Friday, December 30, 2011

Magpie Ambition

I often pull open a text file and start writing some opinion piece about what things inspire me or how much I like this game or that game or some esoteric crap about evoking player agency in games or blah blah blah whatever. I read other blogs by people who apparently have all sorts of stuff to say about all sorts of gaming topics (not that that's a bad thing, I mean, I do like reading them) and while there's always that same sort of "Me too!" feeling that happens whenever I observe any creative endeavour—although the magpie-like approach undermines the appellation 'creative' to the endeavours—I suspect there's something besides ADD keeping me from finishing an editorial post. There just isn't enough weight to back my lame opinions. I haven't actually been gaming all that long, especially compared with some of the bloggers I follow. Hell, some of the people I game with regularly were knee-deep in orcish cesspits by the time I was born.

That might be the reason my inner editor keeps my cursor away from the 'Publish' button: To the fellow-gaming community, my ideas sound like rehashes drawing on the same cultural melange but twenty years out of step. I read about things like the early days of Pagan Publishing with a sort of Lewisian wistfulness, a nostalgia for things never seen, dreaming of some frat house of horror gaming belching out still-unrivalled supplements. These days it's all crashes and doom and bursting d20 bubbles. Looking back through rose-tinted telescopes, I can just barely glimpse a day when there were giants in the earth. What paltry mortal means have I to even peer up at those lost heights? What does my name in a few supplements and rulebooks compare? I've been playing for a mere decade! I have barely a year of weeks-GM'd to notch on my sword. Definitely not enough to have an opinion to set forth in the basalt rock that is the internet.

There's still the magpie collection of half-gestated bloggery, though, and it mocks me even as it congeals. Perhaps the foolish ambition of the young will push me toward completion of something, even if it's a monster-a-month feature. Or geomorphs. Everyone likes geomorphs, right?

Friday, December 23, 2011

Maps: Crappy Edition



Pursuant to a conversation on G+, here's an example of how I draw wilderness maps.

Thursday, December 8, 2011

Full Disclosure

Concept art is pretty cool. Not only is it a window into some weird new world, it's a window into someone else's mind, their thinking process; how they see as revealed by what they're showing you.

The same ideas can be extended to any creative process. Draft scripts, novel outlines, compositional doodles—they're all neat little windows into the process, all the more revealing for the polish they lack.

In the world of RPGs, the same could go for rules or published adventures, but the real expression of the practice is in what goes with the GM and the players to the table. What you use as cheat-sheets to either kill a monster or kill with a monster. Since so many different arts and skills converge at that table, I'm willing to bet that every has, consciously or not, developed their own toolbox of information-coding. Whole statblocks or just HD? Page numbers? Doodles or descriptions? How to do you tell yourself what you need to know? I'm curious.

So here's my notes for the last thing I ran. Post your own!

Monday, November 14, 2011

Dungeon Palettes



Random dungeon generator.

One. Find a map. Or an image of a place. Or a not-place which means or indexes a place.

Two. Go here.

Three. Drag an image into the image search. When the search results come up, search for 'visually similar.' Look for whatever is cool.

Four. Save image and assign it to a place on the map. If you need to write something down to figure out what it means, do so.

Using the previously saved image, repeat steps (skipping insufficiently distinct search results) until you have enough stuff to feel like the map is full.

Friday, November 11, 2011

Semantics and Sea-Manics

Skill systems

D&D's attributes and saves are already a skill system. What are classically referred to as skill systems are just a means of arranging a set of extra probability modifiers for increasingly specific situations. At some point, most RPGs seemed to have absorbed three different ways of arranging probability modifiers or die-roll contextualizers: attributes, which I suppose are the 'ground level' way of describing an object mechanically and which are thus assumed to be ubiquitous in descriptions of slayable game objects*; skills, which are often a standardized list of genre-specific qualities which will be assumed to come up each once in a campaign, but which all operate simply enough that all you need is a name and string of numbers to describe. Then there's advantages and disadvantages, a set of opposed sub-descriptors which, because they often get nonstandarized paragraphs describing them which are expected to be memorized by the player, can be written on the character sheet in one line.**

D&D has been, in fact, kind of weird for not adhering entirely to this model, although it has all of these different kinds of modifiers or contextualizers already: attributes, attack bonus and saving throws (skills) and class abilities (advantages/disadvantages). When it got other things called skills and feats too one can reasonably look at the resulting kludge and start questioning which parts got used and which parts didn't. It's no wonder that those players which started thinking about RPG rules through D&D often split into the rationally-organized-rules camp (Rolemaster, HERO, GURPS) which try to keep everything but explain it all in a standardized way, and the slick-minimal-rules camp (OTE, Fate, GUMSHOE) which either keep it down to something you can count on your fingers, or at least only retain one category of modifier/contextualizer, or just quit the whole thing and go play a videogame.

