploring to find dungeons and then working on those dungeons.  At the end of that "adventuring season", the microsandbox closes for the rest of the year (monsoons, harsh winter, harsh summer in desert, annual wildfires, ghoul season, whatever), and the PCs return to civilization proper, where they can restock from an effectively-unlimited market, work on long-term projects, &c.  This also gives the campaign a natural point for re-evaluation, player feedback, and correcting issues (in the design of the region (too big?  too small?  not enough loot?  not enough dungeons?  couldn't find dungeons?), party composition, players with 14 AC, discontent due to boredom or expectation mismatch...).  Players decide if they want to return to that region again next adventuring season (maybe slightly expanded), or to a new one.  DM restocks region (with six to nine months of game time, a lot can change) or builds a new one.

Has some nice properties.  Incremental development approach for the DM with limited initial investment (provides nice opportunity to iterate on mapping techniques), explicit player-feedback cycle, ability to change theme / setting dramatically without straining the structure, makes use of market limits in the place where they make sense without making them a constant pain, provides a natural place to slot in replacement domain-type systems (the "resting in civilization" phase), might ease logistics in play compared to long-distance wilderness adventures (in a 6x6 sandbox, nothing is more than six hexes away from anything else...).

Some other interesting angles and possibilities:

  • Transport costs to and from regions, at a higher level of abstraction than the ones in ACKS' campaign chapter.  "5kgp to charter a ship to the Isle of Dread, able to carry up to 10 characters plus gear (characters with Seafaring ride free), 1d3 sea random encounters in transit, returning to pick you up at the end of the season".  Safer regions are probably closer and less expensive to travel to and from, lower risk.  Also a reasonable in-game-world way to impose party-size limits (or at least create costs - you could hire another ship to bring another 10 characters if you wanted).
  • Exotic trade goods as treasure: might work better under this structure.  You capture (or gather) stuff in the microsandbox, and bring it back to civilization with you at the end of the season, where you can sell it at a mark-up for being "from distant lands".  Maybe abstract away the whole "rolling for sale price" too, because you have six months sitting in civilization and can presumably get a fair one.
    • This also provides a nice lump sum of income+XP at the end of the season that might mechanically make it a likely place to level, which makes sense structurally / narratively in terms of "home, time to train and reflect on experiences".
  • Domains - possibly worth splitting into two sets of mechanics.  Domains back in civilization (fiefs?) probably operate more like Pendragon's; low/no growth, passive income with a roll once per season.  Clearing and conquering wilderness out in the microsandboxes would work more like ACKS' defaults, if people cared to do it.
    • On the other hand, passive income is dangerous in ACKS, because it provides XP and therefore can lead to level divergence instead of convergence.  Honestly this might be reason enough to ditch XP for domain / campaign activities entirely.
  • Organizational interests - one idea I liked from Pathfinder Society is the secret societies, each of which provides extra objectives during adventures.  Given a set of organizations back in civilization, each probably has some set of interests in the microsandbox (some of which may be mutually exclusive), which PC members might accomplish.  If you're headed to the desert, the mage's guild will pay high prices for the Spice, there's a branch of the assassin's guild that has gone rogue and needs cleaned up, the thieves' guild boss has a map to the Cave of Jeweled Eggs but wants a cut of any that you bring back, the imperial legion wants an up-to-date map of the oases in the region for logistical planning, and the church would like to recover the Nose of Saint Omar, which is lost but believed to be held by infidels.  So those seed the region with adventure hooks if the PCs are members, and not all of them are probably going to be completed within the season (after which they refresh / evolve, as the situation in the region changes).  Completion gives rewards, which might include eg status, civilized fiefs, end-of-season cash and XP, magic items, monopoly on particular goods, troops, ... ?  And there is some gameable choice and allocation of limited resources, given partial information both about the objectives and the rewards for completion.
    • For a more civilization-politics focused game, would certainly be possible to do with individuals too; the Duke of Wheresuch has an interest in these things, the Earl of Therewith in these others...  But something I have found is that generally modern players are more comfortable with bureaucratic organizations than personal feudalism.
  • Limited access to new / weird races and classes - the market in the microsandbox is small, but what henchmen there are may be of races and classes not available back in civilization (or in other microsandboxes).  Also true of friendly / recruitable NPCs.

Sunday, July 22, 2018

Morrowind, Starcraft, Drafts

Been a while.  Currently procrastinating on writing binary patching tools for a big hacking competition coming up.  Gaming-relevant things I've been up to in the last...  oh dear, quarter I guess:

