Saturday, September 30, 2023

Poem a Day, Quantity Begets Quality

I read a (pdf warning) really interesting paper recently about writing a poem a day.  It got me thinking about quantity and quality in a lot of things in life besides just writing poems (though I did have a haiku-a-day habit for a while during the pandemic; it helped me mark the passage of seasonal time while basically locked in solitary confinement in an apartment).  One interesting passage:

In the book Art & Fear, they tell a story—which may be true, maybe not—of a university pottery class broken into two halves. One half was told their grades depended on the quality of the one pot they each handed in, and other was told their grades depended on the total weight of all their semester’s pieces. That is, each person in the first group would work however they wanted, but that person’s grade was determined by the quality of a single piece; each person in the second group would work all semester, and at the end each person would put all their pieces on a gigantic scale: 50 lbs and up was an A, 40–50 lbs was a B, etc. The best pieces of course all came from the group going for weight. The reasons are probably that the second group had no reason to fear the artistic process while they were learning craft techniques, and that they were practicing and experimenting through repetition.

But I think one of the most important reasons for their having the best work was that they could select the best piece rather than shepherd it along. You see, the first group could have worked this way too, but they all decided to just focus on making one perfect pot. Which is what we do as poets often.

I suspect that some DMs are tempted to do the same, trying to make one really good dungeon instead of ten dungeons, one of which is actually good.

It's interesting that he doesn't really couch it in the language of habit, though I suspect that once it does become habit the barrier to beginning on any given day is very low.  I kind of wonder if this is how eg Dyson works.  Dyson is incredibly prolific and it has to be a habit.  It also makes me wonder how Dyson picks which maps will get published where and what fraction he considers to be experiments that turned out mediocre / not worth publishing.

To a certain extent this is also the Dungeon23 approach, of making a habit of producing a little bit of a dungeon every day.  Dungeon23, though, seems to not really want to select / discard down to just the good bits at the end, instead throwing them all into a big megadungeon.

I am also reminded of evolutionary algorithms / reproduce-and-select, fuzzing, and distillation.  These are all kinda the same processes; produce lots of stuff, most of which isn't what you want, and then pick out the good bits and work from there.  Stupid generation processes that you do a lot of will still generate good stuff from time to time and it's just a question of separating it out.  And a human producing things will tend to increase quality of the mash over time, in a way that a pot still won't.

It's probably also true of sessions.  If you want to have great games, run lots of games, don't sit there prepping for the perfect game.  If you want to run great sessions, run lots of sessions - many will be mediocre but some will be great.  These are harder because you can't really throw away the bad ones; they still get inflicted on your players.

Possibly also of games/procedures/systems too.  Maybe this is an advantage of the rules-light / itch.io approach that I hadn't considered.  When you make lots of very small games, you get to iterate quickly, highlight the stuff that you think is the best, and sort of bury the stuff that turned out mediocre.  Arguably that's kind of how I blog!  Publish first, then link people to the ones that turn out to be relevant or that keep returning to mind, and the ones that nobody cares about just sit there doing very little harm.

Thursday, September 21, 2023

Randomized Starting XP

I was thinking the other day - I kind of want to start a game around the 2nd level range.  But I was having trouble settling on the precise XP number.  If you start at 2000 to get fighters to 2nd, MUs are only 1st.  If you start at 2500 to get MUs to 2nd, thieves are already 3rd.  So picking a single ideal numerical solution is hard.

It is also a little weird when all the PCs start with exactly the same amount of experience.  We already admit significant variation between PCs in terms of ability and starting gold - why not XP?  Particularly in an open-table situation, where it's expected that character level will vary within a party.

