Archive for the ‘fluff/inspiration’ Category

mazed in monsters

Monday, January 10th, 2011
This entry is part 19 of 34 in the series Mazes and Monsters

OK, we’ve got pretty much a complete game out of Mazes and Monsters. We’ve figured out combat, skills and spells: everything we need for a generic sword-and-sorcery game.

All that’s remaining are a few Mazes-and-Monsters-specific rules hints dropped by the characters. Frankly, a lot of them don’t receive a lot of rules support in the movie at all, and some almost seem like offhand fake-jargon that’s being made up on the spot. But we know that
THAT’S
NOT
TRUE.

There is Underlying Truth to be found here: we just have to dig it up.

Get your shovels!

Mazed

One of the focuses of Mazes and Monsters is the thin line between fantasy and reality.

Equally thin is the line between players and characters. Both players and characters can become confused about what’s real and what’s not.

We’ve determined that when a character is confused, they enter the “Mazed” condition. A Mazed character’s mini is placed in a special square on the Mazes and Monsters gameboard, which I will call the “Maze Prison”.

Mazes and Monsters boardWhen a character is Mazed, their perception of reality can be skewed by whoever is imposing the condition. Friends may appear enemies and vice versa; an open door may appear to be a solid wall; or the character may be totally immersed in a fantasy world that has no connection to reality (or, technically, a fantasy world that has no connection to the shared fantasy world of Mazes and Monsters: a higher level of fantasy, if you will.) All details of the fantasy are determined by the creature or effect that imposes it.

The power of a Maze is measured by the RONA check to escape it. Like other RONAs, it ranges from 3 (Easy) to 9 (Hard).

When an effect Mazes you, you may make an immediate RONA check to shake off the illusion. If you succeed, it exerts no more power over you. If you fail, you are locked into the illusion until some outside force challenges your delusion. Such an event is called a Maze Disruption, and it allows you to make a new RONA check, against the same difficulty, to break free of the illusion. If this new check fails, you incorporate the disruption within the Maze delusion, and that same effect will no longer provide you with a chance to break free.

Example Maze Disruptions:
-If you’ve been Mazed to believe an open door is a solid wall, you may make a new RONA check if someone passes through the door.
-If you’ve been Mazed to think that your friend is a fierce Gorville, you may make a new RONA check if your friend talks to you and reminds you of your shared friendship.

Caution: According to Mazes and Monsters, these are rules for real life as well!

Next week: We’ll cover more movie jargon, “fantasies and scenarios”! Will this be the sexiest Mazes and Monsters article yet??

African Civilizations: best sourcebook ever

Friday, January 7th, 2011

African Civilizations by Graham Connah

African Civilizations by Graham Connah

Wow, I got more than a dozen blog posts about game ideas out of this book. This book gave me more D&D inspiration than most WOTC sourcebooks I can remember. Not surprising: books of archaeology and history are likely to spur a lot of campaign settings ideas.

A book about Africa is uniquely suited to D&D idea mining. For one thing, it’s unfamiliar. Your D&D group may have some medieval history buffs in it. Fewer groups have any Africa experts. I never learned about pre-colonial African history in school. (In fact, a lot of its history was entirely unknown until archaeological work in the last few decades.) As far as my familiarity with the subject matter went, the history in this book might as well have been the history of an alternate Earth. Which is basically what a D&D campaign world is: that plus magic.

After my reading, I didn’t end up with an Africa-themed campaign: I still have a typically Western European fantasy world. However, the interaction of these two milieus provided some interesting and peculiar details. The Plateau of Spirits and the Raid Year, the sacrifice of the Stag King, the roadside altars, the Wind of No Return, the Elves of the Ruins, and the dwarven soul discs give specificity to my campaign world.

harvestmen

Thursday, January 6th, 2011

Have you guys heard the term “harvestmen”?

“Harvestman” seems to be a folk name for what I always called a daddy long-legs: a scarier, more awesome name, I think. It’s ominous even before you know that harvestmen are giant freaky spider-things.

The name “harvestmen” practically comes with a built-in adventure. Imagine a village where people keep on warning the PCs about the coming of the Harvestmen. Maybe no one in the village is older than 30. Then these leggy spider guys finally show up. They’re harvesting the older villagers, including any older PCs.

Real harvestmen have a stink attack that they use when threatened, and their legs continue to twitch after they are severed, which in D&D terms means, I think, that severed legs attack independently.