  • Replayed Morrowind using OpenMW and the GoG version of Morrowind's data files.  OpenMW is a straight upgrade on the original engine and worked beautifully.  Looking at it now, the game suffers some pacing issues and the wilderness gameplay is pretty boring (hey, like my campaigns!), but by and large I still think it compared favorably to Skyrim outside of polish / graphics.  The learning curve is steeper, but there's actually complexity there to master.  I had fun.
  • Got Starcraft 2 working in Wine, played through most of Wings of Liberty and the whole of the Heart of the Swarm campaign.
    • Wings of Liberty was OK.  There was sufficient freedom in choosing the order of missions that the plot (such as it was) got kinda incoherent in the middle of the campaign.  I'm a little sad their portrayal of the strategic part of guerrilla warfare / revolt wasn't better, but this is forgivable because ultimately the campaign layer is a wrapper around a series of games of the RTS mode.  In comparison to the SC1 campaigns, it felt like there was less use of heroic units, and less...  emotionally-impactful events (worlds falling and being destroyed, betrayals and deaths of notable NPCs, things like that).  Many of the missions felt pretty gamey / had silly gimmicks.
    • Heart of the Swarm was disappointing.  I did like that they reduced the freedom of mission choice, which allowed sort of coherent subplots to be carried out in close proximity / sequence.  It was, however, shorter than WoL, some of the same gimmicks were repeated, Kerrigan was way over-powered, and at the end of the day it just didn't feel very...  zerg.  Also I dislike the supernatural direction of things, with this prophecy and resurrected xelnaga business - psionics is always annoying to me in science fiction, excusable in small doses, but this is just turning into fantasy.  I have no intention to play the Protoss campaign.
      • Did get me thinking about zerg / tyranids / bugs for Dirtside, though - worms for deep-striking, winged locust infantry, burrowed hidden units in attack/defense scenarios, there're just a lot of interesting thing they could do that mix things up.  Then again, given how well my last conversion attempt of bugs to a Ground Zero game went...  meh.  On the upside, morale is much less important in Dirtside, so that might simplify things a little.
  • Woke up absurdly well-rested this morning, "as if I'd stolen sleep from whatever supernatural entity is responsible for its allocation."  Which would be an amusing adventure idea; characters cursed with nightmares, lucid-dreaming funhouse dungeon to kill or steal something to break the curse, and if you die you wake up (exhausted) and can try again the next night.  Reminds me of the 3.0 Manual of the Planes' dream-planes.
  • Apparently one of our summer interns plays 5e.
  • Re-read Dune.  Meh.  For a book so thematically concerned with ecology, they sure do neglect to explain what the worms are eating to grow to 200 meters / how they sustain the sort of energy expenditures observed.  It's a cool visual, but ultimately sort of dumb - swimming through sand is a lot harder than swimming through water.  Did find it somewhat interesting that most chapters (at least early) were structured around a single conversation between two characters.  Also interesting as an index for how much stuff I've forgotten over the last ten years (measured answer: most of it).
    • I suppose one interesting, gameable note from Dune was that both of the mentioned mentats (Piter and Thufir) were also their respective lord's master of assassins.  Interesting ties to Strategic Thief?
  • Titles of draft posts from the last couple of months that I haven't actually finished or published:

Tuesday, April 24, 2018

Wilderness Lords and Symbolic Hexclearing

I'm not on the Autarch fora much anymore, but I dropped by recently and something interesting came up.

Quoth Tywyll:
As to the Domain game, I'm using the assumption of another system which is that at level 9+ you don't build your own castle but reclaim one from an evil or chaotic lord.
To which I replied:
I like this idea a lot; what system is it from, if you don't mind my asking?  I could even see replacing clearing hexes with overthrowing a natural / monstrous "wilderness lord" (think Oberon, Arawn, &c) to reclaim a realm for man and Law. 
Apparently it is from Blood and Treasure, which I have not read, but which looks like sort of an interesting 3.x / OSR hybrid, with a lot of material backported from the 3.x SRD.

I want to elaborate on this a little.  Problems with traditional ACKS hex-clearing include that it is undramatic, with lots of time spent on boring crap fights with crap treasure against dumb beasts, and that it requires a lot of book-keeping.  We can reduce these problems by giving Wilderness a face, a name, a voice, a sentience.  The wilderness lord and his cronies are the biggest, baddest things in this particular patch of wilderness, strong and smart enough to keep everything else in check, supernatural and aloof from the conventions of man.  To depose or conquer them is to symbolically "tame" the wilderness that they rule, to bring it under the Law.  The remainder of the monsters in their territory are liable to recognize when the party is over and either emigrate or offer tribute in exchange for permission to remain, while human peasants acknowledge the new ruler and begin immigrating.

We might even construct a parallel hierarchy, of savage dukes and wild kings...

The real point of this post was to kick around some ideas for these things.  Going to see a lot of overlap with the "men and monsters" part of the dungeon random encounter table.

  • Elves / fey, possibly with leveled spellswords but those are complicated
  • Dragon is another easy one
  • Ents of Fangorn
  • The Ur-Wolf rules the Great Pack of the steppe
    • Crow, Coyote, the Lion of Narnia, the Tiger Burning Bright, and other sentient, conversant animal-spirits generally
    • Ysengrin
    • The Frog God
  • Leviathan, Dragon Turtle, or Kraken
  • I don't know what exactly the Mountain King is, but...  that.  The biggest, baddest, 12HD morlock you ever did see, maybe.
  • Steading of the Hill Giant Chieftain?  Sounds like a stronghold to me...
  • The Mushroom Brains of the Grim Fist
  • Vampire, lich, and death knight are classics
  • Continuing that gothic theme, werewolf/lycanthrope could certainly work
    • Demon Boar would make a fine wilderness lord with an orc/pig army
  • Wendigo
  • The Green Man / Green Knight / Maro
  • The simplest case, really, is the human outlaw - Robin Hood, the Khan, druids, Radagast the Brown (yeah yeah he was Maiar, can it), whatever, as long as they let the wilderness do its thing and remain inimical to settled, agrarian, civilized life.

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.