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Showing posts with label Game Design. Show all posts
Showing posts with label Game Design. Show all posts

Thursday, May 13, 2010

Researching Cthulhu - Part 2: Books

For my next research topic it's time to delve into the deep and research the many tentacled Mythos of Cthulhu: ancient tomes of magic and dark deeds. Lovecraft's writing make reference to several books that have become staples of the genre. I'd like to use this element to add some flavor to Icosa.

As a departure from the typical 'spellbook' and to help add to the chaotic nature of spellcasting, magic-user spells will only be found scattered about in various texts rather than collected in a wizard's spellbook. Each player could have their own traveling spellbook from which to memorize, but I see these as notes and shorthand, it would not be sufficient for a magic-user to learn the spell from one of these traveling tomes. This would be the equivalent to the researchers notebook. I'm feel that this, along with few starting spells, will give the magic-users reason to delving into dungeons dark and dangerous. It also gives them a reason to have a home base where they can store their library.

These books can take many forms. They can be studies on a partiular subject, writings of many authors, perhaps an enclave or coven. They could be the mad ramblings of a magic-user whose mind has been lost or warped by the chaos he casts. So in addition to spells, the book should impart some knowledge. This knowledge is a way of slowly unraveling the mystery that is the history of Icosa. Spells in these books would be limited to one or two which are related to the nature of the work.

These tomes also help build the feel of an ancient lost world, one where magic was perhaps more prevalent than today in Icosa. This will help me introduce figures of note from history. Most notably I'd like to introduce famous magic-users through their works, ala Melf and Mordenkainen.

I believe the text of spells would be in an ancient tongue; except for possibly one ancient magic-using race, the language would be considered dead. This language is passed down from master to apprentice and would be considered secret. Magic-users could identify one another through the use of key words and phrases.

This approach will allow me to do away with Read Magic. Blasphemy you say? Isn't it required for reading magic scrolls? Well, no, because I'm not going to have magic scrolls, at least, not the one-shot magic spell variety. The reason for this is that I don't see a basis for this in any of the text I'm using as source material; magic scrolls feels more like a game element than a literary one. Magic is a language, you have to know the language to learn and cast the spells, so every magic-user will start out knowing this language.

What about clerics? Good question. My approach is that clerical spells (or prayers) would be written in a language specific to alignment. I envision Lawful clerical writing to be in something similar to Latin and Chaotic writing to be in an offshoot or distant dialect of the text used by magic-users. While magic-users could recognize the writing as coming from the same source as their spell-casting language, they could not read it and vice versa.

As mentioned above, these works would contain knowledge on various topics. This dovetails nicely with the various 'magical' tomes that increase statistics like Intelligence or Widsom (remember, in Swords & Wizardry, higher stats means faster advancement). These books could be written in other ancient languages that need to be researched and deciphered while the spell portions are written in the language related to the type of spells. this makes Read Languages a useful first level spell.

But I'm not sold on keeping Read Languages either. Without it characters will need to do research and that may lead to more explorations and lead to more adventures or be on the lookout to hire a knowledgeable sage. In an effort to keep the characters hungry and motivated to keep exploring, this idea is appealing to me.

Now this doesn't rule out a spell that would specifically encrypt text to be undecipherable. This could be used for special messages, secret tomes and such. Taken a step further, what if each version of the spell have a specific counter version in order to decipher it? This could lead to interesting adventure.

Or, instead of a counter-spell, what if it had a trigger word to display the text normally. I like this idea better because it gives players a reason not to kill everyone the come into contact with so that they can discover word they need to read the text. But, then again, if they do slay someone, that might be a good reason to locate someone who can speak with the dead.

Obviously clerics and magic-users would want to learn more languages. To keep it simple, they could learn an additional language for every point of Intelligence over 10. They could start with a default set and add others as they find the need. I see these two classes being the only ones assumed to be literate. Fighters would be assumed illiterate unless their background deems otherwise, such as a noble.

Well my sanity is holding out so far, let's see where this research takes me next. Perhaps to the land of Dreams?

Follow Your Bliss,
JJ

Thursday, April 29, 2010

Researching Cthulhu - Part 1: Horror

Picking up where I left off in my formula for Icosa (Elric + Cthulhu) it's time to visit the realm of horror that is the Cthulhu Mythos. I don't know why, but I'm really attracted to the idea of marrying fantasy with horror. Maybe it makes the heroes more heroic: standing up to the terrors that leave others running home and crying for mommy.

I think the seed of this idea was first planted after reading through Monte Cook's d20 Call of Cthulhu. The last section of the book was deticated to incorporating these horrors into an existing D&D campaign. It painted a facinating image of dark Druids and evil Clerics devoted to these mad gods of cosmic Chaos. I was hooked.

Coupling Cthulhu with Elric seemed natural after reading Moorcock's eerie description of Arioch, Duke of Hell in his natural form: a roiling mass of pure Chaos that would do Shub-Niggurath proud. Perhaps Elric's Chaos Lords were simply the Mythos in another guise.

My limited experience playing Call of Cthulhu has endeared me to the Sanity mechanic used in that game. I think it does an excellent job of instilling in the player the horror that comes from knowing dark secrets that should best be left alone. This seems to be a nice counterpoint the nigh-immortal and fearless heroes of modern fantasy. It makes those that survive to tell the tale more special when compared to other adventurers.

Swords & Wizardry has no built-in mechanic to handle Sanity, but it should be easy enough to reverse engineer. S&W already has the single Saving Throw which simplifies matters: a failed save indicates Sanity loss. Sanity itself can be a composite stat made up of (Intelligence x 2) + (Wisdom x 2) + Charisma. Failure means roll as many d6's as the horror rates on a scale of 1 to 6 and subtract those points from Sanity; i.e., horror rated 3 would cause a player failing a save to roll 3d6 and subtract the total of the dice from the PC's Sanity. Successful save could still cost Sanity points on some sliding scale. The scale here will depend on how frequent these horrors will be used. Too steep and I can guarantee a high rate of madness.