3d6 * 200 starting XP seems like a promising amount, averaging just over 2000, and never high enough for a fighter or MU to hit 3rd.  The interesting question is whether you roll it before or after committing to a class.  If you let it inform class choice, then you might get some interesting choices, where a stat line which is otherwise mediocre for a particular class gets played as that class because the XP roll is good for it (like low int, high XP to MU) or even worse otherwise (like a low XP roll where you can get 2nd with thief or cleric but nothing else).  I suspect that taking a high XP roll and using it for thief 3 instead of MU 2 or fighter 2 would probably not be a frequently-chosen option.  So this might be a great way to get a pretty consistently 2nd-level starting party, outside of very low rolls that don't even crack 1200.

On the other hand, a simulationist argument in favor of rolling XP after choosing class might be that it would be weird if nobody ever started a 1st-level MU.  Although maybe if you roll less than 1200 XP, where you're at 1st regardless, maybe MU becomes a real option again.  One sleep per day is one sleep per day...

(And then once we're rolling starting XP, clearly we need some rules for risking terrible injuries in chargen in order to potentially gain more starting XP...)

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.

Wednesday, September 6, 2023

1e DMG: Further Precedent for Player-Controlled XP Allocation?

I was poking around in the 1e DMG's section on experience points due to a discussion on /r/osr and stumbled across this on page 85:

Division of Experience Points:
How treasure is divided is actually in the realm of player decision. Experience points (x.p.) for slain monsters, however, is strictly your prerogative. It is suggested that you decide division of x.p. as follows:...

Italics mine.  And then the procedure for dividing XP only discusses XP from monsters. Further down on that page there's a discussion of XP from treasure but it discusses only things like lowering the ratio for XP from GP if the party was stronger than the monsters it took the treasure from, the value of magic items, and when XP for treasure is awarded - nothing about how XP from treasure is divided.

I think this could be interpreted in support of my old speculative post about players controlling how XP from treasure is divided through their choice of who to allocate treasure to.  The heading where this note about treasure being divided by players is explicitly about XP allocation.  The existing division procedure only covers XP from monsters, and no procedure for dividing XP from treasure is provided.  I wouldn't say it's clearly Gygax's intent that XP from treasure should be divided as the players choose, but I think it's the most reasonable interpretation of the gaps here.

Tangentially, the other thing that surprised me in the 1e DMG's section on awarding XP was:

SPECIAL BONUS AWARD TO EXPERIENCE POINTS
If your campaign is particularly dangerous, with a low life expectancy for
starting player characters, or if it is a well-established one where most players are of medium or above level, and new participants have difficulty surviving because of this, the following Special Bonus Award is suggested:

Any character killed and subsequently restored to life by means of a spell or device, other than a ring of regeneration, will earn an experience point bonus award of 1,000 points. This will materially aid characters of lower levels of experience, while it will not unduly affect earned experience for those of higher level. As only you can bestow this award, you may also feel free to decline to give it to player characters who were particularly foolish or stupid in their actions which immediately preceded death, particularly if such characters are not “sadder but wiser” for the happening.

 Gaining XP for dying, rather than losing it!  Wild!

Monday, August 28, 2023

Rival Parties and Replacement Characters

Every now and then there's a discussion about bringing in replacement characters in OSR games.  There was one recently on the reddits that brought this back to mind.  The consensus is that you should find excuses to get new PCs into the game.  But the poster points out that this distorts the resource game, and then people amend their position so that obviously you should have replacement PCs come in with partly-depleted resources.

As for me...  I'm thinking this sounds like an awful lot of DM fiat.  I eagerly await the "rulings, not rules!" in the comments.  But seriously, there are a lot of things that I don't like about the...  3rd?  4th? wave OSR but one thing I do like is the focus on little rules subsystems, "procedures".  See also Arbiter of Worlds' discussion on rulings establishing precedent and evolving into rules.

Anyway.  What would a system for adjudicating the arrival of new PCs look like?