By the way, harvestmen reproduce sexually. Maybe only female villagers are harvested. Creepy!

legal battles on the battlegrid

Tuesday, January 4th, 2011

Let’s say you’re running a city campaign, and you decide (for whatever reason) that you don’t want your players to treat your city like a dungeon with no roof, kicking in every door and murdering indiscriminately. On the other hand, everyone likes a fight, and you want to pack in at least one combat per game session! This can send mixed signals to a player. How will they know when it’s “this guy is dangerous, but we can’t just murder him” time and when it’s “kill the threat to the city and get a medal” time?

Bring law onto the battle grid. Historically (or at least historical-fictionally), dangerous cities had codes of acceptable violence. Dueling laws separated honorable heroes from murderers.

The laws don’t have to be complete, and they don’t even have to make much sense. There’s just one quality they need: they must be SHORT. Players don’t have space in their brain for a whole new legal system. The entire law code should be no longer than, say, a feat description.

Here’s one potential law system, or at least the part that’s relevant to players:

The Blood for Blood Law
If you kill someone who has not physically injured you or an ally, you are guilty of murder.

Make this a strict rule in your city. Anyone who breaks it (with witnesses) will face serious consequences. Let the players know that this is the rubric for when they are not allowed to kill people within city limits. (There are other laws, of course. An assassin who is injured by his mark doesn’t get off scot free. At the very least, he’s breaking and entering.)

The lawmakers’ intent behind the Blood for Blood Law was to prevent murders masquerading as duels. If an adventurer forces a shopkeeper into a duel, and kills him, is it a fair fight? If the shopkeeper got in a hit, maybe it is. If the adventurer beats the shopkeeper without taking a scratch, that suggests that the adventurer was far more skilled than the shopkeeper, and it’s MURDER.

Say the PCs are attacked by their enemies: enemies who could be… awkward if left alive. Are the PCs allowed to kill them? Not until the enemies get some hits in. Once they smack a PC for a few points of damage, they become fair game. Also: that guy in the back, shooting arrows at the PCs and missing every time? He’ll have to be dealt with nonlethally. Or you can make a Bluff check to blame a self-inflicted wound on him.

Does it make sense? Not really. But it’s the law of the land. And it works better with D&D than more sensible rules: it doesn’t forbid combat, it just saddles it with arbitrary restrictions.

the elves of the ruins

Tuesday, December 28th, 2010

The Zimbabwe plateau is filled with monumental stone structures, built during the European medieval and renaissance period. Archaeologists don’t really know what people built them. In the 19th century, archaeologists found that the people currently living in the ruins didn’t know who had built them either, or what they were for. They had just moved into some empty ruins.

African Civilizations by Graham Connah

African Civilizations by Graham Connah

OK, so it would be cool to have a people living in and among the ruins of an unidentified higher civilization. Who should the current inhabitants be?

Old-school elves are surprisingly good candidates.
(more…)

the magic king

Friday, December 17th, 2010

I’ve mentioned before that in a D&D world, where magic works, we should trust ceremony. One ceremony I haven’t discussed yet is the anointing of a king. In Africa this was apparently very important: African Civilizations mentions that all the African civilizations studied in the book appear to use religious ideology to support the power of its ruling class. In some places in central Africa, kings were worshiped as recently as the 20th century.

African Civilizations by Graham Connah

African Civilizations by Graham Connah

D&D, and fantasy in general, tends to be deeply conservative, in that its heroes tend to be the type who support the status quo, or want to return a recent status quo. They oppose evil forces who want to change things for the worse. (Liberal fantasy would be, I guess, about educating the peasants or something: change would generally be regarded in a more positive light.)

Because fantasy is conservative, it idealizes the institution of kingship. The rules of monarchy have the power of natural law.

A king has a lot of political powers, but in a magical world, I think a king has some magical powers too.

a) A king’s blood is sacred. A subject who kills his rightful king will fall under a curse, probably for many generations.

b) A king has ritual powers. A king can perform “speech acts”: appointing people knights and nobles, and probably performing weddings and funerals, too, like the captain of a boat.

b) A king has healing powers. In medieval England, for instance, a king’s touch was supposed to cure tuberculosis. Between this and the ritual powers, a king basically has all the powers of a cleric. Makes sense, since if a king is not in the “leader” role, who is?

c) A king has powers related to national defense. Many kingdoms probably have some magic items or rituals usable only by the true king in defense of the kingdom. Excalibur comes to mind.

name day: Bright

Thursday, December 16th, 2010

Who, or what, is named Bright?

