Author Archive

picaresque adventure pitch

Thursday, April 21st, 2011

Here are the rules for my upcoming picaresque one-shot 4e game, using my item quality rules:

Welcome to Setine!

Setine is a beautiful desert city of gardens, beauty, and riches. The gardens and beauty are nice, but you’d REALLY like to get your hands on the riches.

Come to Setine with a level 1 character (or just show up and grab a pre-made character!)

 
Special Poverty Rules

Instead of the normal starting money (100GP) you start with 10 GP and a ragged set of clothes. You’re too poor to afford most normal equipment, but you’re in luck! For every piece of equipment from the Player’s Handbook, there is a “bad” version that costs 1/10 the price! Every piece of bad equipment comes with some flaw: bad weapons break on a natural 1, bad food has a chance to make you sick, etc.

Room and Board

Normally, D&D characters don’t have to worry about their next meal, but in Setine, you’re only a day or two away from starvation.

The Golden Grapes: A fine inn in the respectable Silver District. 7 SP per night or 30 per week.
The Ragman: A disreputable inn. Keep an eye on your possessions! Located in the beautiful Baths District, where all the streets are flooded with a foot of standing water. 7 CP per night or 3 SP per week.
Sleeping on the streets: FREE! But you won’t heal or get your daily powers back.

Traveling in the City

When traveling between neighborhoods, you can either take the high roads or the back streets. On the high roads, the guards will let you through if you have appropriate clothing (normal clothes for middle-class neighborhoods, fine clothes for rich neighborhoods). If you take the back streets, you might run into a gang or other unpleasantness.

Everything below here is optional! You don’t have to read it if you don’t want to!

OPTIONAL: Backgrounds

You can take one of the following 10 backgrounds, which give you unique advantages and disadvantages, or you can skip the backgrounds and come up with any backstory you want.

Traveler: You’re not from Setine. You might be a sailor, merchant, con man, mercenary, or any other type of fortune seeker. You heard that Setine was paved with gold, but that doesn’t seem to be true in your neighborhood. Advantages: You speak the Southern language. Also, please tell me about the moneymaking opportunity that drew you to town. It might still work out! Disadvantages: You’re not from around here. -2 to Streetwise checks.

Honest Guardsman: You work under incorruptible Captain Pike (“The Tarrasque”). You can barely survive on your guardsman’s salary. Advantages: Start with a free low-quality spear (breaks on a natural 1) and low-quality chain mail (breaks if you’re critically hit). You have access to patrol schedules, so you can always summon a guard patrol within a neighborhood. Half the guards are honest, and inclined to be friendly. Disadvantages: Half the guards are corrupt, and inclined to be unfriendly.

Corrupt Guardsman: You work under good old Captain Falstaff (“The Wine Cask”). You make a little money on the side, but that’s the only way to survive on a guardsman’s salary. Advantages: Start with free chainmail and spear and guardsman uniform. You have access to patrol schedules, so you can avoid the guards within a neighborhood. Half the guards are corrupt, and inclined to be friendly to you. Disadvantages: Half the guards are honest, and inclined to be unfriendly.

Guild thief: You’re a low-ranking member of the respected Thieves Guild. Advantages: Access to “safe houses” in each neighborhood, and a fence that buys at 2x the normal fence price. Disadvantages: Half the people and houses in their city pay their dues to the Guild, and you are not allowed to rob them.

Guild beggar: You might be a pretend cripple or a plucky street orphan. You work for Vomit, the eccentric leader of the Beggar’s Guild. Advantages: Free access to the sewers (from every neighborhood except the Baths, where the sewers are underwater). You can beg (a minigame that can make you money). Disadvantages: You start with 3 GP instead of 10 GP.

Struggling Artist or Student: You’ve been living in a garret working on your play/painting/translation/performance. If you could just get some rich backers, you could release it to the world and probably be a huge success! Advantages: If you can raise at least 300 coins, you could release your masterwork, which could pay you back ten times over if it’s a hit! Disadvantages: Success is based on your artistic skills.

Orc: Orcs are commonly used as bodyguards and mercenaries. You’re between jobs. (For orc, use the stats of either half-orc or goliath). Advantages: +2 Intimidate. Free entry to the orc camp. Once a day, you can get 1-6 orc friends to help you on a job. Disadvantages: Poor orcs are generally regarded with suspicion, because when they’re hungry they smash things.