Before designing one, it's worth checking whether we already have such a system in place but have failed to recognize it.  And I think Wandering Monster tables that are heavy on demihumans and "rival" adventuring parties could easily serve this purpose.  I have never had a good explanation of the point of having 30% of B/X's dungeon level one encounter table be demihumans and humans.  But maybe these encounters are intended to be a source of replacement PCs.  Then the deeper you go, the less frequent these encounters become and the harder it becomes to replace your losses in the dungeon.  Using the first level's friendly table to gather reinforcements pairs interestingly with using it as a safe haven to rest in for expeditions down to the second level.  The sharp drop off in potentially-friendly results on the encounter table as you level is interesting - maybe by the time you're going into the third dungeon level, you're expected to have hirelings rather than "living off the land" for replacement characters.  And then again, in the wilderness you have the Men table, but usefully-leveled results vary in frequency by terrain type.

So what's the procedure here?  Roll a random encounter with demihumans or adventurers, get a reaction roll better than Hostile, and then you can smuggle your replacement PC into that game that way?  And maybe they come in with fairly complete resources, but you had to take a significant risk (an encounter roll) to get them.  And if you're a party with multiple members down, maybe you make a bunch of noise to provoke encounter rolls in the hope of friendlies rather than the conventional wisdom of quietly trying to escape.  It's a high-risk double-or-nothing play but...  having that choice, between the quiet approach and the loud approach seems like it could make for some interesting gameplay.

The wildly-diegetic angle here would be to roll NPC parties completely straight, and then if they're not hostile on the reaction roll, allow players to pick an NPC to start playing.  Might be exploitable if you go on "recruiting" expeditions in high-level areas though.

I guess I'm not convinced that some delay on the arrival of replacement PCs is an ultimate evil, particularly if you let players who are out of characters continue to contribute to the party's problem-solving discussions (voicing someone else's henchmen, perhaps).  Particularly if a caller is being used, where people aren't acting out on their own behalf.

Monday, June 5, 2023

Wind in the Dungeon

It has been windy here lately.  I don't really have air conditioning, but I do have windows on both the east and west sides of my apartment.  When the wind is out of the east or west, I can get great cooling by opening both sides.  When the wind is out of the north or south, cooling my apartment becomes very difficult.

It has got me thinking about the old dungeon winds that would extinguish torches, and were good reasons for a protected lantern.  I've been wondering - were the old dungeon winds random?  Or did they arise from features that players might predict from the presence of airflow?  If one wanted to explain dungeon winds (or just moving air at all), how might one do it?

An opening near the surface might admit a draft of fresh air.  A pair of dungeon entrances at different elevations could produce a regular flow with both an influx and and outflux, like prairie dog burrows do.  A big persistent fire in the dungeon might have an in-draft and an outflow.  A tidal dungeon, where sections fill or empty of water, would have air flows associated with that.  The breathing of an enormous beast could produce regular periodic air flows.  A deep, cold underworld might have inflows where air in the upper levels cools and sinks.  You might be able to tell which doors are open or closed based on air flows; you can sure tell whether my windows are open or closed based on them.  Monsters might also be able to tell by the direction of drafts where things have changed in their environment...

(There are, of course, plenty of other interesting features to air besides motion - temperature, humidity, smell, composition...  and all of these could signal features too)

Sunday, May 14, 2023

Getting Started with Gauntlets

I keep putting off actually building gauntlet dungeons.  I've been thinking a little about why that is.  What are the hard problems here that I've quietly, subconsciously hemming and hawing over for like two years now?

One troublesome thing is that I feel like if I'm going to build levels that test the presence and effective use of certain classes, I should keep those levels sort of "balanced" between each other, so that certain classes don't feel like they're useless.  This almost implies a horizontal dungeon structure - if class-check levels are in series with descending dungeon level, then some class is still going to feel shafted or "dependent" on another class to get them down to where they shine.  And this also dilutes the viability of weird party comps which I was hoping for from class-focused levels.

I'm not really sure how I feel about building "wide" dungeon levels with sublevels testing individual classes.  Maybe this is an overreaction to being burnt on Rathell, the widest single level I've ever run.  I'm not sure how much patience / tolerance players will have for a single level of difficulty, even if it presents somewhat varied challenges.  On the other hand, it might make finding a path down more special (or more intimidating).