My first thought is that it’s an ironic name for something dark. Maybe there’s an assassins’ guild where every assassin’s on-the-job pseudonym is Bright, the way clients are all named Johnson in Shadowrun.

Hmm… that’s OK, but maybe it feels a little too much like an acronym, like THRUSH from Man from Uncle or KAOS from Get Smart.

Any other ideas?

(By the way, my group recently played a game of Shadowrun where my character was a Russian celebrity. The GM decided that my client was named Ivanovich. If that’s an old gag, it’s new to me.)

combat in Mazes and Monsters (including, of course, maiming and slaughter)

Monday, December 13th, 2010
This entry is part 18 of 34 in the series Mazes and Monsters

Last week we started work on the Mazes and Monsters combat system, figuring out HP and damage. That was the easy part: hit rolls are really the central feature of combat.

Let’s use RONA for this. As you may remember, using RONA, you roll a D12 and try to hit a target number. If you have an applicable trait, you roll 2d12 and take the highest number.

Wimpy monsters require an Easy Rona (a roll of 3 or more on an exploding d12); middle-range monsters Average (6) and tough or well-armored foes Hard (9).

Characters don’t necessarily get much better at hitting as they level. As soon as they get a trait that lets them roll 2d12 for their attack, they’re as good as they’ll ever be.

This is a departure from fantasy RPGs like D&D, which give the PCs (and monsters) steadily increasing hit chances as they level. Mazes and Monsters, on the other hand, provides steadily increasing damage; we don’t need to double-dip.

Armor

Armor in Mazes and Monsters is very limited! Iglacia the Fighter has listed among her possessions “armor”, “shield”, and “helmet”. No “leather”, “chain”, or “plate”; no armor+1. Just “Armor”.

Let’s say that hitting an unarmored character requires an Average success: in essence, you need to roll a 6 to hit them. We’ll give each of Armor, Helm, and Shield a +1 to that number, so a fully-armored character like Iglacia requires a 9 to hit: a Hard RONA.

Is there anything on Iglacia’s character sheet to bear out this theory?

Well, there is a stat right below H.P. I can’t make out the acronym: it’s two letters, and its value is 10. If I had to guess, I’d say that the letters were “P.T.” or “T.P.” or “B.R.” or something like that. Since I can’t figure out what it is, I’m going to declare that it’s “P.R.”, “Protection RONA”. It’s 10, instead of 9, which gives Iglacia a better defense than we theorized! Maybe Armor grants +2 P.R. while the helm and shield grant +1 each.

Weapons

Iglacia has a couple of weapons on her character sheet: mace, axe, and the Talking Sword of Loghri. She must have had some reason for keeping her mace even after she got her Talking Sword of Logrhi. How are we going to differentiate these weapons?

I’m tempted to adopt the D&D3 solution of giving monsters resistances and weaknesses to bashing, piercing, or slashing weapons. We can extend that to spells, too: maze mummies are weak to fire, for instance.

Actually, given that the only type of armor is “armor”, the list of weapons in Mazes and Monsters probably isn’t very long. No footman’s mace or Bohemian earspoon here. Instead of dividing weapons into categories, we can just give monsters resistances to specific weapons.

While we’re here, let’s come up with the weapons list. It probably looks something like

sword
mace
axe
spear
dagger
bow
staff

Let’s handle monster weaknesses and resistances by adjusting the monster’s P.R. (Protection RONA): +3 for resistances and -3 for weaknesses. For instance:

Mystic Skeleton
PR: 6 (9 vs arrows, swords and daggers)

Maiming and Slaughter

We’ve already come up with a colorful Maiming table. We can now tie that to the RONA system. If you (or a monster) get a critical success (10 higher than the RONA target number) you can roll on the maiming table. If you happen to roll a double crit (20 higher than the RONA) let’s say you kill your target instantly. We’ll call that a slaughter because that’s the sort of term that probably would have distressed 80s parents.

Say, what are the odds of having a character get Slaughtered by a freak roll of the dice?

I tend to think that monsters always roll 1d12s: the extra d12 from Traits are one of the ways that players have an advantage over their environment. In order to Slaughter an unarmored character with a RONA of 6, a monster needs a 26. That means rolling 12 twice, and then rolling a 6 or higher. The odds of this are about 1 in 300.

