Showing posts with label goals. Show all posts
Showing posts with label goals. Show all posts

Monday, February 17, 2014

On the advantages and disadvantages of history for life

Creating a detailed setting for your game is an urge that bites every GM. It's one of the theoretical pleasures of the job: you get to create and inhabit the mental vistas of an imaginary world. The draw of that sort of escape from the quotidian concerns of the world we have is not to be scorned; both J.R.R. Tolkien and C.S. Lewis, to name just two writers with deep connections to our hobby, created vast and intricate imaginary worlds for their own amusement.

Unfortunately, one of the pitfalls that befalls DMs is the assumption that they can and should treat their games as some sort of open-ended novel. For this game, the creation of a large and detailed setting has several disadvantages:
  •  It encourages the DM to hand out setting packets. At best these are enjoyed, then forgotten. More usually, they are ignored, or are a pain to read, and are still mostly forgotten.
  • The base world assumption of D&D is, now, something with which players are already familiar or can rapidly become so. It is familiar. Creating your own setting reduces that near-immediate familiarity, and therefore requires more work in communication from you and the players.
  • Much of the time, the way a setting is written is not really gameable. It's a toy for the GM about which the players know and care very little.
  • Setting often restricts player agency. Whether it's directly (you have a 12th-level fighter in every little hamlet in the countryside to keep a damp on their hijinks) or indirectly (they can't go form their own duchies because the Benevolent Empire already claims all the available land).
Despite all this, we still do it regularly. If we're honest, it's because tinkering with the game world and finding or creating new things in it is one of the things that keeps us coming back to the table.

With that in mind, I've been bitten by the setting bug. I want to write up a world to play around in, bang about D&D's core assumptions and monster sets a bit, and generally enjoy crafting a world that's a bit...different. I blame Goblin Punch. In order to avoid the pitfalls mentioned above, I've set out these design goals:
  • All setting information must be gameable, either directly or indirectly. This means creating random encounter tables rather than waxing poetic on the local fauna and detailing cultures that the players might interact with, rather than those on the other side of the continent.
  • Setting assumptions should be clear and consistent. They should also be of a nature that they can be quickly explained to players at the breech, that is, at the necessary moment.
  • The setting should not force any actions on the player whatsoever. None of this, "You're all from Westphalia, and you've been at war for generations with the Bournians, so you all hate them." Let players make their own characters.
  • The setting must be interesting. Nobody gives a damn that the Duke of the Northlands likes wearing purple all the time and is in a long-standing dynastic cold war with the other branch of the family, unless the Duke is also the realm's only bugbear with a title he earned at the Battle of Five Armies and the duchy's main export is magically preserved human skin for use in the creation of powerful scrolls. Aka Greyhawk is a perfectly good setting already, so no need to recapitulate it.
  • The setting must be flexible enough to accommodate things learned in play. For example, maybe (because a player brings in a slew of dwarves with German names) that dwarven culture is proto-Prussian. While some things should be set as 'this is the way it is', efforts should be made to allow the players to influence the setting through their choices at the gaming table.
  • Further, the setting must be close enough to the default setting assumptions that I can plop old modules into the game with a minimum of tweaking. One of the things I really want to do is e.g., play thorugh the Lost Cverns of Tsojcanth, or see how the PCs deal with Ravenloft. This means that if my setting doesn't have, say, orcs, there should be a clear orc-equivalent for module purposes (even if it's just bandits).
With all this in mind, I'm hoping to do some long-term setting development on this blog. Said setting would mostly be for a theoretical future game, because the current one is a sort of just-in-time development case. Still, bits might make it in if they don't contradict what has already been established.

Friday, February 15, 2013

Levels in the temple

One of the advised conceits in D&D is the correspondence of dungeon level with character level. If you're level one, you should stay on level one of the dungeon. If you're level two, venture down to level two, and so on.

This is violated quite a bit, especially later on, but it's still at least implicit in 1st edition. Needless to say it doesn't work in GURPS, since GURPS doesn't have levels.

It can be broadened out to say, "Further down means more dangerous," and fortunately this is the way the Temple operates; they expect you to be around level six or seven by the time you hit Temple level three. So how am I going to salvage this in GURPS? I don't quite know.

I've spoken before (as have many others) about the difference in the power curve between GURPS and D&D. In fact, it's more accurate to describe them completely separately. Nevertheless, I want to preserve the feel of the temple, transitioning down to tougher monsters as the party grows stronger, and having the party grow stronger, rather than presenting a roughly homogenous difficulty that only slowly grows.