*Leading to complicated rules for when they lack a modifier there, cf. 3e.

**Then there's also secondarily-derived stats, which are often used more than any other given skill. These are generally involved in combat, because every system after D&D needs combat to be a huge bloated system which rewards player knowledge of mechanical choices. Even Vampire, for some damn reason.

More Annwn Stuff
From the scratchpad:

• The Boar, usually resting, has been angered by pictish raids and is on the warpath. the picts plan to use the boar as a distraction; the band must deal with the boar and the picts at the same time.

• The secret of a terrible magical power lies with the soul of a man or witch tortured in the folds of the dragon-worm. only by consulting them while the dragon sleeps will they learn what they need and escape with their lives.

• The Raven-Giant, the great one, a shapeshifting druid in the form of a raven, whose head now guards Whitehill, where he watches over the assemblage of stolen wise-men's heads in the barrows.

• The bog-mummies in the swamps around the Great Tor have been whispering to the bishop there for many years.

• Cerridwen, the Bent One, is an ancient hag who dwells in her moving hut in the Otherworld.

• Characters do not level up with XP, but accrue magic power through finding magic artefacts, receiving boons, defeating monsters and stealing their power, or defeating mighty enemies and taking their heads. If they lose any of these things, they also lose the associated character powers.

Thursday, November 10, 2011

Inspirare Septimana



Urban planning.

The Mug of Annwn



I just had a dream which involved a pretty neat game idea in an excellent format. While shopping in a dusty antique-store-cum-Goodwill I came across a mug from the 70s with a D&D clone printed on it. The game was fairly simple, about four columns of text, with enough space left over for a weird (unrelated?) woodcut-like picture of a menacing steam engine pointing pneumatic cannons at people on an Edwardian streetcar track. (Have at it, Freud.) The game seemed to be about some Romano-British era soldiers having gone through a gate (possibly the Ninth Gate) in search of allies in their war against barbarians and bandits in their land. Coming back (I guess) with their original twenty-plus force, two archers, and a 'Knight in a divers war' (or something like that) a Lewisian-Merlin-type figure known as Cael, Caeal or Caelus. I think that means someone gets to play a magic-user, but he's, like, A Big Deal, or is a resource the players can only draw upon via negotiation with the GM. What followed that was a pretty opaque set of stats and level modifiers (you got HP and things but I don't know what it said about using them) and then twenty or forty-odd adventure ideas, stuff about drowned churches in a lake and Loch Ness and stuff. It all had very English tone, like the original Dragon Warriors books.

Anyway, here's a rough outline. It might be fun to work up some character creation rules, maybe in True20 or a microlite version of something.



Characters are part of a loose warband of two-dozen fighters in 6th century Albion, trained in sword, shield, spear and bow, who follow the advice and auguries of a spiritual being or mystic Druid named Caelas.

The band is tasked with defending the realm from the strange forces that seep out of Annwn or Anaon, the Otherworld, a misty realm with many wonders beyond it. Among these forces are:
-The Hounds of Arawn, who hunt the Borderlands between worlds.
-The great serpent, with men's souls tortured in the folds of it's flesh.
-The Host-Bearer, a great beast with a hundred heads and a massive maw who spews goblins from it's neck and under it's tongue.
-The great frog-beast, with a hundred claws and a black groin.
-The great boar, who bears sticks and spears and claws in it's hide from the numerous people who have tried to kill it.
-Giants, who live in Roman ruins reclaimed by the mists.
-Beautiful and life-hungry maidens, the secret aristocracy of the barrow-realms.

Other mortals fight for control of Albion, too:
The Saxons and their brutal ways, conquering, enslaving and sacrificing to their hungry spirits.
The Gaulish Romans and their lost glories, sending sainted emissaries to bend local churches to Rome's will.
The Picts and their strange rites, raiding from the high northern lands, allies of the courts of Annwn
Even among the Britons, there are lone, elf-touched warriors who train in abandoned churches and ruins and treasure-hungry warlords of rival bands.

Short Rests: A Variant Rule Idea

Short Rests  You may take a number of Short Rests per day equal to your HD. A short rest is 1 hr (or six turns). In a dungeon, this means to...