Showing posts with label Monsters and Manuals. Show all posts
Showing posts with label Monsters and Manuals. Show all posts

Wednesday, 26 September 2012

Realistic Fantasy


Monsters and Manuals is back with a post about the quixotic quest for ‘realism’ in fantasy adventure games. Noisms makes the point that even convincing works of fantasy fiction are set in worlds that are only as ‘realistic’ as necessary for the suspension of disbelief. I think this is an important thing to consider when engaging in world building for fantasy gaming, but I think that a distinction must also be drawn between the veneers of 'historical credibility/accuracy' that work for fiction, and the veneers that work for a game, particularly a fantasy adventure game such as D&D.

A work of fiction can get by with very rare monsters, just one site of adventure, or even just one adventure - because the whole thing is a massive railroad. I've tried playing Lord of the Rings like a Fighting Fantasy gamebook, but I still haven’t got the bit where I can make a decision. A fantasy world made for fiction can have a more convincing veneer of ‘realism’ because most of the world can be filled with the mundane. Adventure doesn’t need to be everywhere, it doesn’t need to be in lots of places, it just needs to be in the one place the characters go.

They've taken the railroad to Isengard! To Isengard! To Isengard!

A game such as D&D needs adventure to be everywhere. It needs to be in enough places that the exercise of player character ‘freedom’ does not depend on quantum dungeons appearing wherever the players go, or years of in-game mundanity while the player characters traverse the world without coming across the Lair of the Spider Queen, or the Crypts of the Last Men, or… These travels might involve peril, even opportunities for interesting roleplay, but not for fantasy adventure.

In the end we are back to my post on Titan – and I promise to switch to another topic soon; we’ve been playing using the elegant mechanics of Lamentations of the Flame Princess, but with the tone of the game taken from D&D read through Titan – which in summary, even if you don’t like adventurers as ‘rock stars’, is that a world for fantasy adventure needs to be a world packed with fantasy adventure. If accurately representing medieval demographics, economics, politics etc. gets in the way of this, then these have to be done away with. OR, the inconsistencies have to be glossed over – this is the cost of playing a fantasy adventure game in a pseudo-historical setting.     

Saturday, 12 May 2012

Ammorality and Aplomb


Having just finished watching the brilliant Mesrine, I commented to my wife that old school D&D characters are like Jacques Mesrine – essentially bandits, though they’re not just in it for the money, but also for the glory, who profess to have some kind of code or ethos, but will break it – violently – when expedient, developing delusions of grandeur, before dying a bloody mess. In the Icewind Dale D&D PC games you could find a book – How To Be An Adventurer – which contained a chapter titled, Face It, You’re Actually Neutral Evil.



So, something different. Jacques Mesrine – the character in the film, at least – had ‘aplomb’. As I understand it, in the French editions of Call of Cthulhu, characters come with an ‘Aplomb’ score, helping them survive mind bending horrors with a shrug and a Gallic ‘huh’. Now, I have never liked Fate Points, Hero Points, Luck Scores, and the other metagamey distinctions between PCs and NPCs. But, would conceptualising these kinds of PC resources as an Aplomb Score lessen this dislike? How come the PCs can keep escaping from the oubliette in Threshold Gaol? For the same reason that Jacques Mesrine could have done – their superhuman levels of aplomb.

Friday, 30 March 2012

Think Smaller for Big Rewards


Inspired by Ckutalik’s campaign map (and an adolescence soaked in fold-out Gazetteer maps), I began playing around with Hexographer, trying to knock together a first draft of a map suited to *gaming* rather than writing fiction or engaging in fantasy economics. Centred on a Port Blacksand-alike den of thieves, cutthroats, and sentient topiary, I placed a 20-mile band of settled farmland around the city before we got the adventuresome wilderlands; to the north, isolated, curiously-odd fishing villages (the Wicker Man / Innsmouth), before the land rises into moorland punctured by jagged teeth of slate, populated by hill tribes, Ogre shepherds, monastic hermits, as well as the odd Citadel of Chaos (and the ruins of previous megalomaniacs’ country retreats). To the west, mist shrouded woods, spider webs thick enough to entangle a strong man, spotted with villages full of superstitious yokels, who speak with frightened reverence about the Thin White Duke (Ravenloft / Mirkwood). To the south, beyond the Keep on the Borderlands, a broken land of limestone caves and white walled valleys, home to countless humanoid tribes and ways into the underdark. The streams and rivers that cut this monster-ridden land drain into the (Scorpion) swamp, which might well contain a Frog Man pyramid…

Wholly derivative, but then I’m not trying to be original, I’m trying to build a world in which the players can’t help but point their characters towards adventure. But then I read a post by noisms, which has the effect of pointing out that my map, using a nominal scale of 5/6 mile across a hex, might well be at a hopelessly large scale – at least to be used as an adventureful hexcrawler in a world of foot travel over moors and through woods. And then, to rub it in, I find this article, at the Hydra’s Grotto, which points out that the whole of Skyrim would fit inside a single hex at this scale!

