mazes and spells

January 31st, 2011

I’m pretty far into my Mazes and Monsters RPG draft by now. When it comes to actually writing, I’m finding that I have to make up a lot of stuff from whole cloth. The Mazes and Monsters movie didn’t do all the work for me.

For instance, I’ve figured out the spell system, but now I actually have to fill out the spell lists. I have a handful of spell names, mostly gleaned from screencaps of Robbie’s and Kate’s character sheets.


Click the picture to enlarge if you want to squint and try to read Robbie’s character sheet.

Robbie’s spells are neatly divided into “spells” and “powers”.

The spells are
invisibility
sleeping potion
stop motion
the Eye of Timor

The powers are
Raise the Dead
Instant Healing
read strange languages

and something that looks to me like

mister mister

but it can’t be, because that is an 80s band, not a spell.

Any other ideas what it could be? Misty Magic? Make Image? Make Maze? Make Movie? (Maybe this explains how Mazes and Monsters got made!)

Kate’s fighter also knows spells!

There’s a thumb in the way, but these spells look to me like

Melts Metal
Freeze Water
Make [tacos]?
Move [stuff]?

The tacos spell seems slightly implausible, because if there was a spell that did that, we’d probably see the gang eating tacos at their game sessions, to “stay in character.”

I’ve decided that spells are divided into three categories: “spells” (available to all characters), “powers” (available only to Holy Men), and “tricks” (mentioned once by Jay Jay, and thus probably available to Frenetics).

Today I’ll try to flesh out the Powers available to Holy Men. I’ll write one spell per level, from 1 to 10.

Instant Healing: Level 1 power. Restores 30 HP.

Healing is the bread and butter of the cleric-type class, so this spell should be available at level 1. 30 points of healing will probably fully heal first- or second-level characters.

Look! Where the light was pointing!


Read Strange Languages: Level 2 power. You can read any written language. The spell ends when you fall asleep.

This Level 2 spell will be less popular than the level 1 healing spell, but hopefully, to compensate, Maze Controllers will put in lots of important foreign-language clues.

Holy Water: Level 3 attack power. The character is able to prepare a number of vials of Holy Water equal to their character level. Anyone can throw these vials as a normal attack. Any undead or demonic creature hit by a vial of Holy Water takes damage with a trait die.

Each Holy Water lasts until the caster falls asleep, at which point it becomes normal water.

This is the first spell I’ve written that has no basis in anything in the movie. I’ll have to do a lot of this, if I want to produce at least 30 spells, powers, and tricks.

One of the problems with low-level spellcasters is that they must hoard their spells while their fighter buddies get to swing swords all day. Inspired by the spell named “Sleeping Potion”, I decided that some attack spells might be pre-combat spells that gave the caster a limited number of pieces of ammunition.

Imagine if D&D’s Magic Missile gave first-level magic-users multiple missiles, which could be spent over the course of the day. It would give 1e magic-users more staying power over the course of the dungeon, without dropping the limited nature of 1e magic.

Full Healing: Level 4 power. Restores a character to their full Hit Point total.

A Holy Man needs a suite of successively more powerful heal spells. I’ve boosted their power relative to D&D, allowing a fourth-level character to fully heal someone, because I think Mazes and Monsters characters can’t count on getting back to town and resting whenever they want.

Seal Door: Level 5 power. Lock a single door. The door requires a RONA to open equal to the caster’s level + 3. If anyone fails this RONA, they may not try again.

You! Shall! Not! Pass!

This spell isn’t referenced by name anywhere in the movie, but I imagine that when Robbie/Pardieux mystically lays his hand on the door of Jay Jay’s Halloween party, he thinks he is casting this spell.

Make Thunderbolts. Level 6 attack power. Creates a number of thunderbolts up to the caster’s level, which are all held in the caster’s left hand. The thunderbolts can be thrown one at a time, and follow the rules for thrown weapons. If a target is hit, it takes Lightning damage. The spell ends when the thunderbolts are used up, the caster lets go of the thunderbolts, or the caster falls asleep.

After a couple of levels of sealing doors and healing, the Holy Man should be ready for a straight-ahead attack spell around now. Lightning seems suitably divine.