Noble: You’ve sold your lands, pawned your heirlooms, and your friends are avoiding you. If you could just raise 5000 GP you could pay off your debts and get a fresh start. Advantages: Start with a set of fine clothes. You also have a masterwork weapon (+1 to hit), but it’s pawned. You can redeem it for 100GP. Disadvantages: Half the merchants in the city refuse to do business with you. Debt collectors are combing the city for you. If they catch you, prison is the best-case scenario.

Disgraced Paladin: The Order of Tima (the “knights in white satin” are a pretty easygoing group of paladins devoted to courtly love. I don’t know what you did to get under their skin, but they’ve kicked you out of the Citadel of Love. Advantages: You start with your uniform, a fine suit of white clothes that gives you a +8 AC bonus as long as it is immaculately clean. Disadvantages: Becoming Bloodied or travelling through the filthy Baths district has a chance of dirtying your uniform.

Illegal Necromancer: You’re a wizard or cleric who worships a certain god who is unjustly suppressed in these parts. You’ve been kicked out of your former church or wizard’s college for your progressive beliefs. Advantages: When you find a corpse, you can raise it as a level 1 skeleton or zombie helper. You can only have one helper at a time. Disadvantages: Necromancy is illegal; the guards had better not find out about your little helper.

evidence that the mid-80s was a bad time to be a fantasy reader

Thursday, April 21st, 2011

I went into a used bookstore recently, and I saw these three 80’s fantasy novels:

Sentenced to Prism


Elf Defense


Prince of Whales

Well, it was a golden age if you liked pun-based fantasy. You also had Robert Asprin and Piers Anthony, who were sure to keep you rolling in the aisles.

Malcolm Gladwell vs. Ryan Dancey on the fate of TSR

Wednesday, April 20th, 2011

Mike Mearls, whose retrospective “Legends and Lore” columns always seem to be sidling towards a “We’re relaunching OD&D!” announcement, posted a link to an interesting Malcolm Gladwell TED Talk about the history of spaghetti sauce. Apparently, once upon a time, companies sought the One True Spaghetti Sauce Recipe, until a forward thinker discovered that people were different! And companies have achieved great success by splitting their product lines into different sauces catering to different tastes.

It seems obvious when put that baldly, but it also seems to contradict another seemingly obvious story that’s central to the modern D&D mythos.

There’s an analogy that’s commonly quoted to explain the death of TSR. I’ve seen it attributed to Ryan Dancey and Bill Slavicsek:

“Picture it this way,” Slavicsek says, “it’s raining money outside and you want to catch as much of it as you can. You can either make a really big bucket or waste your time and attention by creating a lot really small buckets — either way, you’re never going to make more rain.” In plain English, TSR, by putting out a lot of product lines instead of supporting the main Dungeons & Dragons line, fragmented the marketplace.

So the path to massive corporate success leads either through diversification or through consolidation. Which is it?

Here’s something that Ryan Dancey said about the death of TSR:

No customer profiling information. No feedback. No surveys. No “voice of the customer”. TSR, it seems, knew nothing about the people who kept it alive. The management of the company made decisions based on instinct and gut feelings; not data. They didn’t know how to listen – as an institution, listening to customers was considered something that other companies had to do – TSR lead, everyone else followed.

On the other hand, Malcolm Gladwell says: “Assumption number one in the food industry used to be that the way to find out what people want to eat – what will make them happy – is to ask them. […] People don’t know what they want. A critically important step in understanding our own desires is to realize that we cannot always explain what we want deep down.”

I think the takeaway from Gladwell’s quote is not that companies should ignore surveys (and message boards and blog posts); it’s that they shouldn’t be used as road maps. I think TSR was right to make a lot of decisions on instinct and gut feelings. No one would have filled out a survey and asked for D&D before it was invented.

Perhaps the purpose of the customer survey is not to tell a company what to do: it’s to tell a company what NOT to do. While no survey can tell a company to “make D&D”, a survey could plausibly say “stop making Dragon Dice”.

Mazes and Monsters: Monsters!!!

