Tuesday, 18 April 2017

Running for Big Groups

Since early 2015 I've been running for BIG GROUPS more or less constantly. We usually hover around 7-10 players per session.
This is great (since I never run into problems with not enough people showing up, a holdover worry from the shaky early days) but difficult to manage if you're not used to it.

This boat battle had 4-5 different mini scenes going on at once involving 8 players, it was awesome

So here are some tips.

Running the Game

Tell them to speak up
Possibly the most important, and something I learnt from Courtney when I was in one of his big hangouts games.
Make sure you stress that a big group is ok but you need people to speak up if they want to do something. Players want to be involved, so let them help you!
With this many players, it's not worthwhile to concern yourself with how much "spotlight time" people are getting. It's going to have to be up to them to seize the spotlight, and up to the group to give them that spotlight if they're not a natural spotlight-grabber.
Just keep an eye out for people who seem like they're about to say something but get interrupted by a louder voice. A quick "hold that thought" is usually all you need so you can circle back round to them.

Be lenient
Alex Chalk states this well in his recent Maze Rats house rule guidelines. Interpret play actions in good faith.
In a large group, it's very possible that someone at the table misheard or wasn't concentrating on something that happened way over on the other side of the table. Dumb "gotcha" stuff isn't usually fun, and being in a bigger group makes it worse.
I find it useful to get other players to describe what's going on for me, because it's not uncommon for me to discover that the whole group's imagining something differently to what I had in my head.
Usually a simple "so you're doing X, do you realise that Y?" is enough to realign understandings.

Embrace the chaos
There is going to be a LOT going on, and sometimes things will happen that just screw up everything! Spells will go awry, somebody will shoot into melee and hit a friend, a crit or fumble (fairly common when you've got up to ten people rolling attacks) will completely fuck you over, and all those random abilities and bits and pieces any normal party picks up over time will turn up at the worst possible time.
Embrace it!
If something really crazy happens, it's a good idea to take stock at the end of the round or other convenient break point. Give a little summary of the current situation. This is so that you can get a handle on what's going on, so the players can work out how this changes their plans, and so the guy at the end of the table who missed it can enjoy the spectacle of the dad-faced eel that is wriggling its way from the wizard's throat even now.

Split the party! 
If it gets too big, split the party! This is classic bad advice, but it works with big groups.
Make the two groups change seats to sit together to help with attention-switching. Easiest in sprawling megadungeons because they've got splitting paths in which you can run two parties more easily, but we've also had geographically displaced mini-parties before, with one group in a dungeon and another group travelling in the overworld. This gets chronologically messy when the groups are travelling on different timescales, but whatever.
If you haven't run a split party before, the main trick is this - get one group to a decision point where they can discuss what to do next, then switch to the other.

Group Initiative
It's really easy to get bogged down in combat with a big group. Group Initiative solves this little problem by meaning anyone can go at any time during the player's round. I'll generally sweep round the circle from one side to the other, and come back to anyone who's still deciding what to do.
Also with a big group, it's ok to be a bit heavy-handed with exactly how much a person is able to do in a round.
In a smaller group I'll tend to let several smaller actions slide, in a larger group it's going to be a round to grab the potion AND a round to drink it. The party has TONS of actions at their disposal, so it's ok to leech them away when you can. Just make sure you're not devaluing actions that are more interesting than "I attack". If someone wants to drink a potion AND attack in the same round, I'd probably ask for a Gambit.

Party roles
Something else I've been trying recently that's been well received is to use a variation on John Bell's Party Roles. They work well! It keeps people engaged because they're still keeping track of what's going on, and also takes off some of the DM overhead.

Party roles in my game, in general order of priority, are as follows:
Remembrancer: Records what's happening so I can do the recaps more easily.
Caller: Announces what the group as a whole is doing. This is even more important in a split party situation - you want a Caller per group so when you switch back to them there's someone to tell you "this is what we're doing next".
Mapper: Drawing the maps. A classic role.
Treasurer: Keeping track of party loot.
Quartermaster: Keeping an eye on consumables, weapon breakage, and encumbrance.
Guard: Organising marching order and initiative, and rolling for random encounters.
Tracker: Tracking party HP, spells remaining, and special conditions.

I'm giving 100 bonus exp to anyone who takes on a role, as an extra bonus.

There may be a time when you say "there are too many characters" and you will probably be right.

Game to Run

Run a sandbox
Sandbox gameplay is important for big groups. Your plot-based campaign can and will fall down when a plot-centric player drops out without warning or someone leaves who was the only one who really cared about recovering the Nega-Gems of the Boom King. A sandbox means the game's much more resilient to change.
With so many people in your group, there's no doubt that at least one person will have a goal, and player-set goals are the key to running a good sandbox.
Also, make sure you've got a rumour table to drive player goal-setting. This isn't specific to large groups, it's just real important. You're the car, the players are the driver, and rumours are the fuel.

No Session Zero
Having an assumption-setting Session Zero is good advice for lots of games but bad advice for big groups. Session Zero is a lot of time spent not playing the actual game, and a lot of time for a bunch of people in the group to get bored.

Play with whoever's there
It's impossible to run for a big group if you're expecting everyone to be there every session. It's a good tip anyway, but having a sort of West Marches philosophy of "we play with whoever shows up" is absolutely crucial. Gameplay is more important than narrative continuity.
I've seen groups where a single player being off that night means that the people who showed up do some little one-shot or side quest or something, if you did that with a big group you'd never play at all!
The most important person at the table is, of course, you. It can't go ahead without you there, so be committed! Even if you feel a bit shit that day, drag yourself to that place.

Abandon game balance
Are you hoping to have at least some semblance of combat balance in your game? Good luck buddy!
Maybe you'll have ten players. Maybe you'll have 4 show up due to everyone else being on holiday or something.
You can't plan around player numbers and with larger groups your players will have way more raw firepower than ordinarily available to a party. Modules will be skewed, monsters will fall before the laws of averages, and something that would kill your average group of adventurers only slays half of them because the rest couldn't fit into the trap room.
Luckily there is a natural balancing system inherent in old school exp-for-loot. The players are safer and more powerful than the average party, but they're getting the same loot and sharing the same exp out amongst a larger group. They'll need to go to some REAL dangerous places if they want to level up as fast as a normal party.

Hardcore Mode
Apparently I'm more hardcore than I realised, since it's not as common as I imagined to enforce a "new characters come back at level 1" policy.
This does a few things to the game:
- Death is actually scary. Just generally a nice thing to have in D&D.
- Attendance is rewarded. If everyone levels up together, isn't it unfair to the guy who turns up every single week? Sure, they're there because they enjoy the game itself, but it's nice to have that translate into an actual in-game advantage.
- High level is a high score. It's a mark of pride. Getting to level 7 (the highest level anyone's ever attained in like 3 years of game) is a big fuckin' deal, and you feel massively powerful compared to any new players and characters that show up!
- Increases campaign longevity. If people are occasionally dying and working their way back up the ladder, it keeps play from straying too far from the grotty lower level stuff I like running. This thing could go forever, there's no distant endgame where the players are arbitrarily powerful and have to fight gods to find a fair fight.
On that last point, it might seem that the massive setback of losing a higher level character and coming back as a level 1 woobie would be constant slam on the brakes for the party's capabilities as a whole. Yet somehow the power of the party as a whole is always increasing. Characters may die, but the party remains.