The frequency of these horrors is something that I'll have to play with. I expect to run into some as the players go delving into deep dungeons; the deeper they go, the worse it gets. I will really have to see how my players dig this. I have to remind myself from time to time that the low end range age of my players is 8 to 13. I'm not out for giving them nightmares, but they claim to enjoy books like Goosebumps and American Chillers. I hope to find a happy medium.

That being said, I do like heroic adventure. Unlike Lovecraft's bleak tales of helplessness in the face of cosmic horror, I want the PCs to be the only thing that is standing between Chaos and humanity (elfity? humanoidanity?); I want them to have a chance. Where Lovecraft's protagonists were leafs before the storm, I want the PCs to be mighty oaks. With deep roots (levels) they may be able to weather the coming hurricane and act as a protective bulwark for those seeking safety behind them.

More and more this campaign seems to be about the battle between Law and Chaos and surviving said battle. Perhaps the PCs can plot their own course through these stormy, tentacle-infested waters. How will they choose sides and what impact will that have?

Here's an interesting side note on Alignment as it relates to this campaign. Since OD&D was about Law, Neutrality and Chaos, I found this great (and strangely appropriate) post thanks to Grognardia on how to run OD&D Alignment from Jeff Rients.

Thats enough Chaos for now. Time to turn in before I fail a Sanity check. Next time around I'll be looking at a staple in Lovecraftian horror: ancient books of evil.

Follow Your Bliss,
JJ


- Posted using BlogPress from my iPhone

Friday, April 23, 2010

Copy Cat

Some say there are no original ideas under the sun. Maybe it is true or maybe truly original ideas are very hard to come by. So it was no surprise to me as I was reading through James Maliszewski's blog, Grognardia, that I started to see some similarities between his Dwimmermount and my Icosa.

I stumbled on James' blog early on in my search for my RPG roots. He is well known and respected for his work. His blog was initially a reaction to the release of D&D 4th Ed. He, like me, went back to his roots of gaming to the first game he played, a much early edition of D&D. Plumbing those depths he created Dwimmermount. He was even so kind as to list his influences in designing that setting as a response to a post by James Raggi.

I've started from the premise that by picking specific influences I would create a unique and unusual setting. It seems that from the same starting point similar settings will develop. Now I know that not every influence of Dwimmermount will affect my progress with Icosa, but I do enjoy seeing how he progressed and using it as a benchmark for my progress.

I especially curious to see if I come to some of the same choices that he did. James started with Swords & Wizardry (Core Rules rather than White Box) just as I did. He has ultimately made the move to Labyrinth Lord with some additional material to supplement what he needs. As I've stated before, I'd rather start with a bare minimum of rules and add to it as campaign play dictates.

So for now, I'll keep going with my influences and see where that leads me. From time to time I will post ways in which Dwimmermount development seems to be mirrored in Icosa as well as seeing where we diverge.

Follow Your Bliss,
JJ

Wednesday, April 21, 2010

Cutting Edge Weaponry

A while ago my youngest son had asked me why it was that clerics were not allowed to use swords and bows. I explained, from rote memory, that this was part of game balance as well as trying to emulate a particular archetype. He cocked his head at me which usually means he's not buying it.

Frankly, I don't like my answer either. I was spoon fed this explanation after years of playing and haven't really questioned it for a long time. I decided to take a long look at it since I've been formulating my plans for Icosa. I'm taking the 'question everything' approach.

Obviously the original three classes in OD&D (fighting-man, magic-user and cleric) were meant to bring to life a particular type of character from swords & sorcery literature and/or medieval history. The fact that magic-users (wizards) were limited to so few weapons and so narrow an archetype has rankled players for decades. Clerics too seem to be too narrowly focused.

My original thought was to free up at least the choice of weapons. S&W White Box gives 1d6 as the range of damage for all weapons (+1 for large weapons and -1 for small weapons). With every weapon essentially having the same mechanical effect, why not abolish weapon restrictions?

This line of thinking stems from the belief that amount of weapon damage is tied to the various classes - high damage weapons to fighters, average damage weapons to clerics and low damage to magic-users. This doesn't hold much water before some of the revisions in AD&D. Still, the White Box rules, based on OD&D, seems to level the playing field, so why the restrictions?

I stumbled on the answer as I was looking for aspects of D&D that would support elements of the Cthulhu Mythos. I was flipping through the listings of magic items searching for magical tomes when it hit me - magical weapons. The magical weapons, as well as other items, were clearly aligned with specific classes. Fighters get the widest selection of magical weapons, but they are the sole users of magic swords, the most common item in fantasy literature. This is why clerics can't use edged weapons - niche protection. So if I want to open up weapon choices in classes, how do I remedy this without seriously unbalancing the game and keeping the fighter's niche intact?

The solution seems pretty simple. Weapons of a magical sort could be used by any class just like normal weapons - a +1 sword works equally as well in hands of any of the classes. However, a sword +1, +3 vs. Dragons will only grant the additional bonus (special ability vs. Dragons) when wielded by fighters. A +1 blunt weapon that destroys undead will only act as a +1 weapon in anyone's hands except for clerics who can call upon the special ability. This opens up a world of variety now. The possibilites are endless for magical weapons (or armor) that only grant special abilities when wielded by a specific class or race.

Now this is not really a new thing. The venerable Holy Avenger has special properties that could be tapped by Paladins in AD&D and there have been many, many items before and after it that have done the same thing. For me this realization is the completing of a circuit in my brain that will let me do what I wanted to do with S&W for Icosa and not break the game. Now my son can have a sword-wielding, arrow-slinging cleric and not steal the fighter's thunder. Personally I'm looking forward some sword- or axe-wielding magic-users slinging spells into the fray. Maybe next I'll look at letting the magic-users wear armor (sacrilege!).