Healing Potion: Level 7 power. Creates up to 5 Healing Potions. Anyone who drinks one of these potions is restored to their full Hit Point total.

Each Healing Potion lasts until the caster falls asleep, at which point it becomes normal water.

After giving full healing to Holy Men at level 4, the only way to escalate is to heal the whole party. Because the spell produces potions, the Holy Man is freed from the task of providing in-combat healing – he just hands out potions before the battle starts.

Make Maze: Level 8 power. Allows you to put a creature into the Mazed condition. You must be within throwing distance, but you don’t need to throw anything. You speak up to 20 words: the creature believes whatever you say. For instance, “The other monsters have been plotting to steal your gold!” or “The room is filled with tacos that you must eat before you can attack us!”

As with any Maze, the victim gets an immediate check to escape that Maze. The RONA to escape the Maze is equal to your level.

I decided that make maze was more likely than mister mister.


Fly: Level 9 power. The caster, or another character of his choice, is able to fly for the next hour.

A flying character who takes off from a sufficiently high point (at least 1300 feet off the ground) who flies straight up for the entire hour can reach Heaven.

Robbie climbs WTC because he believes that he can fly to heaven to be reunited with his brother. I guess the extra height of the WTC makes all the difference.

Raise Dead: Level 10 power. Restores a dead person to life, with half of their maximum Hit Points. It only works for a short period after the person’s death; after that, you need to fly to Heaven to find them.

Next time: Playtest!

cities of Warlord of Ghandor

January 28th, 2011


This was not like the village of the Bomunga. It was of stone, with tall, tiered structures, ending in rounded tops. … this city was built of a corbeled architecture that all outside structures were built so each successive stone projected beyond the one below it. This gave the city a perfect defense as no human could scale such a wall.

This description of a sword-and-planet city, with out-tilting walls with rounded tops, reminds me of the way that a very, very small person would describe one of those sugar roses on birthday cakes.

icing rosesActually, a giant sugar rose would make a very attractive city. The pastel-pink walls would rise outwards. There would be separate, overlapping sections of walls, like petals. They wouldn’t touch, but between them would be a narrow corridor barred with a city gate.

Also, the book mentions breastworks. I’ve never been exactly sure what breastworks are, but it doesn’t matter, because even if I look it up, I can’t use “breastworks” as a D&D location because my players will snicker. But it got me thinking about how medieval builders added -works to things: it seems to denote a factory, with the added connotation that what was being made was a Work, capitalized. Adding -works onto fantasy words might be a fruitful way to make new locations that sound mechanized, sinister, and possibly slightly German (which might amount to the same thing.)

The Ghostworks.
The Boneworks.
The Soulworks.
The Bladeworks.
The Painworks.

What exactly goes on at the Painworks? I don’t know, but I bet its employees enjoy the music of Trent Rezner.

the ruin at Henders Farm

January 27th, 2011

A treasure map of an ancient city leads you to Henders Farm, where Henders uses the ruined walls of the palace as his field boundary markers. Your map indicates that the entrance to the treasury is under his wheat field, and other interesting sites under his other fields.

Henders wants compensation for a year’s ruined crops before he will let you excavate. 500 gold for the wheat field? 100 gold for each other field you excavate, except 200 for the hay. He needs the hay to feed his animals over the winter. (These prices are double his expected return on his crops.)

In Search of the Purrfect Villain

January 26th, 2011

Making a good villain is tough! If you aren’t careful, they can pretty easily die in the first session you introduce them! Sure, you can avoid getting them killed if they only show their face for a few moments before skulking back into the shadows, but if you want your villain to be able to get in the thick of things and properly taunt the PCs there are a few good things to keep in mind:

1. Make Your Villain a Lich: Liches are great! They can relentlessly fight the party over and over again and live to fight another day, even when defeated. Tracking down their phylactery is an exciting adventure unto itself and a delightful prelude to a final encounter.

2. Use a Flying Villain: Dragons, Onis, and humanoids with flying mounts are great. They can stick around in a fight until things start to get rough and then safely escape into the skies! A burrowing villain could do the same thing, but unless your villain is an umber hulk (which would be awesome!) that’s going to be a bit less common.