Play somewhere that's not someone's house if at all possible
I'm lucky enough to run my game at a pub, which is ideal. Access to food and drink, fairly central, enough room for everybody, staff to clear up the mess.
Plus it's hard to get ten people sitting around a table in a flat in London, and a bit of a dick move to your housemates who have to deal with a swarm of people all showing up at once and queuing for the toilet. And it'll be difficult for at least some of your players to get home, because the vagaries of fate ensure that at least one or two people will live right across the other side of the city!
These are pretty London-specific problems though.

And finally...
Enjoy your good luck! There are heaps of people who can't manage to get together even a small group of players. Obviously you're running a pretty good game if all these people keep coming back week after week!

You can do it! I believe in you!

Tuesday, 7 March 2017

Dungeons and Druggies

You guys wanna get fucked up?

Having my campaign area's capital as an exaggerated fantastical other-London means that London's furtive yet pervasive drug culture gets blown up into a whole RANGE of fantasy drugs!
Good times for all! Unless you get addicted and it ruins your life of course, but that's by the by.

Mind-Altering Substances table here.

The silly names for real drugs were initially placeholders, but I kept them because I think they're a little bit endearing and give some plausible deniability if the drug doesn't work quite how the player was imagining.
"Oh no, our characters aren't taking ecstasy! This is a fantasy drug called Unmandy!"
Do feel free to change the names in your own game.

Mind-Altering Substances: Gygaxian Democracy Edition table here.
If you make up more drugs for your game, definitely add them in.

The basic mechanics are meant to be simple enough to bolt onto any game. 
Drugwise, the upsides are meant to be useful enough to make getting high on a dungeon crawl a tempting proposition, and the downsides bad enough to make drug addiction a big deal for your characters.
You may notice some Fallout influence, and that some Narcosan drugs feature on the Rare Drugs part of the table. I'll be adding more over time, I'm sure!

Here's how it works.


  1. Take a drug and get its Upsides and Downsides for the Duration.
  2. If you're already on something and you take something else, also roll for Drug Miscibility
  3. At the end of a day in which you took drugs, check for Tolerance
  4. If you have a Tolerance to a drug and haven't taken it in the last 7 days, check for Withdrawal


Take a dose of a drug, and you're saddled with Upsides and Downsides for the drug's Duration.
Extra doses stack.

Sick. Smash a couple doses of Alterket and you're taking -2 damage per die from all sources and won't pass out from Pain, but you've got -2 AC, move 2 encumbrance levels slower, and the DM keeps track of your HP in secret.
Good for when you're about to run into a room of unfriendly looking cultists with 1d4 damage daggers. Bad for running away from the demon they just summoned.

Mixing Drugs

Mixing your drugs is a gamble at the best of times.

Any time you're on something and take something else, roll 1d6 on the Miscibility table for each category of drug currently in your system.
So if you're on a depressant and then take another depressant, roll once on the Depressant table.
If you're on a depressant and then take a stimulant, roll once on the Depressant table AND once on the Stimulant table.

For the DM - decide now whether you can be bothered to track what mixes with what. I probably won't bother (you never can be sure about the purity), but it might be cool to do it on a per-combination or even per-character basis.
Everyone knows that Notcoke goes great with a couple of pints of lager... right? Or so you think until your mate passes out on his bar stall and cracks his head on the way down.

Tolerance / Addiction

The main downside to drugs is, famously, addiction.
The true tragedy of drugs to the end user is, in fact, tolerance.
This mechanic is meant to model both at once.

Well I mean, the real tragedy is dying of an overdose, but I figure if you're a heroic player character who can eat a few sword thrusts to the face you're heroic enough to snort a line as long as your arm.
Take drugs and there's a chance you'll build up points of Tolerance.

At the end of each day, Save vs Poison per drug you took that day with the following modifiers:
  • +/- Tolerance modifier (see table)
  • +/- Wis modifier
  • +1 for each Tolerance point you already have with the drug.
  • -1 for each dose of the drug taken that day

Success, and you're fine. No change.
Failure, and you gain a Tolerance point with the drug.

Each point of Tolerance builds up Tolerance Effects.
Generally the Tolerance Effect is the opposite of what the drug does, or a downside that the drug will make irrelevant.
So not only do you have to take more of the stuff to get the same effect, you've also got to take a bit of it to take the edge off and act sorta-normally.

Damn. Your Alterket habit is catching up with you and you've gained an Alterket Tolerance point. You take +1 damage per die from all sources and take double penalties from Pain.
Good thing taking a dose of Alterket will equalise the first effect and nullify the other...

Kicking the Habit

So you're addicted to something and don't want to be addicted any more.
Or even worse, your stash ran out a couple of days ago and you're still stuck in this stupid dungeon!
What to do?
Whatever happens, it's going to suck.

The easiest thing to do is shift your addiction onto some other substance, hopefully something that it's easier for you to obtain and/or control.
The hardest thing to do is go cold turkey.

If you have Tolerance points in a drug, you've got to take it at least once a week or risk going into withdrawals.
If you haven't taken it in the last 7 days, Save vs Poison with the following modifiers:
  • +/- Wis modifier
  • -1 for each point of Tolerance you have with the drug
  • +1 for each point of Tolerance you have towards other drugs
Success, and you can remove a Tolerance point for the drug.
Failure, and you double the Tolerance Effects until you take the drug again.
If you get this result again, triple the Tolerance Effects until you take the drug again, and so on.

A bad Example to children

Jack is the party Fighter. He knows the next room is dangerous - full of ratmen at least. Ratmen like to set ambushes and to grapple you and bite you.
Luckily Jack's brought some Notcoke with him! Keeps you alert for ambushes and bumps up your melee skills. He carefully unpicks the little paper wrap, pretends to sneeze, and takes a couple of bumps off of the end of his dagger while he "blows his nose".
BOOM. It kicks in! He's PUMPED! +2 to Search and +2 to melee!

2 doses of Notcoke - Upside is +1 to Search and +1 to melee per dose.

The only downside is he's got to Save or do something risky and impulsive - he saves successfully, but they were planning to charge into the room anyway!
He boots down the door, sees the Ratmen dropping from their ambush position on the ceiling, and charges into GLORIOUS BATTLE!

2 doses of Notcoke - Downside is Save vs Paralyze or do something risky and impulsive with a -1 penalty to the save per dose.

That evening, Jack's regaling the people at the local tavern with his exploits. His teammates look at him with wide-eyed awe. "I can't believe you saw the ratman that jumped out behind me!" says the Wizard. "You were amazing, Jack!" says the Elf he's got a crush on.
He gets to bed and peels off his ratblood-soaked armour.
He has to check for Tolerance. He's got average Wisdom and Notcoke has a +0 Tolerance modifier, so he's just rolling a Save vs Poison at -2.
Shit, he failed.
Jack gains 1 Notcoke Tolerance point.

Check for Tolerance:
+0 for Notcoke's Tolerance modifier. 
+0 for average Wis. +0 for having no Tolerance to it. -2 for doses taken today.

The next day he wakes up feeling groggy. Weird. -1 to Search. -1 to melee. 
Entering the dungeon the next day, he feels like he's not up to his usual dungeonbashing standards. 
On the sly, he does a fat line of Notcoke to keep his head in the game. 4 doses means he's up to +3 Search and +3 melee! -4 to his Save vs recklessness of course, so he's charging in more often than before, but why hold back when you're this good?
Over the next few weeks he'll begin relying on it more and more to get him through the adventuring day, and need to take more and more of it to get to his normal baseline.

1 Notcoke Tolerance point. Effect: -1 to Search and -1 to melee per Tolerance point.
4 doses of Notcoke - Upside is +1 to Search and +1 to melee per dose.
4 doses of Notcoke - Downside is Save vs Paralyze or do something risky and impulsive with a -1 penalty to the save per dose.