Follow Your Bliss,
JJ

Thursday, February 25, 2010

Journey of a thousand miles

Dammit, Daniel, what the hell did you start? I've already talked about how Daniel's love letter to Vampire: The Masquerade inspired me to write about one of my early paradigm-breaking games: Ars Magica. Now Mike Laff has taken up the torch to tackle his take on Werewolf. THEN come to find out that none other than Ryan Macklin has a sweet spot for Mage: The Ascension, a game that is also near and dear to my heart and my favorite of the original World of Darkness games. Here's Daniel calling from his box seats encouraging Ryan to join in the fray, to which Ryan replies, "I have no time!" quickly followed by, "I will require some egging on, so you know."

Ryan, I just went to the store and got a dozen or so right here.

When Mage: The Ascension first came out, early publicity made it look like a modern take on Ars Magica where magic was stored on hard drives and spells could be sent through a telephone or fax. That in and of itself was quite cool. The game that came out was nothing close to that. Well, that's not exactly true, but the author himself stated that the game took a radical turn in an unplanned direction.

In the Bibliography of the first edition of the game, Stewart Wieck speaks of how reading Robert M. Prisig's Zen and the Art of Motorcycle Maintenance had an "unmistakeable effect on the design of this game." The game was no longer a game of modern magic, but became a search for Truth.

Mages awaken to the truth that reality is not static. If one has the proper vision and mindset and a little bit of know-how, reality can bend to the mage's will. At it's heart, this is no different than what Aleistar Crowley's definition of magick presented in Magick in Theory and Practice:
MAGICK is the Science and Art of causing Change to occur in conformity with Will.
But there is more to it than just that. There was a deeper Truth that each mage was seeking. Once awakened the soul, or Avatar as it was called in the game, would seek Enlightenment. Enlightenment was actually an achievable goal in the game. It was the title given to the highest ranking of Arete, the measure of a mage's skill in magic (I would say that Arete was the measure of the soul's belief in the Truth it was seeking).

How do I know that Mage is about seeking Truth. Stewart tells me so on pg. 21 of the first edition of the game (emphasis mine):
Mage characters are not the purveyors of parlor tricks and fireballs depicted by most traditional sources. Of course, in the course of day-to-day life, mages will most certainly evoke such magicakal manifestations - and would hardly be enjoyable roleplaying subjects if they did not. Even so, mages of the Storyteller System, and their magical powers, represent much greater philosophical truths.
Now here in the next sentence of the same paragraph is where I believe Mage: The Ascension drops the ball:
Such truths may never arise in a direct way within the game, but they permeate the setting nonetheless.
May never arise in a direct way? Why not? And what about Enlightenment and Ascension? It gets about a page worth of treatment that boils down to a process that a mage must go through to increase their Arete rating. I get the feeling in many games this was handled with a little hand-waving and a nod from the Storyteller (GM).

Please don't get me wrong. I LOVE Mage: The Ascension. I loved it enough to buy all the source material I could get my hands on. I do love the gothic punk setting with a little cyber-twist thrown in. But what happened to Mage seems to be the same thing that happened to Vampire (and possibly Werewolf): it became a game of super-powered lunatics battling across the universe. There were plenty of bad guys to fry with bolts of lightning and balls of fire.

To me, Mage was about a personal journey of discovery, possibly an inward journey reflected by the world around the mage. I can sum it up in a movie: The Matrix. When this movie first came out, I said to myself, "This is what Mage could have been." Neo's journey of self-discovered showed him the Truth. Yeah, I know, there were a lotta kick-ass fights and shit blowing up too. My point is, Mage could have been something more.

I think this urge to dig deeper into the Truth that Mages were seeking has been with me all the while. I never found a group to play the game in the style I was thinking. I think it all bubbled up during Game Chef 2008. In that year's event - the first and only such event I've participated in - I was inspired by Elizabeth Shoemaker's photographs to produce Stigmata: A Question of Faith. It is the only RPG design project that I have ever seen through to the end. It was a valuable learning experience in a number of ways, but I digress. I think Stigmata was what I wanted Mage to be: a search for Truth. In my game, Truth could only be found by helping others heal their pain which hopefully made your character's cross a little easier to bear. 

I kid Daniel that it's all his fault, but really, I started on this path a while ago. A recent post from Shaun, the host of This Modern Death, regarding doing some productive project during the 40 days of Lent has me taking a turn down a path I've not visited in a while.

I like to think I'm a spiritual person, while maybe not being overly religious (a distinction that I have only recently begun to understand). But faith is something I've always struggled with. As a result of Shaun's post I've decided to dust off Stigmata and work on it again, this time with some help. I've approached a friend of mine, a mentor actually and the priest that performed my marriage ceremony, to help get some of the religious elements of the game straightened out.

After talking to him about this last week I was firmly settled that Stigmata was a game about a spiritual journey. He asked me who the game was for. I answered, "For me...right now." Then he asked me a surprising question: can a game BE a spiritual journey? That is my homework until we meet again to discuss my Lenten project.

Which brings me back to Mage and Ryan. I feel that Mage at its core is about a spiritual journey. Much of the language of the first edition was steeped in religious trappings: the path to Ascension was filled with Epiphanies and Avatar is just another word for soul not to mention the Celestial Chorus. So this all has deep meaning for me.

And Ryan, I'm not sure if this is egging you on or not. I don't even know if what I'm thinking of when I look at Mage is even close to what makes you love the game. I know you're a busy man and the last thing I want to do is add more stress to your life. But if you are passionate about exploring the core of Mage, then I'm offering to take the journey with you. No pressure, no deadline. Whenever, whatever.

Follow Your Bliss,
JJ

Thursday, February 11, 2010

Elric Explored - Part 5: Magic

I think this will be the last in my series before tackling the other side of the formula for my Icosa setting: Cthulhu. Magic in the Elric saga touches back on many of the previous parts of this exploration, but I wanted to give it it's own space to work through some ideas.

I've already spoken of the types of magic that result from summoning of elementals and other entities. This could be seen as channeling energy from other planes. In the Elric saga this is an exhausting task. The albino is not the only one who must rest after casting difficult spells. I'm not proposing any new systems here, I think the limit on spell casting is enough of a mechanic.