3. Use a Controller or Artillery: Most controllers and artillery can keep their distance from the fight, which makes it much easier to set up easy escape plans for them. If a Mind Flayer can stay effective while attacking from a balcony that is hard to get to, then it can simply walk away when it tires of the fighting. Read the rest of this entry »

character creation: dark elf vs dark knight

January 25th, 2011

D&D characters gain abilities in two ways: by choice and by chance.

In modern D&D, powers and abilities (feats, spells, etc) are generally chosen by the player, out of an ever-increasing set of sourcebooks.

In older D&D, the main special powers were spells, and they tended to be given out randomly or at the DM’s discretion.

Is one approach better than the other? Well, it seems to me that they reward different types of players. I’m tempted to raise the false dichotomy of “Roleplay vs Roll-play”, but I’ll avoid needless use of loaded terms and — nah, skip it! I WILL talk about roleplayers vs. roll-players. I think I may be trolling, guys! Am I doing it right?

In this context, I’ll define role-players as people who primarily choose their powers to support a specific character concept: a dual-wielding dark elf, for instance.

Roll-players are people who primarily choose their powers to make themselves effective in battle: a 3e Batman wizard, for instance.

Let’s see what Batman and Drizzt players do in modern D&D, where players can choose any ability they want out of the infinite universe of character options. The role-players are able to build their concept perfectly. Roll-players, though, quickly learn the “best” combinations and never choose anything else. They actually cheat themselves out of a wide range of character experiences this way.

On the other hand, what if we used a system where powers were assigned randomly, or discovered like treasure? Role-players would be frustrated when their dark elf ranger started accumulating longbow feats, so they couldn’t play the character they wanted to play. Roll-players, though, would be forced to optimize their character within arbitrary constraints, and would get the fun of facing different sets of tactical decisions with every character.

Modern D&D is a pretty crunchy, tactical RPG. Its totally non-random character creation, though, is better for actor-type players than tactical-type players.

In my Mazes and Monsters rules, by the way, I use a hybrid system. Characters choose special abilities from randomly-selected subsets of the available powers. 5e suggestion, guys! Might be a good way to go.

traits in Mazes and Monsters

January 24th, 2011

Traits

In FATE, you can make up your own traits, and apply them whenever you want. That’s fine for modern games, but in Mazes and Monsters, that kind of heady authorial control is reserved for high-level characters. The technology of the 80s is all about charts.

Here’s what I’m thinking:

Every character starts the game with one Trait. A Trait is a special characteristic that makes him or her unusually good (or bad) at certain activities.

To determine your Trait, roll a d12 and consult the following chart. Each die roll has two or more possible traits listed next to it: choose the one you want.

1 ARMS: Choose one of the following traits:
strength: Add a trait die to melee weapon damage (including unarmed combat). Carry up to 2 bulky items. Also, gain a Trait die on any check that requires strength.
throwing: Add a trait die when throwing a dagger.
2 LEGS: Choose one of the following traits:
quickness: When not wearing armor, your Protection RONA is increased by one. Add a trait die when running.
stealth: Add a trait die when sneaking or stealing.
3 MIND: Choose one of the following traits:
cleverness: gain a Trait die on any check that requires cleverness or trickery.
Spellcraft: Choose a spell. Gain a Trait die on any RONA check required by this spell. Also, its spell cost is halved.
4 HEART: Choose one of the following traits:
serenity: Add a trait die when escaping or resisting emotional attacks.
courage: Add a trait die when escaping or resisting fear attacks.
5 SKILL: Choose one of the following traits:
Weapon skill: Choose a weapon to specialize in (including unarmed combat). You gain a Trait die whenever you and your target are both using this weapon.
Athletic skill: Gain 10 bonus Hit Points. Gain a Trait die on any RONA involving athletics or toughness.
6 GUIDANCE: Choose one of the following traits:
luck: Once per session, add a trait die to a roll of your choice.
direction sense: Add a trait die when finding your way. Once per maze, you may ask the Maze Controller whether a door or passage will lead the party closer to the treasure.
7 EYES: Choose one of the following traits:
sharp eyes: Add a trait die when looking for something.
aim: Add a trait die when attacking with a bow.
8 EARS: Choose one of the following traits:
hear through walls: Add a trait die when listening for something.
intuition: Add a trait die to escape the Mazed state when talking to a nonexistent person. Add a trait die when determining people’s motives.
9 TONGUE: Choose one of the following traits:
persuasiveness: Add a trait die when convincing others. You may buy items from town at half price.
bardic music: If you play an instrument and sing while casting a Trick, add a trait die.
10 SOUL:
piety: Add a trait die when attacking undead. Also, gain a Trait die on any check that requires divine aid.
power of light: You may create illumination with no light source.
11 Roll again on the Traits table, rerolling 11s and 12s. Choose a Trait. You are unusually BAD at this trait: when it comes up, the Maze Controller rolls 2d12 and takes the WORST of the two rolls.
12 You may choose any trait you want.