- A few weeks later -

Jack's been smashing Notcoke every time he goes into a dungeon. He's not even bothering to hide it any more.
He's got 5 Notcoke Tolerance points at this point, meaning he starts the day at -5 to Search and -5 to Melee.
The rest of his party is worried about him, but the few times he's taken their suggestion of delving without taking it he's been a fucking liability.

5 Notcoke Tolerance points. Effect: -1 to Search and -1 to melee per Tolerance point.

Finally he's caught stealing drug money from the party coffers and enough's enough.
"No delving until you get clean" says the hot Elf. He'll do it for her.
After a week of feeling fucking terrible, it's time to check for Withdrawal.

He's got 5 Notcoke Tolerance, average Wisdom, and no other addictions. That's -5 to his save.
He rolls a Save vs Poison at -5. Against the odds, it's a success! He feels marginally less shit!
The next day he's got 4 Notcoke Tolerance! That's -4 to Search and -4 to melee.
If all goes well, he'll have kicked this in a month.

Check for Withdrawal: +0 for average Wisdom. -5 for 5 Notcoke Tolerance points. +0 for other addictions.
4 Notcoke Tolerance points. Effect: -1 to Search and -1 to melee per Tolerance point.

Another horrible week goes by. It's time to check for Withdrawal again.
Same again with a -4. This is getting easier!
Or so it seems.
He rolls a Save vs Poison at -4 and... fails. God fucking damn it, he needs some Notcoke.
All Tolerance effects are doubled - now he's at -8 to Search and -8 to melee.

Check for Withdrawal: +0 for average Wisdom. -4 for 4 Notcoke Tolerance points. +0 for other addictions.
Withdrawal - double Tolerance effects until you take the drug again.
4 Notcoke Tolerance points. Effect + Withdrawal: -2 to Search and -2 to melee per Tolerance point.

He's never felt this bad! 
And he knows, he knows, that if he just took one little bump it'd be enough to set him back up to -4 for everything. He'll still bad, but not this bad. Just one little bump to get him level, then he'll be back on the wagon.
Fuck it. While the rest of the party is out, he rifles through their stuff to find where they hid the last of his stash... and finds it.
Just a little bit left, but it's enough. A single dose, and he's no longer affected by Withdrawal! Phew! Even though he knows this could give him another Tolerance point and set him back a week, it was worth it.
Unfortunately he's still got a negative Search skill so he doesn't even notice when the Elf comes in early and sees the party's stuff scattered all over the floor as he snorts a little line.
She gasps, tears in her eyes, and he starts at the sound!
He fails his save against doing something impulsive! He approaches to kiss her! And she easily wrestles his -3 melee penalty arse out of the room and tells him never to come back.

1 dose of Notcoke - Upside is +1 to Search and +1 to melee per dose.
1 dose of Notcoke - Downside is Save vs Paralyze or do something risky and impulsive with a -1 penalty to the save per dose.
Withdrawal reset

4 Notcoke Tolerance points. Effect: -1 to Search and -1 to melee per Tolerance point.

Now Jack's on the street, no job and no money and a ruthless Notcoke addiction.
At the end of the day he'll be checking to see if that single dose gave him another Tolerance point, but until then he's got to find some way to scrounge money and survive.
Add him to the encounter table boys, he's an NPC now.
Requiem for a Dungeoncrawler.

Tips for Cooking Up Drugs

So you're a DM and want to add more drugs to the the game.
Here are some tips!

  • In general, modifiers for upsides, downsides and tolerance are +/-1. This is so people can take several doses in order to improve the effects, and so that tolerance effects build up fairly slowly.
  • If it's something that you don't think is that dangerous (like Otherpot), feel free to make the upside negate any amount of Tolerance Effect. In the case of Otherpot it only takes one dose to negate all the Tolerance Effect you've accrued.
  • If you want the addiction to be harder hitting (like Notcoke), make the Tolerance the exact opposite of the Upside without negating any of the Downside.
  • If you want to make an addict act a bit weird all the time even when they're on it (like Unmandy), have a Tolerance Effect that can't be negated by taking the drug. With Unmandy, you're on a -1 to reaction rolls per Tolerance point but you can still read intentions from facial expressions. You're still useful in the party's negotiations unless you're speaking directly to people.
  • Don't go overboard with the Tolerance modifier. Maximum of +4 for extremely addictive and -4 for non-addictive.
    Psychological addiction is like 80% of addiction, man. Hell, I once met someone who was addicted to nangs of all things.

Thursday, 9 February 2017

Books! aka Droppin' Lore aka Make Libraries Great Again

Historically valuable, gamewise worthless unless they're a spellbook (at least in my game).

So here's the basic idea.

Books and Such

I've got a big table of book topics, each topic with a hash code so I can say "You find Book #156 - The Nature of Heaven" and they can write down just Book #156 if they want.
Table of generic book subjects here.

Every hour of study, roll a die based on how many books on the subject you've got available to reference:

Roll it on the following table:

Then ask a question and I'll give an answer based on what you rolled.
And that's it!


For some time I had a limited number of uses per book (a la David Black or Vornheim), which has the unfortunate side effect of players ditching books when they run out of information juice.
Throw away books?! Not on my watch!

So instead books let you ask an unlimited number of questions on their topic, but it takes quite some time and you don't get many useful answers unless you have more books to reference.
This should hopefully encourage collecting books, hanging onto books, and maintaining a library. And it also means that finding the another book on the same topic is cause for happiness instead of indifference.
Each book takes up one encumbrance slot, so one of my hopes is that someone will hire a book-bearing retainer to porter relevant books around the dungeon for them.

You may notice that I haven't got anything in here in regards to the quality of a book's writing. This is intentional! I figure that book quality is abstracted, that way I don't need to worry about it. If one book's a light synopsis on the topic and the other's a long-winded rambling tome, you can use the one to inform the other.
If pressed, I can always say a really good quality book counts as two books or counts as a book on more than one subject. I probably won't, though.

The other thing I want to play around with is having, say, a frieze that counts as +1 book on a subject. So you find a frieze depicting the miracles of Jesus, and if you've got your Bible on you it counts as having a bonus book on the subject.
I've already got the National Library of Fortress-City Fate counting as a book on every topic, and that's made people become interested in it for the first time. Score!

Books for My World

Players: Please don't view this one. Is secret.
For everyone else: this actually turned out to be a good way for me to collate various lore garbage that may or may not ever be learnt by my players! Feel free to have a look, and use it as a basis for your own stuff.
Books of my world are here.
A side effect of giving the players quite a vague title/subject matter is that in some cases they'll have no idea what the book is even about until they spend a few hours "reading it" by asking questions.
If you've only got the title "Book #116 - Ur-Darghab, City of the Deeps" and one-word answers to your questions at best, it takes a bit of questioning to work out that this is a book about a Dwarf arcology city.

Tuesday, 31 January 2017

DM Shit: How I Use Skills

Skills were brought up fairly recently in the OSR Discord channel, specifically LotFP skills and specifically why/when/how to use them.
It's an interesting question!

So here's my personal take.

How I Think of Skills

- Adventurers are competent
- Skills are bullshit

So your average adventurer spends all their time doing adventure stuff, thinking about adventure things, being an adventure person. They've got not much else to do, really, .
If they have to sneak, they're sneaky.
If they have to climb, they're climby.
They know how to shoot an arrow, wield any weapon they pick up, how to use armour to deflect blows.
They can swim, read, climb up a rope, all that "normal" adventure stuff.
Basically, they're as competent as you want them to be.