Monday, April 18th, 2011
This entry is part 32 of 34 in the series Mazes and Monsters

Here’s the M&M bestiary from levels 1 to 5, from the lowly Pixie to the mighty Mazosaurus Rex. The Mazosaurus Rex is not SPECIFICALLY attested in the movie, but I think it can be inferred from the awesomeness of Mazes and Monsters.

Download Monsters PDF

Synnibarr Sunday: Steelbreeze

Sunday, April 17th, 2011

“By the time they reached the Terra Isles, there was only 1 week left. To the humans it seemed hopeless, and indeed it might well have been if not for the courage of another Mutant named Steelbreeze. His powers were Invulnerability and Super Speed. He ran the distance between the Terra Isles and the Antarctic and found and entered The Womb. He then braved deadly radiation and fought off several mutated monsters until he reached the main control room.”

-The World of Synnibarr, introduction (page 2).
Capitalized proper nouns are in bold.

The Key to Rebecca

Friday, April 15th, 2011

The Key to Rebecca by Ken Follett

The Key to Rebecca by Ken Follett


The desert was carpeted with flowers.
“It’s the rain, obviously,” said Vandam. “But…”
Millions of flying insects had also appeared from nowhere, and now butterflies and bees dashed frantically from bloom to bloom, reaping the sudden harvest.
Billy said: “The seeds must have been in the sand, waiting.”

During and shortly after a heavy rain in the desert (an event about as common as a rare planetary alignment, which is to say once during the PCs’ career), giant, extravagantly colored flowers carpet the desert. Bees, butterflies, and flower fairies seem to be everywhere. For a day, it looks more like the feywild than the desert. The flowers are called desert blooms, and the PCs will make a fortune if they harvest and preserve them. They’re a magical ingredient coveted by wizards. The PCs will have to hurry, though, because the blooms will have disappeared in a few hours. Desert blooms hold water like cups, so for a short time, the parched PCs will have as much water as they can drink.

Table Cost

Wednesday, April 13th, 2011

Next time you design a new rule or game element, calculate its Table Cost. That’s a measure of the strain it places on the players around the table, in terms of time, brain stress, and suspension of disbelief. Rules with low Table Cost are less annoying to use. Rules with high Table Cost are more annoying to use, and they’d better have something else going for them, or they Get The Axe!

Recall Cost
+0: Not easily forgotten, because it’s obvious when should you should use it. (“I need healing, let me see what healing powers I have left!”)
+2: Somewhat easily forgotten. Your CHARACTER could be reasonably expected to remember it. When it’s not the focus of attention, you don’t have to think about it. (“I can activate Fire Form to get through the lava!”
+5: Easily forgotten. The PLAYER has to remember it, because it’s based on a generic or a meta-game trigger. May require something to be tracked from round to round. (“I became Bloodied, so my Animal Fury kicks in!”)

Speech Cost
+0: You don’t need to bother anyone else with the details (you roll 3d6 extra damage when flanking)
+2: Requires you to specify a game term aloud (“…and I do 15 fire damage”)
+5: Requires you to specify a game term aloud EVERY TURN (“…and I’m using my minor action to sustain the Flaming Sphere”)

Belief Cost
+0: Provides a vivid mental picture (“I slam into him and push him back a step”)
+2: Abstract (“When I hit this guy with my mace, I give you an AC bonus”)
+5: Defies imagination (“So I guess the fog is prone?”)
(more…)

nervous giggling

Monday, April 11th, 2011

A hyena freaking everyone out.

A hyena freaking everyone out.

I’ve been working on the Bestiary for Mazes and Monster but don’t quite have it ready. Since I’ve been thinking about monsters and madness, I did have this creepy – potentially horrifying – D&D idea:

When you’re running a gnoll battle, keep up an irritating nervous giggle during the PCs’ turns. (Did you know hyenas giggle when they’re overexcited or nervous?) Then, during the gnoll’s turns, while you’re busy rolling dice, get the other players involved. Have all the PCs, except the one getting attacked, cackle at the targeted PC. What will that do to the psychology of the person being isolated? What about to everyone else? I can imagine it creating a weird Stanford Prisoner Experiment vibe.

Luckily 4e turns are too short to do lasting psychological harm. PROBABLY!

Synnibarr Sunday: evil mutant baby

Sunday, April 10th, 2011

“By the time Synnibarr was finished and ready to take off, the stellar storm was only 2 months away. But before Synnibarr could depart, a child was born whose heart was as black as hell itself. The young child was born a Mutant. Her powers were unknown and never fully understood.