I notice that w’ve sort of reinvented D&D3e feats here. That’s fine. It’s inevitable, I think, given the character sheets we’ve seen with their non-numeric character descriptors like “courage” and “throwing”. Again, it’s not us inventing, it’s Rona Jaffe guiding.

Next week: spells!

Warlord of Ghandor

January 21st, 2011


Looking upward I caught sight of one of the warriors being hauled upward into the trees above. A strange-appearing sinewy limb encircled him by the waist and was quickly pulling him upward. Before I could reach him, he was gone from sight, the foliage converging back into place covering the hole his body had made as it was dragged, struggling through it.

“Moga, what was it?” I yelled. “The feared Qouri,” he replied in hushed tones.

Warlord of Ghandor is a fairly awful Burroughs Princess of Mars pastiche, complete with the mystical planetary travel, low-gravity superhuman strength, and incomparable princess in distress.

Even the worst Burroughs book, however, usually features some unique monsters.

QOURI
level 7 lurker

The qouri lives in a tree nest 40 feet from the forest floor. Its tail drops down to seize passers by.

Move action: move tail tip up to 8 sq away. If an opponent is grabbed, it moves with the tail tip.
Attack action: grab opponent adjacent to tail tip. The grab is released if the tail takes 15 damage in one attack.
Free action: release grabbed opponent: usually in 3×3 nest. The quori is fixed in one corner of the nest. Anyone in the nest has superior cover from the forest floor.
Attack action: Lunge and bite one opponent in close burst 2.

Surprise: Any PC with less than 15 passive Perception or Nature will be surprised.

The quori likes to grab a single creature and pull him into his nest. Since the nest is 8 squares up, it will take most allies 3 move actions to climb up there. Meanwhile, the captured PC will have to fight alone. This will provide a different fight environment from normal.

Notice that moving the tail is a move action. Therefore, the only way that a PC can be whisked away without the tentacle being attacked is if the tail moves adjacent in the surprise round; wins initiative; successfully Grabs and moves to the nest on its turn.

Qouri can be encountered alone, but can also be encountered in a hive of up to 5 qouri who can all reach roughly the same area.

the Hidden City

January 20th, 2011

There’s a cafe near my work called The Hidden City.

Seems like there has to be a place in any campaign world for The Hidden City. It could be

-in the mountains, a la Shangri La
-subterranean, a la Neverwhere
-walled, a la the Forbidden City
-magically nestled in another city, a la Diagon Alley, or Rowling’s obvious literary inspiration, that one Gord the Rogue short story
-tiny: maybe a city of sentient bugs, or ratlings

Rites for everyone

January 18th, 2011

I recently posted a “rites” mechanic, where a wizard spends a turn powering-up his spells. I think it might actually be a good general mechanic: every class has a unique way to spend a turn powering up an attack; if successful, all hits become critical hits.

More examples:

Rogue: Skulk. As a turn-ending standard action, a rogue makes a Hide check vs. an opponent. If successful, the first hit on that opponent next turn will be a critical hit.

Fighter: Windup. A fighter begins a combat move. Like the wizard, if the fighter is hit before the next turn, the move is spoiled.

Cleric: Abjure. As a standard action, the cleric flourishes a holy symbol and demands that all enemies retreat. The next turn, an attack on any enemy within 3 squares of the cleric is a critical hit.

fantasies and scenarios

January 17th, 2011

Mazes and Monsters board

TOM HANKS: I played a game called Mazes and Monsters a little too much.
KATE: No kidding. What level?
TOM: Uh, nine. Ninth level.
KATE: So am I! Isn’t it wonderful to be finally creating your own scenarios?
TOM: Yeah, yeah, and your own fantasies too!