This is reflected in LotFP by everyone having at least a 1-in-6 chance to succeed at any of the skills.
Every character knows the basic ideas behind climbing or tinkering or stealth or whatever.

But skills are bullshit. They let you do stuff nobody should be able to do.
Any adventurer could climb a wall, but only some could keep going when they get shot.
Any adventurer could pick a shitty lock, but only some could pick a good one.
Any adventurer could stay hidden, but only some could stay hidden when someone's looking right at you.

I only roll for skills when someone needs to do something above and beyond the capabilities of a competent person who has a good deal of familiarity with D&D-style adventure, whether that's doing things incredibly well or incredibly quickly.

A skill monkey geddit

Broad Strokes

Roll at point of contact
Or as Arnold puts it, roll just in time. Roll Stealth when you might be seen, not when you first fade into the shadows. Roll Tinkering when first operating your scratch-built invention, not while building it.

If anyone can do it, you do it better
Generally skills are either fairly open in their usage (Sleight of Hand) or they've got a specific usage (Sneak Attack).
The defined usage ones are fine, it's the open ones where I have to stop myself from calling for them whenever something's vaguely related.
Before asking for a skill check, ask yourself the following question - is there any reason they wouldn't just succeed?
If yes, cool! Ask for a skill check to complete the task!
If no, even better! Ask for a skill check to complete the task perfectly/quickly/stealthily/etc! Add a kicker, like "you Climb it easily, but if you pass Climb you can leave ropes to make everyone else's checks easier" or "you use the key on the door, but if you pass Sleight of Hand you do it swiftly without using an action and can keep running".

Don't plan for Specialists
Don't go into writing something with the assumption that there will be a Specialist in the party. That way when someone is a Specialist, they break the game and feel awesome.
"I'm putting a locked door here to give the Specialist something to do". Wrong.
"I'm putting a locked door here to keep people out, they'll have to smash it down". Right.
Oh shit you had a Specialist with Tinkering and you went through the door?! Fuck!
NB: This is how I approach all classes. Always assume nobody entering the dungeon will have special abilities, that way they always feel game-breaking special AND you don't hamstring your game because the Cleric didn't turn up tonight or nobody rolled a Specialist.

Avoid dicking over Specialists
In a similar vein, it's easy to get into the mindset where you feel you have to call for skill checks from a Specialist so they get some ROI on their skill choice.
Avoid this by asking the question the question above - is there any reason they wouldn't just succeed? Make it a roll for an extra good success if so.

No attribute checks
I used to do these, but skills and saves cover all situations better.
The issue is that attributes don't increase with level in this game, so a first level character with 12 Strength has the same chance of passing Strength checks at tenth level. Better to use skills and saves because they can be improved.
Anything not covered by a skill or a save is down to hashing out a ruling.

No bullshit difficulty levels
Late edition D&D loves giving different DCs for different lock types or for climbing walls of differing smoothness.
That's fucking boring. "DC 22 lock" has never been an interesting obstacle, and is blatantly there just to give ROI on skill choice. This ties into "Don't plan for Specialists" above. If you're putting a DC on a lock, you're planning for Specialists. Stop it.
If you want to make a lock impassable, just give a good reason and don't even roll for it. Non-euclidean mechanism requires a four dimensional key? Magical lock? Secret button? Just barred from the other side? Otherwise let them try with the flat skill check, no modifiers.
If they can't open an old lock, maybe they failed because the inside's rusted shut. If they manage to open a Dwarven Dragon Cylinder Mighty Mk VI Multilock, maybe they succeeded because someone left it on the latch.
Same with other skills of this sort. Tracking untrackable enemies? Just say they're untrackable and why. Climbing unclimbable walls? Say it's unclimbable and why.
I give modifiers for Languages a pass, because it's in the rules and get a bonus for high Int which sort of balances out.

Group checks
Hey you know those times when the guy who's good at picking locks fails, and so everyone else says "I'll give it a go!" and everyone rolls until someone picks the lock? Dumb.
Or when there's a group of people sneaking and the one Sneaky Guy fails while Clanky McClank in his plate armour manages to clatter out of sight? Dumb.
In any situation where everyone's trying to do the same thing, it's a group check. One person rolls, usually the most highly skilled, and everyone in the group uses that result. Roll a 1? Everyone succeeds! Roll a 4? Whoever has 4 or more succeeds!
If the master lockpicker can't pick the lock, nobody can.
If the Arcana expert can't identify that potion, nobody can.
If you've got two people with high Search, they could both spot the thing coming while the others don't.
The two people who have points in Stealth can stick to the shadows while their unskilled friends get seen.
This also removes the issue where a sufficiently large group of characters always has one or two people failing a skill check no matter what, making group Stealth a pointless endeavour. This way a group of unstealthy people will probably fail, but if they succeed then everyone succeeds together.
Bear in mind that I only call for a roll when it's above and beyond the ability of a competent character.
And again, I make an exception for Languages. It would be sillier to have a group check and everyone knows French now. Plus being one of the only people who can speak to the NPCs is part of the fun!

Also fuck that "no hiding in an empty corridor" thing, you do that movie clinging-to-the-ceiling-while-they-walk-under-you manoeuvre or throw a rock to distract them or pretend to be a lamp. 

Skills in Detail

Specific usage so I just use it for the exact things it's useful for. Identifying the sort of "generic" mystery magic stuff like potions, scrolls and wands, and casting spells from same.
Group Check: For Identification. Albeit I roll that in secret in case they misidentify it.
Why it's bullshit maxed out:
You know every potion in the world on sight and you can cast spells off any scroll even though you're no kind of wizard. Bullshit.

An interesting one because it's got specific uses but sounds like it should cover a wider range of things. Specifically, it's for hunting, not getting lost, and healing overnight if you've got nowhere to stay.
You'd imagine you could use it for things like tracking and identifying animal tracks and mushrooms and things, right? I actually just tell people those things without them needing to roll. You're a competent wilderness explorer.
Group Check: For getting lost. Rolled in secret.
Why it's bullshit maxed out: You can find food in any terrain and never get lost even in the deepest darkest jungle. Bullshit.

If you've got climbing stuff and as much time as you need, you just climb the wall. You're a competent wall climber.
I require a roll for climbing under stress, or for borderline-ridiculous climbing feats.
Climbing under stress is things like climbing at speed, climbing while under attack, climbing while encumbered, climbing without equipment etc etc
Climbing feats are things like firing a weapon while hanging off a ledge, or springing up a wall so quickly that you can still act when you reach the top, or climbing on a big monster. Crazy stuff that shouldn't work.
Note also that the price of failure for climbing is not always "you fall". Sometimes it's just "Ok it'll take a few rounds to climb back up, but if you roll Climb you can scamper up there in a single round" or "you've been going on about your climbing harness this whole time, if you fail you just waste your turn".
Group Check: When climbing in a group and under stress. Fairly rare.
Why it's bullshit maxed out: You can climb anything at speed without a harness or ropes or anything and can swing down a reverse overhang like it's nothing. Bullshit.

Easiest skill to explain. Roll whenever you hear or see a new language for the first time, if you succeed you've always known it. Penalties as per the rules.
Group Check: No.
Why it's bullshit maxed out: You know literally every language currently spoken, and many that haven't been spoken in thousands of years. Bullshit.