One solution to these two concerns / conflicting requirements is thinking more finely-grained about class-check levels and mixing class checks within single, smaller levels.  Rather than making a level (for example) a thief check or a cleric check, throw in individual elements that are cleric or thief checks.  A level might have a bunch of locks and a bunch of shriekers, testing thief for open locks and cleric for silence, or it might have a bunch of traps and undead, checking thief for trapfinding and cleric for turning (or cleric for find traps...).  So thinking about classes as bundles of features that are individually tested, and making testing multiple classes within a single level the standard.

This sounds pretty easy for thief, MU, and cleric - thief has a bunch of skills (which "come online" at varying rates), and MU and cleric have huge banks of spells to test individually.  Fighter is the tough one.  Clerics can pass AC checks just as well as the fighter, thieves can pass magic sword checks just as well as the fighter.  Cleaving checks (if one's game even has cleaves) are often passable by MUs with sleep, fireball, etc.  Max HP is a strange thing to test; I guess you could kinda do the 5e death spell thing, conditioning effects on max HP?  Rejigger sleep and cloudkill to work off of max HP rather than HD?  That's actually a really funny thought.  Conditioning effects on a 4e-style "bloodied" status when people are at half, so having bigger HP pools changes when those effects kick in?

I suppose one thing fighters are likely to have that most other characters will neglect (or at least not be raising through ability score tradeoffs) is just brute Strength.  Bring out the stuck doors, the portcullises that need lifted, the columns that need toppled, the stones that need carried, the chains that need pulled or broken.  This idea is growing on me - what sort of funhouse dungeon is complete without some strongman competition events?  So your MU has ogre power, fine, it's only three turns, Fafhrd here can flex those thews all day long.

Another angle on classes, if one were to build multiple smaller (say) 3-level dungeons, would be to tightly-class-theme individual dungeons.  Then you're not blocked on getting to the Thief Level by having to pass the Cleric Level.  And it's a pleasing idea from the in-world perspective; the legendary thief is gonna build a three-level gauntlet of traps and locks and sheer walls to make sure that whoever gets his gold is a worthy successor, you know?  The ruined temple of the Krolm is a gauntlet of strength and hit points and cleaving, it will take a lot of lore and prep to get into the sanctum of the Old Archmagos, etc.  The undead angle on clerics is a bit odd; maybe it's what is being kept in rather than out.  Or holy places with features intended to keep the unfaithful out have fallen to darkness.

Returning to "test multiple class features within a single megadungeon level", though, the other difficulty I have is in the very first level of a gauntlet megadungeon, for completely new players.  You just know their party composition is going to get messed up by casualties and you might not want them to rely on hirelings to patch it up.  I would almost be tempted to put "big scores" behind checks on individual class "core feature" like sleep and turning - getting a cleric or MU to the right place and recognizing that that's the right time (eg, to not have blown your sleep on a piddly random encounter) is a good start and a behavior we want to reinforce.  Other than that, maybe fundamentals of practice are the thing to focus on, like basic mapping?  A caller check, around "can the caller successfully interrupt impulsive players about to do something stupid?"  Maybe checks on mundane gear are also a good theme; most of that stuff is well within the purchasing power of first-level characters and mundane gear checks aren't dependent on having any particular class still alive.

Maybe that's an interesting solution to the first-level problem.  For seasoned veterans, a dungeon level with few monsters focused on mundane gear "puzzles" could be a bit dull.  But for people who have never played before, just successfully executing on the basics of dungeon exploration and random encounters could be a stimulating challenge even without having to worry about tackling serious (eg humanoid) lairs.

So then maybe the second level introduces humanoid faction play and gets more serious about mapping, logistics, traps...  What would be a good "capstone" for a three-level 'tutorial' gauntlet dungeon, I wonder?