Thursday, 15 March 2012

Building Sandcastles


I was inspired by this post on Monsters and Manuals to bash out some more justifications for my switch to a sandbox campaign for our irregular (new babies do that to you) game nights.

I have been mulling over a range of systems for a co-GM’d fantasy sandbox campaign we have planned. As I have written, I get the distinct feeling that the players in our group are hankering after a bit more of the ‘kill the monsters and take their stuff’ playstyle of D&D and a bit less of the ‘scrabble in the mud, survive, though mentally and physically injured, and go unrewarded’ playstyle of WFRP. This doesn’t mean that the system will be a class and level D&D-alike system. After playing around with A/D&Ds and their retroclones, BRP-derived games, and even small timers such as Dragon Warriors and Advanced Fighting Fantasy, it looks like we’ll be using WFRP (1e or 2e? we’re not sure). However, by letting the players choose their starting career, the range of skills and trappings should create an *adventuring* party capable of a bit of fighting and a little magic. Replacement characters, by contrast, will be rolled randomly the old school WFRP way – but as they will (barring a TPK) be coming into an experienced and better equipped party, these characters will have a better than normal chance of survival. And as WFRP isn’t a level-based system, replacement characters that start at ground level can be far more useful; they needn’t be mere torchbearers. More, the career system of WFRP is the perfect match for sandbox play; your character wants to be a sea captain, a merchant, an explorer, a knight, an outlaw chief? Well, do it, and the system will support that[*1]. All said, the aim is that the game will be much more in the image of the front cover of WFRP1e – grim and perilous dungeon delving – than that of a ‘classic’ WFRP game – in fact, we intend to borrow as much from that other great 1980s Brit-fantasy world, Titan, as we do from the Old World. More Blacksand, less Bogenhafen.

More of this, please.

Now, The Enemy Within starts with a great switch – what begins with a promise of D&D dungeon-delving for hordes of treasure quickly turns into a Call of Cthullhu scenario. But while that is a really nice idea, the players in our group struggled to rationalise just why budding treasure-seeking adventurers would be bothered about the mysterious goings on of a town that they had never before visited. Sure, they were pushed along by the events that force them to leave town rapidly, to travel a certain way up the river, and so on. D, my co-GM for the upcoming sandbox, used his character to rally the party with (frankly delusional) renewed hope of great rewards, even as the riches promised were snatched away from them. But it was all a little ‘forced’; NPCs turn up when needed by the plot, neither the chasing Watch nor the angry mob will catch the PCs unless they do something very stupid – it was all a little ‘forced’, on both my part, as the GM, and on the part of the players.

I should have let the party bog off into the woods, roll up some random encounters, fight goblins, discover an ancient barrow, and then, as they slowly bleed out, die of disease, or gibber insanely, they would have watched the town of Bogenhafen fall into a abyssal portal of Chaos fire.

I should have let… no, I didn’t stop them, but as we all knew we had to play our roles I didn’t have to. We played our roles in the story, not our roles in the game. So I made sure that Guild Master Johann Exposition pops up when needed, as written, and they make sure that, despite being a bunch of lightly armed, poorly experienced ne-er do wells, they maintain the motivation to investigate a possible daemonic cult even as the apparent odds against them mount. We wouldn’t want to ruin a great campaign by not following the trail set by the GM, would we?

Yes, we would. The best parts of the handful of sessions that played out Mistaken Identity and Shadows over Bogenhafen didn’t involve dealing with the cultists – for those bits, the PCs were pushed and pulled along until they got to the right spot for the plot. The best parts of those sessions were the player-driven bits: when the sneering Elf played by S decided to become an Agitator for Human-Elf understanding and had pamphlets printed (at the printers of the fake lawyers’ stationary that had lured them to Bogenhafen); when the illiterate farmhand played by C threw these in the face of anyone who obstructed the party, accusing them of racism; when the thug played by A knocked out the festival boxing champion, and was in turn knocked out by the C’s illiterate farmhand with a spectacularly lucky punch in the same tent the following evening.

I want the players to be excited to play because they get to decide what to do. Not because they are waiting to see what the GM has planned for them. I want the players simply to drive some incidental colour but the adventure itself.

This is all going to go wrong, I fear. But then I remember that it has only gone wrong if we don’t have fun…

[*1] And the career (and skill) system doesn’t support linear ‘plotted’ campaign play in quite the same way. The character actually has to take up the new career in order to advance – it is not an abstract levelling up. Sure, this can be done during ‘downtime’, but even that breaks a ‘plotted’ campaign. But if the campaign can respond to one of the players desires that their character becomes a sea captain, let them do it, and offer them the Isle of Dread, the Gold Coast of Lustria, and the Island of the Lizard King to explore. Player choices with regard to advancement shape the world as it is created in play, and by playing WFRP, even when you offer the players a way for their characters to get what they want, you are sure to leave in plenty of ways for that to end very badly.