I use this differently to base LotFP, and will probably change the name to Surprise or Awareness or Sense Danger or something in the future.
I use Search as a just-in-time danger sense thing. So it's a counter-ambush skill (replacing Surprise chance) and a counter-trap skill (oh shit that thing just went click time to fall to my knees and roll).
A successful Search roll means you get a single action before everything goes down, so you could JUST throw yourself backwards away from the pit trap as it opens or dive into cover because you JUST saw the glint off the sniper lens before it fires.
Group Check: If a whole group gets ambushed or all walk into the fireball corridor together or whatever.
Why it's bullshit maxed out: It is impossible to sneak up on you and you sense every dangerous thing moments before it happens. Bullshit.

Sleight of Hand
In addition to the regular open stuff like picking pockets and palming objects without anyone noticing, I also have some specific uses for this skill. Specifically, it's to reload firearms quickly, to instantly retrieve items from your inventory, and to swap weapons in combat without a penalty.
Group Check: No.
Why it's bullshit maxed out: You have the right tool for the right job every time, and can steal man's glasses off his nose without him realising it was you. Bullshit.

Sneak Attack
Straightforward, destroys single targets, absolutely brutal.
Group Check: No
Why it's bullshit maxed out: Six times damage multiplier what the fuuuuck!!

Potential Alternate Sneak Attack:
I haven't tested this yet.
- Roll Sneak Attack when attacking from Surprise, and if successful get a bonus to hit equal to the value on the die. That's +1 if you succeed with a 1, all the way up to +6 if you succeed with a 6.
- If you hit with an attack from Surprise, multiply damage by your whole Sneak Attack score unless the target passes a Search check.
This means it's not completely useless to have points in Sneak Attack and not Stealth. If we assume you're competent enough to stay hidden in an ambush, it's the enemy's fault if they don't notice you. Plus since they only get a Search check if you actually attack, you can stay hidden and let them pass by without giving yourself away.
It also means all characters get some small benefit from their 1-in-6 Sneak Attack value.
Group Check: No
Why it's bullshit maxed out: +1 to +6 bonus to hit from ambush, PLUS six times damage multiplier! What the fuuuucccccckkkkkk!!!

In line with the "everyone is competent" idea, generally you only need to roll Stealth if you're pushing your luck somehow. Walking at those weirdly slow dungeon movement rates means you're going as quickly as possible while remaining stealthy and keeping an eye out for danger, but sneaking through a roomful of people or hiding from people who are looking for you requires a Stealth check.
That's the main use for Stealth.
The other is Combat Stealth. If you're flanking an enemy 5e-style (aka you and a buddy are in melee range of the same enemy) you can roll a Stealth check. On a success - that enemy can't target you on their turn if there are other targets available, and if you attack them next round it counts as attacking from Surprise.
Bear in mind you're not invisible, just elusive. You're rolling behind them or fading into the swirl of combat or even just faking them out. Randomly targeted effects and area attacks can still hit you.
Group Check: If sneaking in a group.
Why it's bullshit maxed out: You're so stealthy you can sneak through a cocktail party without being noticed by a single guest, and you can basically make enemies ignore you at will in combat. Bullshit.

Two big uses - locks and inventions.
Locks is obvious. Roll Tinkering and open the lock on success. A common group check because everyone's usually there together.
You're meant to use this for traps with exposed mechanisms, but I don't know if that comes up much. If there's a tripwire my players tend to step over it or set it off from a distance. Why risk a skill check when they could just player skill it?
Inventions is the fun one. This is my catch-all term for mechanical traps and the various ridiculous contrivances some players are wont to create. Snare? Grapnel gun? Chinese-style flamethrower?
Roll at point of use. Failure means it goes wrong in an entertaining fashion. If multiple people worked together to make it, it's a group check. Roll once and hope that someone's got enough Tinkering for it to work.
Group Check: Yes, for locks and inventions both.
Why it's bullshit maxed out: You can open any lock ever made AND you're a mad inventor of weird inventions that somehow just work? Bullshit.

The primary example of a skill that's useless until OH NO it's suddenly REALLY USEFUL.
Anyone can operate a boat under normal conditions. You're a competent sailor.
It's abnormal conditions that require Sailing checks. Rapids! Storms! Ship combat! All sorts of stuff is covered by Sailing. It's useless until you're in a boat, at which point it's useful for pretty much everything.
As long as you're on deck and unengaged by another activity you can be involved in group Sailing checks.
Group Check: Yes.
Why it's bullshit maxed out: You can pilot any vessel and survive through any storm? Bullshit.

Look ok, I added this skill mostly as a joke. Bards are stupid, and yet some players want to be Bards.
Originally just a shit way of making money on street corners, it's also a noisy way of getting +2 to Reaction Rolls.
But now there are magic instruments in my game which affect everyone who can hear them, unless you roll Music in which case you can choose who's affected. Bard instruments. This is who I am now.
Group Check: Nobody likes your band, man.
Why it's bullshit maxed out: Everyone likes your music and by busking you could earn up to 36 silver PER DAY! That's more than most people cost per day in the retainer list, so I guess that's pretty bullshit from their perspective.

First Aid
This is the non-magical healing skill and it's got defined uses so it's dead easy. Also, very good.
Out of combat - on a success you heal the target for the value of the die. So that's 1HP for succeeding on a 1, up to 6 for succeeding on a 6. Failing on a 6 deals one point of damage. This 1 point of damage has claimed three lives to date. I love it.
In combat it's maybe even more important with my Death & Dismemberment variant - on a success you remove a number of Death Dice equal to the value of the die. So remove 1 for success on a 1, all the way up to 6 for succeeding with a 6. As above, failing on a 6 deals 1 point of damage.
Group Check: No.
Why it's bullshit maxed out: You can heal people consistently, bring people back from the edge of death, and never even run out of healing juice like a Cleric would! Bullshit.

Wednesday, 11 January 2017

The Ten Foot Polemic Unified House Rule Document - 2017 Update

Jesus, it's been a year and a half since my last house rule update!
It's actually not changed that much since, they're in a really nice place and I'm pretty comfy using them now.
The only real changes involve switching up a few things that were a bit too fiddly to use consistently (like weapon breakage), adding excuses for stuff we were sort of doing anyway (like spell swapping), and adding the new subsystems I've added since (like poison).

Also in the time since I published the updated house rule doc it looks like people have uploaded it on a bunch of mirrors?!
I'll count that as a success.

My house rule page has been updated and the house rule document along with it.

New one here

Change log because that worked well last time:

Char Gen:

  • New! Added Religion, albeit the actual options are in a separate Religious Pamphlet which I just realised I still need to upload. Opens up Clerical options and makes religion more of a thing. Also, Cleric spell grid is a good at-a-glance guide to the different sects' attitudes towards one another.

Retroactive Backstory:

Combat Options:

  • Minor tweak - the defensive actions (spears vs enemies closing in, take cover, parry) can be declared in reaction to an attack by giving up your next action.
  • If you Aim you count as surprised. Tunnel vision's a real thing, I've got the paintball welts to prove it.
  • Removed Fighters/Elves/etc getting special combat manouevres. Gambits are more fun, and my Elves and Dwarves have weirder powers now.
  • Disengage and Opportunity Attacks swiped from 5th ed. Elegant solution to the stop-people-getting-through-the-front-lines problem without needing a grid. Opportunity attacks stop people from moving further if they hit, naturally.
  • Parry changed, I thiiiink these parry rules are from Delving Deeper. +4 to AC across the board, but with additional effects based on weapon size. Heavier weapons have a chance to disarm, lighter weapons have a chance to riposte.
    Obliquely favours high dexterity characters because they get an AC bonus, gives another layer of choice to size of weapon to those interested.
    Pretty cool. But needless to say, these extra effects only work on enemies with weapons.
  • Take Cover put down as an action rather than a passive thing, because I like the idea of diving into cover in response to gunfire.
    Plus it reminds people "oh yea I get an AC bonus from cover" which I often forget myself and means that firing at someone behind cover keeps their head down. Suppressing fire, yo.