I still want to have 'regular' spell casting. The idea of learning ancient magic from dusty tomes fits right in. So I turned my attention to what is magic in general. Channeled energy is one form (which could work for clerical spells as well), but I want magic to be a force unto itself. I think magic will be Chaotic energy. Each spell is a formula master for directing Chaotic energy to perform a specific function. This seems to work well with the Vancian magic system of old school fantasy. Spells are limited by level because you can only hold so many in your mind at a time. As you progress in experience (levels) you are able to contain more spells including ones of a more powerful sort.

Spring-boarding off this idea I look back at my ancient civilizations and forward to Cthulhu. There will exist magic that is unlike anything currently in practice. These ancient spells could pose great danger to the caster (attribute/hit point loss) not to mention those around him - these spell are 'more' chaotic, if I can use that term. Gaining these spells will be the stuff of adventures. I think there will be spells of all levels that fall into this category, but more as you raise up in levels as well. This will require some research and play. I'm fortunate that S&W starts with a small list of spells, that it is easier to add on, rather than have to whittle away or reorganize a large list.

Another area that falls under the subject of magic are items of a magical nature. There are very few items in Elric that can be viewed from the traditional RPG sense as 'magic items'. Of course there is Elric's demon sword, Stormbringer as well as his Ring of Kings. But not much else. There was one mention of a suit of armor that was enspelled. This could have been a magical effect, like Mage Armor; I'm willing to go with that.

However, there were mention of items with a long history. For example, Elric starts out with the sword of Earl Aubec. We get a treat in the stories to go back in time to see Aubec use his sword. So what I'm proposing, is that most items of a magical nature are in fact items wielded by great historic icons. By being used in this way and passed down, they take on a magical quality over long periods of time. Most items in S&W are only +1 and that seems to fit. This also means that these 'named' items will have a history to them. adding to the depth of the world and setting. More work for me, but it's a lot of fun.

So this will bring the exploration of Elric to a close, even though I haven't finished the series as yet. I'll be turning my attention to the Cthulhu mythos soon.

Follow Your Bliss,
JJ

Friday, February 5, 2010

Elric Explored - Part 4: Twilight Civilizations

An interesting aspect of the Elric saga is that it takes place late in the history of that Earth. Elric's line has ruled for 10,000 years. The story often speaks of those that came before - the Doomed Folk. The Doomed Folk had an advanced civilization that rivaled anything that came after it - it may even have rivaled the gods. Magic, technology, nothing could compare to those halceon days millenia ago.

This is a theme that is found in much of the literature that inspired D&D. One only has to look to Jack Vance's Dying Earth novels (from which D&D gets its distictive style of spell casting) to see Earth in its last days as the sun slowly burns itself out.

The world of the advevturer is then ripe for exploring. There is now reason for there to be ruins; reason for delving deep in the earth for treasures long thought lost. This twilight world presents a mystery that cries out to be discovered.

Now, I have no desire (let alone the time) to catalogue thousands of years of history and geneologies like the good Professor Tolkien. I'm more then content to sketch out a few key events and leave the rest a mystery even to me.

Leaving big blank holes gives me room to add details as play progresses. I can take cues from the players and provide detail as needed. What is important here is having a solid framework to build on.

The framework is made up of those key events in the past. These events are designed to spark ideas rather than dictate history. They're jumping off points. It is also important to keep it loose because I do intend for there to be ways to travel to other times. If I paint in too much detail I may paint myself into a corner and not have any room for the players to explore and interact with the setting.

Another reason for leaving blank spots is that it requires less of the players to get up and running. The last thing I want is to have required reading before players can get going. Players need enough details so that they can make intelligent choices during character creation and the rest they learn as they go. Again, the setting info should act as inspiration not dictation.

Elements that will definitely be included are: a lost and sunken birthplace of civilation, powerful magic and technology of the ancients, forgotten civilizations still thriving in hidden realms, buried cities of wonder, and layer upon layer of history. The acumulated history that is somewhat acurate only goes back a few hundred years. Beyond that it's legends and rumors. And legend and rumors are meat and drink of hearty adventurers.

Next time on Exploring Elric: Magic!

Follow Your Bliss,
JJ

Tuesday, February 2, 2010

The Lost Lake of Eagles Peak

While Tweeting about my travels this week, the esteemed Daniel Perez, of The Gamer Traveler fame, threw a challenge my way:
Your mission: find one thing from your travel and blog about it as inspiration for a game.
So I heartily took up this challenge. Travel is a great way to get inspiration for any of a variety of endeavors, including gaming. A recent family trip to Hawaii helped me formulate the Black and Burning Wastes of the Beast Men for Icosa (no, faithful readers, you didn't miss anything, I haven't gotten that far in the setting to blog about it yet). But here is what I came up with from this current trip: The Lost Lake of Eagles Peak. First the fact, and then the fiction.

I settled on Lost Lake, Park Range, Eagle County, Colorado. It is near where I'm staying, although work prohibits me from visiting it. I took the information from the linked page and let my mind wander...

"Old miners tell of the Lost Lake hidden somewhere in the lofty summits of Eagles Peak. Legend tells of the a dried up lake that once in a great while - in the dead of winter when the stars and planets are in proper alignment - will house an expansive frozen lake and the abode of Isrisator, the Ice Titan. When the time is right, his towering ice castle, Islinna, can be seen reflecting the scintillating colors of the Aurora Borealis.

"Finding the Lost Lake will not be an easy escapade. Even if an intrepid band of adventurers is able to gain passage through the foothills of the ram-headed Beast Men of Vorland, they must also contend with the Stone Giants that roam the mountains. And if they are lucky enough to get by the dim witted giants there are always the Giant Eagles for which the peaks are named.

"Monstrous obstacles are not the only things that adventurers must contend with, oh no. They must battle the bitter cold and the thinning air as they climb higher and higher. If they have an expert guide they mayhap avoid bringing down a thundering avalanche of snow that will surely doom their party. And finally, they must deal with Isrisator himself.