OK, the above dialogue raises a few questions. For instance:
WHAT

It’s hard to see how these fit into standard RPG structure, and, indeed, upon first hearing, it sounds like arrant nonsense – nonsense that merits slaps to the writer. But if we’ve learned nothing else, we’ve learned to TRUST MAZES AND MONSTERS. If we haven’t learned that, we’ve learned nothing.

And we’ve been wasting our time.

Scenarios

Here’s my theory: a “scenario” is the intro text that introduces an adventure. For instance, “You stand before the palace of the Ghosts of the Gravelands. Fell spirits float through its ancient corridors. It is rumored that among the palace’s treasures are mighty gems that may trap men’s souls.”

At ninth level, players gain the ability to write this intro dialogue, thus choosing the nature of the maze, typical monsters or a boss who inhabit the maze, and the kind of treasure that can be gained. The Maze Controller still writes and controls the adventure within these parameters. After all, the Maze Controller’s powers are like unto those of a god. Even gods take suggestions, I guess.

Fantasies

We know that Mazes and Monsters grows progressively more psychologically difficult (and powerful) as you advance in level. However, we haven’t really explored the dangerous world of the unconscious mind. Our current rules sound like pretty vanilla 80s RPG design. We need to push the pop-psychology envelope with our Fantasy rules. As Blondie says, “We work out our problems in the caverns and then we leave them there.”

Like scenarios, fantasies must give players some agency over the perils they face. Again, Mazes and Monsters anticipates the shared narrative of modern indie RPG design.

Let’s start by getting some information about the players’ psyches. We’ll use this information to populate the game’s mazes with suitably cathartic (or destructive) challenges. At various levels, every player rolls a d12 to select a question from the following chart and gives the answer to the Maze Controller.

1. What makes you angry?
2. What betrayal do you fear?
3. In what way do you feel like a failure?
4. What part of your behavior feels out of control?
5. What’s one thing you’d like to preserve from harm or change?
6. What would you like to tell someone so they really understand? Who?
7. What do you worry about most?
8. What would make you a success?
9. What would you like people to admire about you?
10. Describe your most frightening nightmare.
11. What event could drive you to madness or despair?
12. What magical power would allow you to solve all your real-life problems?

Armed with this information, the Maze Controller can create thinly-disguised, hamhanded challenges and rewards that have real psychological effects on the players. These are called “fantasies”. For instance, if a player says that they would like the power of resurrection to bring back a dead relative, you make up a pretend relative of the character, kill them off, and then offer the character a quest that will let them conquer Death! The Maze Controller can do real psychological healing! Or harm. Hard to predict which. That’s part of the fun!

Example of play:

Maze Controller: OK, Tom, your real brother died, right? Your character, Pardieux, has a brother, and he just died. You watched him fall off a building! As he fell, he called, “Help me, brother!” but you were too far away!
Tom: (weeps)
Maze Controller: If you can find the Clock of Chronos, you can reverse those events! It will be as if it never happened. The Clock of Chronos is in the Dungeon of Lemnos…

At level 9, players can “create their own fantasy”. Once per level, they may seize control of the story and narrate their own thinly-disguised challenge, quest or hero’s journey. The Maze Controller sets all the RONAs and makes the dice rolls, but otherwise, the player has control over the fantasy until it has been conquered – or until it conquers!

Example of play:

Maze Controller: OK, guys, you’ve just returned from the Maze of Whispers. You –
Tom: Just a minute: I’m creating a fantasy. My character gives his earnings to his brother, who immediately runs away and gets lost in the city. After a few days, he has been robbed and beaten. He’s starving in an alley… he’s attacked by thugs… he cries out! “Brother! Save me!” but I’m to far away to help! He’s… (weeps)
Maze Controller: Right. Guys, if you can run through the mazes of the Slums of the Golden city, you MIGHT be able to intervene before Tom’s brother is killed.

Wow, it sounds really irresponsible to hand that kind of manipulative emotional control to people with no psychological training! Unless, of course, those people are fully licensed Maze Controllers or players able to play at the 9th level.

Next week: traits!