Ranged Weapons:

  • Quietly shelved the Fighter firearm reload bonus. Nobody reloads in combat anyway.
  • Instead, successful Sleight of Hand halves reload time. Four round reload time if you've got good Dex and Sleight of Hand! Guns seem more of a Specialist weapon anyway.

Fall Damage:

  • Gygaxian original 1d6/10ft/10ft makes falls quickly deadly. Added a 10ft discount if it's a prepared fall, by way of compensation for this new deadly reality.
    Unwritten, but each 10ft counts as a separate attack for the purposes of Shields Shall Be Splintered and other damage-mitigation purposes like armour breakage. One time a guy jumped off a cliff and landed on his shield to survive like Captain America which was awesome but clearly absurd.

Death and Dismemberment:

  • Bleed now deals 1 damage per die at the end of the round, rather than simply increasing. This mostly because I always forgot to increase, and also because Bleed dice felt the least dangerous in play because you're not affected if nobody's hitting you.
    There's a special Bleed damage table here, which only makes sense as an addition to Courtney's table here. You'll notice most of the results end up with more Bleed, preserving the idea behind the previous bleed-builds-over-time mechanic.
    Conveniently this change ties in neatly to...
  • New Poison rules! Deadly over time without instant death, and allows me to give Ghouls stun poison and Spiders death poison and have it all be part of the same general system.
  • As stated in the Poison post, Delay Poison now makes you immune to the effects of poison for 24 hours. Hopefully you will have saved away all the poison by then. Neutralise Poison neutralises all poison dice.

Wear and Tear

  • Change to weapon notches - each notch reduces the damage of a weapon by one die size. This represents it getting battered and blunted and damaged over time. The more damaged the weapon, the less effective it is.
    This also mirrors armour which gives you -1 AC per notch.
    It's hard to get players to remember something that fucks them over if it's rarely engaged with, so this is an easy "oh no your sword's damaged in an obvious way because you're doing less damage" fix.
  • Willingly break your weapon to roll its original un-notched damage die. Your shitty rusty longsword gets a last 1d8 hurrah before bursting into fragments.
    Putting the choice to break a weapon in the hands of the players means they've got some more agency over it, and also means I don't have to think about it.
    Again, mirrors armour where it's the player's choice to actually break it. In that case breaking your armour reduces damage from an attack to 1. In both cases it's more worthwhile to break something that's heavily damaged and thus otherwise a bit useless.
  • Firearms use the England Upturn'd firearm mishap table in England Upturn'd when they take a notch. Because it's great. Replaces regular fumble table.

Class Tweaks

  • Clerics have 5 religious variants to choose from, each with a unique spell that acts differently depending on the religion of the target. Religion pamphlet here.
  • Spell swapping across all casting classes! Shock! Horror! Clerics had this already so other casters were not-so-subtly just casting whatever they wanted with their spell slots.
    I was going to yank 5e's spell slot system until I realised this is a good opportunity to use a favourite Last Gasp table I'd never been able to use before.
    Encourages bringing spellbooks into dungeons, penalises not thinking ahead, means the more situational or ridiculous spells like Speak With Dad are actually used.
    • Magic Users, Elves, Muscle Wizards - roll on the Cast the Bones table with a penalty equal to the sum of the spell levels being swapped.
      So swapping a level 1 spell for a level 1 spell is a -2 penalty.
      Swapping a level 5 spell for a level 2 spell is a -7 penalty.
      Sacrifice HP for a +1 bonus per point, because you're draining your own energy. I'd allow this even at 0HP and have it roll over to Death and Dismemberment.
    • Necromancers simply deal damage to themselves and everyone around them when swapping spells, equal to the sum of the spell levels being swapped.
      Swapping a level 1 spell for a level 1 spell is 2 damage.
      Swapping a level 5 spell for a level 2 spell is 7 damage.
      Heals undead though and damages all around, so I can see this being used tactically.
      Also rolls over onto Death and Dismemberment, likely the Cold Damage table.
  • New! Ratman class for the ability score impaired. Can't have any positive ability score modifiers, beloved of rats, actually surprisingly powerful at higher levels. 36 obedient rats at a time is nothing to sniff at!

Rune Magic

  • All direct damage glyphs do 1d6 damage, modified by vulnerability/resistance. Beams previously did 2d6, but it was complicated and also too good.
  • New scatter mechanic for firing beams from hands and shields and stuff - if you miss, roll the Warhammer Scatter Die (pictured below). A target means you miss safely and it just scorches up a wall or whatever. An arrow means it fires in that direction, hitting the first thing in its way.
    Using an Aim action beforehand means missed beams only ever miss safely.
    In-world explanation is that powering a glyph involves a brief moment of unconsciousness as your VERY SOUL is redirected to power it, which means accuracy is an issue with beams.

Turns out that was a longer list of tweaks than I thought!

Saturday, 7 January 2017

When and How To Fix Rules

To summarise,
Sometimes rules make sense. When they do, character and player can make the same decision even if acting on different actual information. I called this Synchronisation in a previous post.

Player knows he's got +5 to hit, character knows he's good in combat.
Player knows ghouls cause paralysis, character knows ghouls cause paralysis.
Player knows he gets exp for treasure looted, character knows that he wants all the treasure.
etc etc

You're in sync.

When rules don't make sense you get knocked out of that space.
The usual symptom is "that doesn't make sense" or "that's not realistic".
The usual cause is because a mechanic is Dissociated (eg 4e Fighter dailies) or badly Associated (eg. these examples).

Basically being synced up is good, because it means players can view a decision from a mechanical view or an in-character view and come to the same conclusion.
Thus a newbie who's told "you're a person in a world what would you do?" and a rules enthusiast who's told "here are your mechanical options what will you do?" can play in the same game with not much issue.

Extreme Sync!

Staying in Sync

Generally when you use a rule or make a ruling you are keeping player and character synced up. The player's expectations about how something should work are the same as how something will work.
As long as a mechanic works in a way that makes sense in the internally consistent fantasy world, you're fine.

It's when a mechanic doesn't make sense or work the way you'd expect that you get that "uh what?" feeling.

You tend to get this with things like Grappling. Say the designers have written rules to satisfactorily simulate two people wrestling, and suddenly you have to adjudicate 20 trained rats climbing over a dragon. Some messy culmination of circumstances and bonuses mean that the rats will chokehold a dragon 9 times out of 10, which is surely ridiculous.

It's an Associated mechanic, wrestling in the game world is simulated by game mechanics, but it doesn't make sense from a character's in-world perspective.

This can also come about as a result of ad-hoc rulings.

Say there is no rule for drowning and someone is starting to drown.
The DM, the players, and their characters all have an expectation of what happens when someone is drowning.
A "realistic" ruling is created, where realism is whatever the players and DM collectively think makes sense. Perfect. Everyone's synced up.
The drowning ruling is now a drowning rule.

At a later date someone's horse is starting to drown.
The group hark back to a previous ruling and... oh no! It turns out horses can hold their breath for an hour by the original drowning ruling for some reason! That's dumb and unrealistic when applied to horses!
Everyone's collectively Desynchronised!

How do you fix this dire situation?

You have three choices.
  1. Paper over the cracks
  2. Change the fluff
  3. Change the rules


Option 1 - Paper over the cracks

Make a ruling. This is obviously the easiest option, usually the best option, and the only one you can really make at the table.
Generally this is because it's a weird edge case that won't come up again so you can just make a quick ruling and side-step the issue, or your ruling is good enough that using it over and over works fine.