"Isrisator is touted as a wizard mastering all forms of magic dealing with snow and ice. If the adventurers are lucky, they will only be transformed to ice statues and put on display in the vast sculpture garden that surrounds Islinna. If unlucky, they will be flayed alive by Isrisator's ice hounds for sport...or worse.

"But, if they are well prepared and press any advantages they can muster, there is untold wealth to be had in the depths of Islinna. Greatest of all the treasure is the fabled Mirror of Zoorziet with the ability to gaze upon any where and any when. But be quick, or be transported away to whatever plane Isrisator calls home when not among the Eagle Peaks."

*****

The planar conjunction which causes the Lost Lake of Isrisator appear is caused by a merging of the Negative, Air and Water planes - actual frequency of this event is left up the game master. As such, it is easier to summon elementals of those planes or of the para-elemental plane of Ice. In addition, all spells whose effects deal with cold or ice are maximized (maximum duration and damage as appropriate).

Isrisator is indeed a Titan sorcerer specializing in snow, ice and illusionary magic. His motivations and concerns are left up to the game master to determine to suit their campaign. If he is benign, Isrisator can be a great font of information; if not, he can be a terrible foe.

The Mirror of Zoorziet is a frozen pool in the lowest dungeon of Islinna. As such it cannot be removed from the castle without destroying it. However, the castle dungeons can contain great treasures from many planes and worlds as suits each individual campaign.

Other hooks for seeking the Lost Lake can include:

  • Seeking the spell Ice to Flesh to restore a party member to health
  • Seeking an ancestor that was believed to be made an ice statue in Isrisator's frozen sculpture garden
  • Seeking the perfect snowflake as a material component for spell, ritual or enchantment
  • Summoning a Lord from the planes of Water, Air or Ice
  • Gaining access to same said planes
  • Creating uniquely powerful undead
  • Learning the secret of immortality
  • Destroying a cursed magic item by shattering it against the diamond-hard frozen lake

I'm pleased with the outcome of this little mind exercise and look forward to placing it in Icosa.

Daniel, this one's for you. I hope your day gets better soon.

Follow Your Bliss,
JJ

Monday, February 1, 2010

Elric Explored - Part 3: Law vs Chaos

One of the central themes of the Elric saga is the constant battle between Law and Chaos. These two forces are personified by various Lords of godly power.Their push and pull causes the friction which turns the wheels of the worlds and keeps things in motion. In re-reading these stories I find I like this as a backdrop.

Michael Moorcock credits Poul Anderson's The Broken Sword and Three Hearts, The Lions as the inspiration for the forces of the Higher Worlds that inhabit the Eternal Champion's multiverse. In these stories Chaos is more than just evil and Law is more than just the good guys. These are primal forces at work.

It helps that Swords & Wizardry uses Law and Chaos as the default alignments. Advanced Dungeons & Dragons with its nine different alignments seems to be too much over thinking. There is a beauty to the simplicity of the Law vs. Chaos dichotomy. And yet, it's not just a morality play. By taking the ideas of Good and Evil out of the equation, Law and Chaos achieve and almost elemental aspect.

And while they battle it out, it is not anything that one side should ever win. If either side wins it could be the end of everything, as put so well but Orunlu the Keeper, minion of Chaos, in The Weird of the White Wolf:

"We exist only to fight - not to win, but to preserve the eternal struggle."
Orunlu may actually be more astute than the higher Lords of Chaos which seem determined that this is a war to be won. Which just goes to show that even gods look at things through a lens colored by their (warped) perception.

Which brings us to the concept of the Cosmic Balance. Some would argue this is simply the Neutral alignment, but I don't think so. Neutral is just coasting along, neither caring nor worrying about the struggle. Being committed to Balance takes work. Sadly, Balance doesn't get a lot of screen (page) time in the Elric stories, but that's ok, because the real action is between the two big guns.

Finally there is the question of freewill. Elric feels that he doesn't have such a thing. He labors under a destiny placed on him by his patron deity in addition to his mantle as the Eternal Champion. If he had his druthers, he would be back in the palace with Cymoril leading a 'normal' existence as king of his people. That doesn't make for good fiction, so I'm glad things turned out the way they did, because I really enjoy the stories as written.

So what does this mean for Icosa? Well, since this is an Old School Sandbox setting, it is important for the PCs to feel free to go wherever they wish and follow what ever path they desire. This doesn't sync well with the notion put forth in the books about a hero's destiny. Heck, we don't even know if the PCs will be heroes. So how to reconcile the two concepts?

In Icosa, all PCs will start 1st level as Neutral, or to put in it in 4E terms, Unaligned. A PC may choose to align with Law or Chaos at any point after completing first level. This works on a couple of levels. First Clerics (not sure what form they'll take in Icosa, but for now we'll assume that it is as written in SnW) do not get any spells at 1st level. They must prove themselves to their deity to gain the spells and thereby lock in their alignment. If they do not act in accordance with their intended alignment, they may stay Neutral and progress in hit points and such, but not gain spells until they are able to show their commitment.

Second, there is no pressure to play a certain way. The players make decisions for the characters and these decisions will slowly accumulate over time to reveal a tendency toward one or the other alignment. Also, this process will lead to consequences based on their choices. A player may not believe that his character is Chaotic, but he may sit up and take notice when he is visited by a demon to be recruited into the ranks of Chaos.

This is all still very sketchy. I'm toying with the idea that characters that summon demons must be Chaotic, but that is still a little ways away. Ultimately I want the process of Alignment to be organic not something that gets locked in and seen as a limit on play. For those that think this approach ignores 'plot' in Old School settings I think that James Maliszewski of Grognardia fame says it best here.

Another thing that this struggle implies is that the Lords of Law and Chaos are involved in the affairs of men. At the very least they will be providing spells to their Clerics and dreams and portent to their followers. If the PCs play their cards right the Lords may even put in an appearance. That's something worth looking forward to.

Follow Your Bliss,
JJ

Sunday, January 24, 2010

Elric Explored - Part 2: Planes

Another staple of the Elric stories that I'm particularly fond of is the concept of many and varied planes of existence. This concept goes to the heart of the Eternal Champion stories. The planes take many shapes and forms. These were no doubt the inspiration of the inner and outer planes of ADnD.