How many times is a character attacked between level 1 and level 9? Well, earlier we decided that it takes 70 game sessions to get to level 9. Let’s conservatively guess that there are two combats per session. Unarmored characters try to stay out of the way, but they probably get attacked at least once per battle. Over 9 levels, that’s about 300 attacks: you’ve got an even chance of being Slaughtered before you get to level 10. Add to that the chances of death by HP depletion, traps, tricks, and Maze-related madness, and it’s obviously quite an accomplishment to make it to the level-10 cap.

Fumbling

If there’s a special chart for critical hits, there needs to be a chart for critical failures too. If you roll ten less than a target Protection RONA, you have to roll on the Fumble Chart.

Fumble Subtable
1: The character impales himself with his or another’s weapon. Character rolls damage on himself.
1: The character makes the same attack again, this time on an ally.
3: The character’s weapon or spell breaks.
4-5: The character’s weapon or spell flies across the room.
6-7: The character leaves himself open. One opponent may make a free attack.
8-9: The character falls down. He loses his next turn.
10-11: The character misses spectacularly. No other effect.
12: If there is another enemy in range, the character automatically hits that enemy.

On a double fumble (20 lower than the target’s P.R.) the character kills himself with his own weapon.

OK, our combat system is pretty solid. We maybe erred in basing it on the same mechanic as everything else in the game; to maintain fidelity to 80’s RPG style, we should have had it be a whole separate subsystem. But at least we jammed in a few unnecessary charts.

Next week we’ll finish off whatever odds and ends of rules we haven’t addressed yet. The Mazed condition springs to mind. Then, the week after: the official release of Mazes and Monsters 1st Edition, just in time for Christmas!

Edit: We won’t do that. Instead, next time: we’ll get mazed!

how to DJ your own funeral

Friday, December 10th, 2010

One type of common artifact found in the Zimbabwe ruins was “perforated clay disks”. Archaeologists believe they were spinning wheels, but “they could have other uses.”

African Civilizations by Graham Connah

African Civilizations by Graham Connah

If PCs found, among the ruins, a bunch of perforated clay disks, what interesting mystery could they pose? If the PCs find out that they’re spinning wheels, that will be kind of a dud mystery. Some magical or ritual significance is in order.

When you spin the disks, using some wood and string contraption (sold separately), the disks emit a ghostly wail. When spun at the right speed, they allow communication with the dead.

Why, then, are there so many of the disks, found all over the ruin? You’d think you’d only need a couple, probably found in the temple.

Perhaps every reasonably rich person has a personal clay disk made, which is keyed to the owner’s voice. After someone’s death, his or her loved ones can ask them important questions “Who killed you? Do you love me? Who gets the armoire?” for a few days before the person’s soul journeys on.

The people who lived in this ruin must have been really into ancestors and death. They’re starting to sound like dwarves. Yeah, gotta be dwarves.

Ceremony is Always Rite

Tuesday, December 7th, 2010

James Mal has proposed an OD&D gameplay principle: D&D is always right. In other words, if you find an apparent contradiction or nonsensical rule, give it the benefit of the doubt and restructure your gameplay expectations to justify it. I think of this as similar to the fandom practice of creating explanations for apparent errors: for instance, if Star Wars is Always Right, you get to come up with a fun explanation for why the Millenium Falcon can do the Kessel Run in 12 parsecs.

This can be a fun practice, and often leads to interesting and quirky world details that make it seem like a living place.

Here’s another principle: Ceremony is Always Right.

Real old-time superstitions, rituals, and beliefs about magic should be a great source for worldbuilding quirkiness. Assume that any ceremony or ritual is not just ignorant superstition, but has a part in making the world the way it is.

I talked about funeral practices being necessary for speeding souls on their way. The same priests who do funerals probably do weddings too.

weddings in D&D

A wedding’s main function is for legitimizing heirs, right, for inheritance? Besides the legal penalties, what is the magical significance of being born out of wedlock?

I think medieval bastards were perceived as chaotic force. They have no claim on the lifestyle they’re born to. If they want to get anything, they need to upset the social order to get it, like Edmund in King Lear. What if bastard babies have a chance of being possessed by a demon, or being swapped for a changeling or something? A demon-possessed or changeling child will grow up with the goal of disrupting the family, either by seizing power or just killing everybody.

In ancient days, when demons ruled, demon spirits possessed maybe one in 10 children. The wedding ritual, which protects the children of a marriage, was one of the turning points in the war against the demons.