I won't go in depth into how you make a good ruling because this is one of your main jobs as a DM and Arnold wrote that one recently.

So an example.

For the dragon this means you go "it's ridiculous that a bunch of rats could wrestle a dragon because the rats are too small" and just say it won't work.
For the horse this means you go "I don't care that the drowning rule means that horses can hold their breath for an hour, the horse is going to panic and won't hold its breath anyway."
You make another ruling about horse drowning or whatever and keep going.

The dragon ruling is fine until someone asks how big they'd have to Enlarge the rats in order for it to work. There must be a threshold where the Wrestling rules start working again right? You'd expect 20 man-sized rats to at least have some small chance of wrestling a dragon, surely? What if they were as big as cars? Or the dragon itself?

The horse ruling is fine until the Magic-User is polymorphed into a horse in the Undersea Mermaid Dungeon. A scaling drowning mechanic would suddenly be very useful!

What now!?

Well, something needs to change.
Which presents you with the interesting choice of what to change to make the rule "make sense".

"Yea this could realistically fuck up a dragon"

Option 2 - Change the Fluff

This is one I actually really enjoy.
It's also generally less effort than changing the rules, and usually what I do when I like the behaviours that a mechanic encourages.

Probably most obvious in my game's Halflings. I gave them a mind control ability so they could be a pet-controlling Ranger-esque character class, then extrapolated that out into a dystopian Pokemon society that enslaved Man two thousand years ago.

Essentially the question is this - 
"If I keep the rules as written, what does that imply?"

This was my solution to the age-old constantly-head-rearing issue of trad D&D Vancian magic.
How does a wizard run out of magic? Why do they need to prepare their spells at the start of the day?
It doesn't make sense! Wizards just cast a bunch of spells all the time! Gandalf never said "sorry guys, no more spells for me until I have a nap". Merlin never said "well that's my best spell gone, I can only cast 25 more spells of a lower level today". Harry Potter doesn't blow the three Expelliarmuses he prepped this morning then stop!

But I like the resource management aspect of doing spells this way. And I like how it makes a wizard do something perfectly a limited number of times per day, as opposed to a Specialist who does something well consistently.

So I changed the fluff. 
Magic is now a buildup of Chaos pouring into your head through a crack in your soul, and you have to crystallise it into shapes in your brain in order to channel it and reroute it back out to stop it overwhelming you.
Spellcasting is vomiting a big chunk of the magical energy out into the world, giving the magic user some breathing room before the Chaos inevitably starts to fill them back up. Like throwing a bucket of water out of that slowly-filling bath before it gets dangerously full.

Now the mechanics are re-Associated and re-Synchronised. A wizard in the game world knows he's prepared a limited number of specific spells that day, the player knows the same from a mechanical standpoint.
The mechanics make sense as a way of modelling this new fact.

With the drowning horse, maybe you go "actually it would be really interesting if horses could hold their breaths for an hour in my world, and the larger you are the longer you can stay underwater".
Hey, sort of works if you extrapolate up to whales right?
And that can imply a lot about a campaign world. Is it a water world? Do horses have gills? If so, why do they need to come up for air? Are there giants? If so, they could hold their breaths long enough to reach underwater cities that a human couldn't reach unassisted? Does immersion in water kill small animals extremely quickly?

This is what happens when people try to divine the implied setting of vanilla D&D from the rules. If we take these rules as true, what does that imply?

"I've really been picturing seahorses wrong"

Option 3 - Change the Rules

This is the final option, usually. If something doesn't make sense, and there's no way you can satisfactorily change the fluff to keep the mechanic, it's time to make new rules.
The other reason to do this is because you don't like the behaviours that a mechanic encourages, like how exp-per-monster-killed encourages combat. 

Probably most obvious in my game's Goblins. I started with Goblin ecology and worked out mechanics to fit. I made a bunch of motile vegetables that could grow more of their own, then added mechanics to fit the concept.

The question now is -
"If I keep the fluff, how do I model that in the rules?"

Hit Points are another perennial debate about the realism of D&D.
You fight at full strength until you keel over and die at 0HP. Or at negative CON HP. Or after failing 3 death saves. Or whatever you're doing in your game.

I, too, was dissatisfied by the death-at-zero thing so added Death & Dismemberment rules I took from Courtney Campbell and tweaked a bunch.
Now HP is more like Not Getting Hit Points, and you only start getting hit for real when you run out of them.
The mechanics make sense for my idea of how death and dying should work.

With the rats vs the dragon, maybe you go "I feel like size differences between wrestlers is likely to come up fairly often in my game, so I need mechanics to model that".
Perhaps each wrestler rolls a die based on their size. Humans roll a d10, halflings roll a d6, rats a d2, giants a d20, dragons a d30, and so on.
Perhaps you just make it a d10 for evenly matched opponents then adjust the die based on size difference.
Perhaps the only issue is that there's a mechanical bonus for multiple wrestlers in the rules, and you can just take that bit out to fix it.
Perhaps everyone in the wrestle rolls their own contested roll, the winner deciding what happens to the losers.

So many options! Which is why this can be the most interesting and perilous option. You've got to find that sweet spot between a good mechanic, the fluff, and quick resolution at the table.

It's really satisfying when you get it right.

Proper simulation of Halfling wrestling matches is very important to me

Option 4 - Keep a Wonky Mechanic Because It's Fun

Surprise! There is a fourth option!
"The Open Doors roll is one of my all-time favorite D&D mechanics, because one minute the party is slaying demons and dragons like heroes and gods of old and the next minute they can't get the refrigerator open.  I love that shit. "- Jeff Rients

If it's fun enough for you to look past its flaws, keep it.

This also applies to Dissociated mechanics that you like enough to keep.
Keep in mind that any Dissociated mechanic you keep is something that you will have to explain to every single new player who enters the game.
If you have too many dissociated mechanical bits you won't be able to say "you're a person in a world and this is happening, what do you do?"
It is very important to be able to say this because it means a new player doesn't need to know the rules to play and can just jump right in.

So keep it light and easy.

I've got this big purple d30 rule. For every beer the party buys me during the game, someone gets to replace a die roll with the d30. It's sometimes incredibly useful for the group and has gotten them out of a few tense situations, but it also gets across that this is a fairly light-hearted table when I explain it to a newbie.
Dissociated. Silly. Fun. I like it enough to keep it.

Arnold's Brute class
"The most interesting ability on this page, though, is the Dramatic Whistle / Dramatic Exit pairing.  It sort of plays around with the idea that there is a place called "offstage" (something shared with my doppleganger class).  Yes, gamist.  Yes, storygamey.  But it looks hella fun (Blarguntharg tackled the illithid into the bottomless pit; we're done here but we need to wander around the dungeon looking for him and whistling.) and I don't think it's OP, given how restrictive it is.  (How many mechanics require a bottomless pit to be nearby?)"
- Arnold K
Dissociated. Silly. Fun. Likes it enough to keep it.

There's probably a separate thing here about not front-loading mechanics, but this is also the reason why I'm completely ok with the retroactive backstory bonuses.
Forcing a morale check to fail once per session because you ran a theatrical troupe out of town in your backstory. Not sure where that falls on Associated/Dissociated or Synchronised/Unsynchronised.
All I know is that I like it enough to keep it!

Wednesday, 28 December 2016

The Lair of the Holly Spirit

Dungeon PDF here

The local group of evil cultists have been hard at work for the past year preparing for the culmination of their plan to SUMMON SATAN!
Unfortunately their leader was dyslexic and fucked up the final ritual.
Now their mountain lair is full of CHRISTMAS FEAR! Prepare to meet your doom in… THE LAIR OF THE HOLLY SPIRIT!