First there are the elemental planes, inhabited by the four classical types of elements: earth, wind, fire and water. Elric visits these on occasion and summons elemental minions to do his bidding from these planes throughout the saga. The elemental planes are 'close' to some planes and 'further' from others. There appears to be no set hierarchy as to the organization and location of these elemental planes. Passage to and from these elemental planes happens most frequently through the corresponding Earthly element (travel through the sea to get to the plane of water, etc.).

The next most common type of plane is that of alternate timelines. The Eternal Champion exists in all the various versions of Earth; each one of these versions is a distinct plane that can be traveled to. Sister to this type of plane is the concept of time as a plane. This provides the possibility of travelling to the past or the future not only within one's own plane but other planes as well.

Then there are all the various realms of Limbo and discarded dimensions inhabited by all manner of men, beasts and demons. The possibilities seem limited only by the writer's imagination. Again, no order or pattern can be discerned. The relationship between each plane is unique as are the properties covering the physical and magical laws of a plane.

There is one last type of plane in these stories, the eternal city of Tanelorn. This city exists in all planes throughout time. It is the final quest of many heroes seeking rest from their adventures. This could be viewed as a mobile plane of sorts, it's location within a given plane may be static (beyond the Weeping Wastes), but it may not always be accessible. From within the city it may appear that inhabitants can exit the city to visit a variety of planes depending on where they happen to be 'anchored' at the moment. This last one is a favorite of mine because it matches thematically with one of my favorite comic book settings: K'un L'un, the birth place of Iron Fist.

Looking at SnW White Box I see that there is no spell for travelling between planes; this is as it should be. SnW has its feet firmly planted in the Old School Renaissance which holds that the adventurers should be heroic, but not superheroic. Heroes who can plane-hop at will is the stuff of comic books. Adventurers of the OSR do travel to other planes, but I see these trips are accidental or arranged by some powerful entity; they are not the stuff of everyday fare.

So this begs the question of how the PCs will be able to access these planes. First there needs to be natural conduits to various planes closely associated to the prime plane of the PCs. This could be a deep sea tunnel that leads to the elemental plane of water, a dark dungeon cavern leading to the elemental plane of earth, and so forth. Also natural conduits should exist to different times and alternate worlds. The most common means of this in the Elric stories is becoming lost at sea; the Seas of Fate bridge worlds and times.

Another means of access would be through powerful entities or agencies. Demons, elementals and beast lords may be able to provide access to various planes. Agents of a particular power may have a magical device that allows passage through the planes - again, the black ship that sails the Seas of Fate is a good example of this variety.

Spells that access various planes are not out of the question, but I would like to limit this as much as possible. Certain planes may be more accessible through spells than others, or may only be accessible at certain times or only through great sacrifice. This will remain to be seen as development progresses.

Finally the eternal city brings an interesting possibility to the mix. Since this city can theoretically be any 'where' and any 'when' it provides the possibility of players creating any imaginable character as well as a way of accessing many planes. There was a time that this would have really bugged me when preparing a campaign. The concept is too big for most games, I didn't want to have Jedi running around in my quasi-medieval world. But now, with a few more years under my belt, I'm not so sure that it bugs me. One final benefit of the eternal city, it provides me with a way of explaining why there would be a monk in a quasi-medieval setting.

Adventurers-from-other-worlds has a solid foundation in fantasy literature: the D&D players in Quag Keep, Holger Carlsen in Three Hears, Three Lions, John Carter Warlord of Mars. Murlynd, one of the hero-gods of Greyhawk is clearly from Earth's wild west. So I'm in good company here.

The Deities & Demigods books of ADnD was the first to put a basic form and order to the inner and outer planes. These concepts were later formalized in the Manual of the Planes. Both of these are fine works, but I feel they are too rigid for Icosa. I may be borrowing some concepts - elemental, etheral and astral planes - but I think I'll keep things loose and flexible. This will let me handle things on a case by case basis. This may need more firming up when giving more depth to the Contact Other Plane spell.

Next time around I'll be looking at the battle between Law and Chaos.

Follow Your Bliss,
JJ

Wednesday, January 20, 2010

Elric Explored - Part 1: Elementals

A few days ago I posted about my desire to create an original sandbox setting (codename Icosa) to explore with my players. I posted this simple formula: campaign = Elric + Cthulhu + OD&D. Well not it's time to start taking this apart and seeing what makes this formula tick in my mind starting with the first variable for inspiration: Elric.

I'm re-reading the series of books about the albino Eternal Champion by Michael Moorcock to get reaquainted with the setting. I read it long ago and found many things I liked about it. Back then I had approached the series as a result of the appendix in the DMG. Now I'm going through the stories again with more of an eye toward what elements (no pun intended) I like most and would like to use in Icosa. I feel this is an important first step to help me focus the tone of the setting. I can also then compare the elements I want to the game system to see what is supported and what needs further fleshing out.

Let me make it clear to start off with that I am NOT trying to recreate the Elric saga in my sandbox. That's already been done quite well and I have no illusions to outstrip that excellent game. I only want to borrow those bits and pieces that I (and hopefully my players) find cool.

Another reason I want to start this way is I like to design top-down. This may seem counter intuitive given the exploratory nature of sandbox play, but I need that top-down framework to provide the structure to work within. It establishes boundaries and gives me something to build upon. Hopefully that keeps things from feeling too random. I do plan to leave plenty of places to explore and discover as a result of play. To begin with, some areas of the world will only have a sentence or two at most to give it flavor without dictating reams of history. If you catch me creating long (ala Tolkien appendices) genealogies or histories feel free to call me on that. So let's get started...

The world Elric inhabits has a close relationship with elementals. By elementals I mean not only the four classics (earth, wind, fire and water) but also the animal elementals, those primal beings that are the epitome of their type. These beings are powerful entities that are called upon to do various things for those summoning them. Included under this heading are the demons that are summoned as well. These otherworldly elementals are fearsome and a powerful tool of any sorcerer.