After she was born, she aged to adulthood within 15 minutes. She appeared to be drawn, for no known reason, to the fusion reactor as a moth is to light. Once in contact with it, she attempted to draw and contain its power, but this proved too much for her abilities to handle; the resulting disaster almost forestalled the launch of Synnibarr.”

-The World of Synnibarr, introduction (page 2).
Excessively awesome passages are highlighted.

Crossroads Adventures: stats

Friday, April 8th, 2011

I’ve mentioned Crossroads Adventures, the 80’s choose-your-own-adventure series. As far as I know, it didn’t have a D&D license. On the inside of my copy of “Warhorn”, it says “CROSSROADS Adventures are authorized interactive novels compatible for use with any role-playing game.” “Any role-playing game” is remarkably similar to D&D, because the Crossroads mechanics involve +1 swords, healing potions, and Strength, Intelligence, Dexterity, Constitution, Wisdom, and Charisma, all rated 3-18.

Each Crossroads book includes an essay explaining a bunch of gaming terms, including the six D&D attributes. The best part of this essay is that, unlike D&D, it explains each of the 16 possible values for each attribute, and for most of them, includes a real-life example. The examples are worth the price of the book. They’re pretty well thought out; they do a better job of letting you know what it means to have, say, a 15 in an attribute than does D&D. They’re also hilariously 80s.

Here are some highlights:

STRENGTH:
15 A top athlete or football running back [OR? Dis on football running backs?]
17 Changes tires without a jack
18 Wrestles Arnold Schwarzenegger and wins [OK, why not just peg Arnold at STR 17?]

The essay goes on to point out that an elephant “has a Strength of 23.” How do they know?

INTELLIGENCE
6 Curly (The third Stooge)
13 College professor/good quarterback [a lot of football in here!]
15 Indiana Jones/Carl Sagan
18 Leonardo Da Vinci (Isaac Asimov?) [Really? The author of the essay thinks that Asimov is maybe as smart as Da Vinci? I liked The Caves of Steel but let’s not go overboard here. Also, is Asimov verifiably 3 INT points higher than Carl Sagan?]

WISDOM/LUCK [Here’s where Crossroads becomes slightly incompatible from “any game”: it rolls “luck” into the Wisdom stat.]
13 Lee Iacocca
15 Captain Kirk (wisdom) / Conan (luck) [I take issue with both of these. Kirk, as far as I can tell, succeeds entirely based upon Charisma and maybe Luck. I don’t ever recall him making a wise decision.]
17 Sherlock Holmes (wisdom) / Luke Skywalker (luck) [Again, Sherlock Holmes’ skill is clearly Intelligence. And Luke Skywalker, luck? Apparently the author of the essay doesn’t believe in the Force. He thinks that hokey religions and ancient weapons are no match for a good blaster at your side.)

CONSTITUTION
15 Olympic Athlete/Sam Spade [Sam Spade? I guess he has a lot of constitution… I don’t remember much about the Maltese Falcon but I’m willing to believethat Sam got knocked out a few times and survived it.]
16 Marathon runner/Rocky [I agree that Constitution is pretty much Rocky’s strong point.]
18 Rasputin/Batman

DEXTERITY
13 Good fencer/Walter Payton [ah, more football!]
15 brain surgeon/Houdini
16 Flying Karamazov Brothers
17 movie ninja/Cyrano de Bergerac
18 Bruce Lee

A dexterity of 20 is possessed, apparently, by The Waco Kid. From Blazing Saddles. BLAZING SADDLES.

CHARISMA [This one is my favorite.]
7 Richard Nixon today [I wish they had statted Nixon’s Charisma at various points in his career. In China, 14! Jowly appearance vs. Kennedy, 8!]
14 Magnum, P. I. [Only 14???]
16 Henry Kissinger/Jim diGriz [one of these is the Stainless Steel Rat]
18 Dr. Who/Prof. Harold Hill (Centauri) [I have no problem with Dr. Who, but it never would have occurred to me to chart his CHA as 18. And apparently Centauri is a lovable character from the Last Starfighter? and Prof. Harold Hill is from the Music Man? OK, The Music Man is (arguably) timeless, but The Last Starfighter must have JUST COME OUT when this essay was written.]