This was the dungeon I ran for Christmas last year and it was quite well received!
The session began with a bunch of generic black-robed cultists fleeing down the mountain past the PCs.
If stopped, one of the cultists will inform them that their Satan summoning ritual went wrong because it turns out the cult leader's dyslexic!
The best part was that the players somehow didn't work out the dumb Satan-Santa dyslexia joke until right at the end, up until then they'd been hunting the "Ice Satan" and his christmas themed minions.

Download the pdf here

- Christmas Gremlins
- Evil Snowmen
- The Toy Soldier
- The Nutcracker
- The Snugglebear
- Santa

Christmas Gremlins
HD 1, AC unarmoured, 1 snowball attack dealing 1 damage, morale 7
Snowballs auto-hit and deal a single embarrassing point of damage.
Ineffective in close combat, but their friends can throw snowballs into combat with perfect accuracy.

Evil Snowmen
HD 2, AC leather, 2 attacks dealing 1d6  + freeze, morale 10
On hit, save vs Paralyze or be frozen in a block of ice until you break free with a successful wrestle (Ice gets +0 to wrestle), every round you’re trapped you take another 1d6 damage.
Snowmen are immune to fire.

The Toy Soldier
HD 4, AC plate, one gun attack dealing 1d8 + gun benefits OR bayonet dealing 1d8, morale 12
Gun attack pierces 5 points of armour and deals exploding damage (ie. If they roll 8 for damage, roll 
again and add to total. Keep going until they don’t roll an 8). Gun takes a round to reload.

The Nutcracker
HD 4, AC chain, grapples to CRACK NUTS, morale 12
Doubles wrestle bonus (ie  total of +8 bonus to wrestle). CRACK NUTS deals 2d8 damage to men or 1d4 damage to women.

The Snugglebear
HD 4, AC leather, one snuggly attack dealing 1d6 damage + snuggle, morale 12.
Takes only 1 damage from smashy weapons. On hit, forces you to snuggle it – jump on and just give it big hugs. Save vs paralyze on subsequent turns to stop snuggling, but you can’t attack the bear on the turn you stop snuggling because it’s so warm and lovely and you love it.

HD 6, AC leather, multiple attack options, morale 12.
Santa can attack twice a round with his choice of the following attacks:
- SACK WHACK – 2d8 damage from overhead sack smack
- HO HO HO – blasts all nearby away from him! Those blasted into walls take 1d6 damage.
- HELLVES – Summon 1d4 Christmas Gremlins to his side!
Additionally, Santa is surrounded by CHRISTMAS MAGIC BULLSHIT
Every time a character attacks Santa (no matter whether they hit or miss) roll 1d6 –
1. Mistletoe Mayhem! Random character has mistletoe appear above their head, Save vs Magic or smooch random person nearby. Obviously both miss their next go due to smooching.
2. Christmas Cheer! Random character is doused with magic eggnog and is fucking trashed. Save vs Booze (aka vs Poison) or -4 to all actions and AC for the next ten minutes.
3. Ice to Meet You! Terrain in a 20’ radius around Santa is suddenly slippery as fuck. Characters who want to move through it must save vs Paralyze or fall on their arse. Santa is immune of course.
4. Elf on the Shelf! Random character has a Christmas Gremlin appear on their head and start attacking their mates with snowballs while giggling joyfully.
5. Family Argument! Random character attacks their closest ally, who also attacks them back. Save vs Magic to avoid this if either player brings up a legitimate grievance they or their character has against the other.
6. In a Single Night! Santa teleports behind a random character and attacks them with his SACK WHACK.
The person who strikes the KILLING BLOW against Santa, as in classic Tim Allen documentary The Santa Clause, becomes the new Santa!
They gain the following abilities during the winter months:
- Immunity to cold weather, half damage from cold attacks
- Heart beats in time to “Jingle Bells”
- Unerring aim with snowballs, dealing 1 damage
- Children will always tell you the truth
- Detect Naughty or Nice at will
- Ability to ascend/descend small vertical shafts instantly
- If killed, killer slowly becomes Santa Claus

But also the following penalties during the winter months:
- Must return to grotto in the Frozen North for the entirety of December
- Massive weight gain no matter what you do
- Hair turns white
- Cannot lie, cheat or steal.
- Craving for sugar, brandy and milk

1. Out the front of the grotto are 2d10 Christmas Gremlins! They’re in two teams having a snowball fight and it’s obviously a great time. They keep throwing really impressive trick shots to hit each other behind the snow barricades. They’re pretty friendly.
2 Evil Snowmen are also here, but they look like normal snowmen unless they and/or the Christmas Gremlins are attacked.

2. 13 Reindeer are harnessed to a sleigh, facing a misty portal. Their leader has a red nose. The portal leads to a similar misty portal halfway up the mountain. This is the launch pad for the Santa’s reindeer team.
If one of the players flicks the reins and can recite the reindeer’s names in order for real without looking it up, the reindeer fly out of the misty portal and into the sky! Anyone in the sleigh itself can easily steer. The reindeer run out of magic in January.

3. The Workshop was once the kitchen and pantry for the Satanists. Now it contains 2d6 Christmas Gremlins who hate their jobs making shitty anachronistic branded toys from wood and plastic. The toys are worth 3000sp if sold to somebody who realises how incredible Thomas the Tank Engine and Meccano are to pre-modern society.

4. The Playroom was once the bedroom for the cultists. Now the Toy Soldier, the Nutcracker and the Snugglebear are in this room, but they look like set dressing. They will come to life if the Christmas Gremlins and/or Santa are attacked… or if someone searches the room.
The cultists stored various valuables in this room. Notable are a small silver goat statue worth 500 sp, a case of miscellaneous magical herbs which give a one-time +5 bonus to a casting of Summon, and a pack of Satanist pamphlets that mention the cult’s address in a nearby town.

5. The Grotto was where the summoning of Satan was supposed to take place. Too bad the dyslexic cult leader summoned Santa instead.
Above the door to the south, Mistletoe is on the ceiling. Anyone who enters the room must Save vs Magic or smooch their nearest ally.
Santa is in this room. He’s jolly, but does not take kindly to people interrupting his Christmas preparations! Santa will fuck you up if you come into this room. Also, if he’s attacked, a massive siren will sound and everyone else in the complex will come to defend Santa.
To the north, a Portal to the Christmas Dimension swirls inside a pentagram. Floating in a frozen shard of ice above it is the cult leader whose name is Tranquilix Vern (real name Herbert Schuster) who just wants to go home.

Inside Santa’s sack, if you defeat him, are the following things:
- A Terry’s Chocolate Orange. 20 charges. Each “charge” heals 1d6 HP, but temporarily costs a single point of Constitution. Lost points of Constitution come back after a good sleep.
- The Ice Shard Sword. A critical hit means the target is frozen in ice like they were hit by an Evil Snowman! Only works in the winter months (in-game and real life) otherwise the blade melts.
- Candy Cane Daggers. A paired set that taste deliciously minty. Killing someone with one dagger creates a Christmas Gremlin. Killing someone with both (ie. When you roll the same damage on both rolls when dual-wielding) creates a Christmas Gremlin under your control.
- Horrible Christmas Jumper so impossibly horrible that people blank it out of their minds. +3 to Stealth. On successful Stealth roll though, lights up with a loud fun jingle!
- 10 Mince Pies that count as rations for adults, but force a morale check in children.
- Santa’s Expanding Sack will expand to encompass anything you put in it.