Elric interacts not only with the more basic types of elementals, but with their kings as well. This presents a hierarchy of power that could prove interesting to tap into. PCs could make bargains at lower levels with some of the more pedestrian of the elementals and work their way up the chain as they gain power and experience.

Swords & Wizardry (SnW) has Conjure Elemental as a 5th level magic-user spell, something only a potent magic-user of high level can cast. This fits in for the most powerful of their type, but I posit a more diverse strata of beings, something that magic-users at various levels can tap into (role-playing possibilities galore) as they gain levels. This points to a possible variant of the magic-user that deals specifically with these other worlders (perhaps with charisma as prime requisite) or perhaps a customization of spell lists.

Elementals could also be a possible source of magic (a more thorough exploration of magic is required another time): Levitate is performed by calling on air elementals and Wall of Fire by calling on their fiery cousins. Also there is the obvious need for stating the various elementals that the PCs can interact with. SnW has the basics but a little more variety can go a long way to spicing up play and exploration. In all cases (spells/class/monster) SnW provides an open framework for developing these ideas.

I hope the inclusion and use of these elementals will help bring a facet of the fantastic to this setting: both dangerous and exotic like the fey of old. I want players to look forward to and, at the same time, fear interactions with the Elementals of Icosa.

As a final note, I'm looking for a name for this campaign. I want it to be something 'pulpy' for lack of a better term. I'm not too worried about it at this point. I'm sure something will spring to mind as I continue to explore the setting.

Friday, January 15, 2010

Back to the beginning...again

In my New Year's Resolutions I talked about creating a new Old School campaign. Now I already run the Back 2 Basics campaign for my sons and our friends. This is using the D&D Rules Cyclopedia which is a wonderful system and I really have no complaints. I am using the out-of-print Karameikos setting so that I can run some classic modules (like B2 Keep on the Borderlands, X1 Isle of Dread and the Dave Arneson's DA1-3 Adventures in Blackmoor). This should keep us going for a while. Any play in my new setting will be outside this regular play.

Having these ready to run modules had been great because I can focus on play at the table with minimal prep work. However, it lacks a little bit of luster to me as a DM. I like to feel I'm creating something besides the play at the table. So I want to create my own setting.

As a result of this look back into my roots of gaming I've fallen in love with the Old School Renaissance. This has lead me to looking hard at all the retro-clones out there to pick from. It's wonderful that all are available for free download in a digital version, because now I can (legally) make copies for my players. The way we play now is all using the same book.

The version I am settling on is Swords & Wizardry White Box. I love how wide open it feels. I've also been doing a LOT of reading of Old School blogs and found many different ways to adapt the game to my needs. I think my goal will be to start with the White Box and add any information freely found on the web and then add original material as needed.

To me it is important to pick the system first because I feel the system flavors the setting. Since I've been reading so much of the inspirational material for D&D (books listed in the appendix of the DMG) it seems to make sense to go back to the beginning: OD&D. White Box is a good fit and feels the most right for what I want to do.

I think I'll be using Obsidian Portal again to keep track of the campaign world as it is built. I like its tools and I feel it provides an easy way to access the information. Once play begins I will be posting play reports in the Adventure Logs. I'll also be linking to any inspirational materials as is appropriate. For now the formula for the campaign = Elric + Cthulhu + OD&D.

Follow Your Bliss,
JJ

Tuesday, December 1, 2009

Narration Rights

A recent blog post from Troy Costisick has me thinking about narration rights in games. A while back I talked about including an Inspectres-style narration approach in my Back to Basics game. This went over wonderfully. It was embraced so well, in fact, that my sons have started doing it in our 3.5 edition of Eberron. All in all, this is great, but when we had an encounter in our most recent B2B session, I'm rethinking the whole thing.

Here's a little background. I'm running B2 Keep on the Borderlands, a Gygax classic. Since it came in my Basic boxed set of D&D I felt the need to run it. I never really understood D&D well enough back in the day to do it justice. I wanted to run it even more now as a way of sharing a bit 'history' with my boys (like explaining LPs and introducing them to Canadian rock legends Rush, much to my wife's chagrin).

I'm playing it as part of the B1-9 In Search of Adventure mega module. This adventure is just one stop along the way, but one I thought worth spending time on. It is very different from most of the other adventures in B1-9. Being released in the early years of D&D it lacked any 'boxed text' descriptions (more on this in another post). Its style is also more 'sandbox' oriented than story driven (again, more on this too in another post). Suffice it to say that B2 is more setting based rather than encounter or event based.

The event that triggered all this rethinking stems from the first set of caves they've been exploring - the kobold's lair. Specifically, when the hoards of little, scaly, dog-faced creatures started swarming the party the players wanted to describe their successful attacks. This had the effect of really slowing the game down. I felt the urge to keep the action moving and was chafing at their descriptions. I had thought that they could only describe their finishing moves when dispatching a kobold, but since almost every one of the little buggers dropped from one hit this didn't help to speed things along.

Let me state for the record that if our B2B group gets to play a total of three hours in one session that is rare. With the younger players, life and work schedules, we generally only get about two solid hours of play in any given week; it will take a total of three play sessions just to get through the kobold's lair. You can imagine how slow progression is in this situation.

At its roots, the issue is a battle between my gamist - tactical combat, problem-solving, room clearing, treasure grabbing - and narrativist - why are the characters doing what their doing, story telling - sides of me.

After reading Troy's post I see that the problem lies in trying to add narrative control to a task resolution system rather than a conflict based resolution. To highlight the difference: conflict based - characters wish to defeat or drive back the kobolds attacking them; task based - character swings his sword at the kobold in front of him. Since D&D deals with every swing and strike, it is inherently task based. Adding elaborate description to each swing adds a lay of detail that may smother play.

For now, to keep things moving, I'm planning on limiting the successful descriptions to make key encounters more special. This may tip my hand at 'boss level' encounters, but that is something I'll worry about after I've tried it out for a while.

Follow Your Bliss,
JJ

Monday, October 12, 2009

Hey, you got your story in my game!

I have been inspired by a recent Canon Puncture podcast (recent being a relative term, since I just plowed through over a year's worth of shows in several weeks' time) talking about items to loot from independent RPGs to bring into traditional RPGs. The particular loot I decided to work with was player narration of successes, borrowed from InSpectres. With the players' approval we added this concept to our last gaming session using Basic D&D.

Here is how it worked: Players would make their combat rolls as normal. If it was a successful attack they indicated the damage done. I would let them know if this was a fatal strike or not. The play would then narrate a short description of the successful strike within the parameters stated. If they failed their roll I would indicate why they missed their target. The same also was applied when the monsters attacked the PCs. If the monster hit, I would describe the attack; if the monster missed the player whose character was being attacked described how they avoided the blow.

This led to colorful descriptions and everyone getting into the fun. The orcs they battled seem to be more fearsome and the characters more heroic as a result. The players all contributed to the description. The orcs took on more three-dimentional and individualized aspects - they weren't just a bunch of orcs the party had to hack their way through, they were worthy foes. One of the descriptions also earned a player a +2 circumstantial bonus on his next attack when he described with such color why the orc missed him.

Another wonderful scene in the combat was when a player described his fatal attack as knocking back the dying orc from the force of the attack. I picked up the ball and ran with it to effect the way the orcs reacted on their movement by holding the action of one orc, keeping him from rushing forward to fill a void in the ranks, as he held his dying comrade in his arms. The next round the grieving orc charged forward with blood in his eyes (the orcs passed their second moral check).

The descriptions did slow combat down a bit. We were only able to get through the major encounter with the orcs and do some retracing of their footsteps in the current dungeon, but no one seemed to complain. The battle with the orcs was made more memorable because of the interactive descriptions.

As a side effect, the players started describing some of the aspects of the dungeon they were exploring. This was pulling in another item of loot, namely scene framing and colaborative narration from Primetime Adventures. When one player's character discovered a loose stone and an empty cavity in the wall a different player called out to turn the stone around to see what was hidden in the brick. The adventure called for nothing other than a cavity in the wall filled with treasure, but I decided to take the two potion bottles from the treasure and embed them in the hollow of the brick (much like Ben Franklin's spectacles from National Treasure, from which the player was pulling this image). There was no harm in this, and I would not have kept the treasure from them had they not added this, but this one detail made the experience more vivid in all the players' minds.

I hope this was helpful in illustrating that you can teach an old dog new tricks. Our group enjoyed the experience and I'm sure these story game elements will remain a regular part of our play. Next I'll try introducing some scripted NPC-only scenes to give the players a greater understading of the story behind their adventures. I'll be sure to let you know how that goes.

Follow Your Bliss,

JJ

Wednesday, September 30, 2009

Update

I made myself a promise to post at least once a week on what was going on in my life and in my head gaming-wise. I'm a little over a week on this one. And while there is no one holding a gun to my head saying, "Write, darn it!" I still feel a bit of a let down. Yes, real life gets in the way sometimes. It has been over a week since I last gamed, but not for want of trying.

My boys and I sat down last Friday evening to play in my oldest son's Eberron campaign. My younger son had already leveled up his characters so I needed to bring my artificer and monk up to second level before play. The monk didn't have a lot of paperwork to deal with, but the artificer was another story. Now that Theo the Red had coin in pouch he wanted to create some scrolls and potions for the party. That took a while as we stepped through the rules to figure out what rolls he needed to make.

It took so long, in fact, that we ran out of time to play. We're planning on doing so this Friday when one of the boys' cousins is coming up for a visit. We're planning on inviting him to join us for the start of the next adventure.

But just because I haven't been playing doesn't mean I haven't been thinking or reading about games. I just finished reading for the first time Don't Rest Your Head by Fred Hicks of Evil Hat Productions. It has been on my stack of games to read for a while now and since my friend & podcaster Mick Bradley is adapting the DRYH mechanics as the engine for his Vegas After Midnight game I thought it was high time to check it out.

I've also been reading Polaris by Ben Lehman. This is a wonderful game about a playing the last days of a forgotten race of the far north as north can go. It is a GM-less game which is a favorite topic of mine and one that I seek to explore though games like Universalis and Shock:.

In addition to reading I've been getting back into listening to podcasts. I have not done so for a long time as I burned out on the medium. I'm rediscovering it and really enjoying what I'm listening to, so I thought I'd share.

What got me started was This Just In...From GenCon! by Ryan Macklin. We listened to this leading up to and while at the convention. This got me excited about podcasts again. So next I hopped over to Ryan's regular podcast Master Plan. This podcast is devoted to game theory and design. Ryan is a game designer and uses examples from his experience to talk about the various concepts. He also has great interviews from industry professionals.

Another design show I've been listening to is Clyde Rohr's Theory From the Closet. Clyde is the punk rocker of RPG podcasts. His show is not work safe and he makes no attempt to edit his recordings, but if you like game theory and game design it is really worth listening too. Clyde also does many interviews with industry luminaries. I really like Ryan and Clyde's podcasts because, like me, they are trying to come to terms with these ideas as they build their games.

Atomic Array and Open Design Podcast are two that I've also gotten into. The first is more focused on RPGs and settings and the second more game design and game tips. Both do interviews, are fun to listen to and offer contests so their listeners can win prizes. If you like these two check out War Pig Radio for more.

Last, but definitely not least, is the Canon Puncture podcast. They too do interviews, talk game theory and practical play tips as well as review geeky websites from around the interweb. Rich, Mick and Chris (and Chris) are long time gamers and have a lot of great insight to share on gaming in an indie-hippy-story-focused-kinda-way. I'm currently working through a back log of this past year's podcasts and enjoying every second of it (and wishing I'd had a chance to play in their Prime Time Adventure Star Wars: Sojourn 66 sessions at GenCon).

As I expand the number of shows I listen to I'll be sure to post here as well. I hope to have a 'meatier' post up soon.

Follow Your Bliss,
JJ