The first part of this is figuring out the rate of advancement. For my game, I want the PCs to hit 250 points, the base point value for the DF templates, by the time they finish level 2 of the Temple. This strikes me as fairly fast advancement (though it remains to be seen if I'm mistaken about that), since the PCs are starting at 150 points. Nevertheless, I can tie point rewards to geographical features. For example, once the PCs discover the secret room on Level 1 (disclaimer: I'm not looking at the map at the moment; I don't know if one such exists) they get ten points. If they recover the treasure horde in room 136, it so happens that's enough to earn them 5 points when they go back to town, for paying off their debts. You get the idea. Extra rewards (for roleplay, awesomeness, or whatever) will be above and beyond, so that it's possible to advance faster if they play well, or slower if they play poorly. (One could argue that I should place more points, because the assumption is that the PCs won't find every treasure, but looking at

Every twenty-five points is a 'level', for purposes of building new characters. If your character dies, your new character gets his last point value that evenly divided by 25. (So, if your character had 186 points, your new one gets 175. Don't die.)

So much for characters. Unfortunately I doubt I'll be able to give too much in specifics on this blog, but one of the stats to write down for treasure hoards, secret rooms, and other desirable areas is character point value.

For monsters, the process is a little more difficult. I want to maintain roughly the same constitution in the temple; if AD&D players are fighting githyanki in the temple, GURPS Dungeon Fantasy players should also be fighting githyanki. However, numbers obviously need to change; HP does not an interesting encounter make. However, I discussed this in more detail in a recent post.

Still, I'm hoping that skill level may make a difference. I understand that 14 is the minimum level to challenge 250 point DF characters. Maybe 12 will work with less skilled PCs. Still. I understand there's a fairly hard lower level of skill that matters. Hmm.

Unfortunately, it looks like what I'll need to do is put together a skeleton crew ("This room has at least one ogre; this room has at least a roper and three trolls.") based around what the module says, then tweak it in play to actually fit. Unfortunately I don't have the experience to do otherwise. This is distasteful to me, but there it is. I suppose it's all right so long as I haven't given any hints of a contrary nature about what's to come if I bump the bugbear count from two to fourteen before the PCs hit the room.

I can at least map out relative difficulty levels in the module from room to room and use those to guide my placement, if nothing else.

Monday, February 4, 2013

Piles of hitpoints in the Temple

One of the things that happens in the Temple of Elemental Evil is that, in order to ramp up the difficulty as you go down levels, the monsters get nastier. Instead of orcs you fight gnolls, instead of gnolls you fight ogres, and so on. The number of opponents stays the same or thereabouts. I imagine this works fairly well in D&D, but in GURPS it's a disaster. One of the first things you learn/are told as a GURPS GM is that piles of hitpoints do not long encounters make. That ogre might be intimidating to a level 1 party, but to a bunch of 100-pt characters it's a pushover.

Instead of a hitpoint economy, GURPS has what I'll call a maneuver economy. (I use that term to distinguish it from the action economy of 3.x edition D&D). What I mean by this is that combat is won by the side most able to do effective things each turn. At the same time, the ability to do effective things is fairly well constricted (with the exception of certain advantages or spells like Great Haste), so for non-exotic opponents it translates pretty well into 'number of combatants on your team'. There are exceptions, of course, which is why I put the emphasis on the maneuvers rather than the allies.

This is the case because, generally speaking, GURPS characters can't 'soak' attacks as well as high-level or high-hit-dice D&D tokens. in D&D you can win a war of attrition by having more to start with. In GURPS, not only is it a lot harder to have more to start with, but your combat effectiveness is tied on a turn-by-turn and overall basis to your damage taken.

Okay, so I haven't said anything new. Anyone who has GMed or even just played GURPS for more than a month or two understands the above, at least on an intuitive level. So, how to translate the D&D difficulty scale over to GURPS, especially when dealing with 250 point characters?

There's the simple answer, which I might go with: hire more NPCs. Instead of having two orcs, have five. Later on, instead of having two gnolls, have eight. The problem with this approach is that combat difficulty in GURPS is very difficult to judge, and it's a very fine line between outcomes, at least when judged by the numbers. (A smart party whose incentives are divorced from combat may very well find a way to avoid those eight hyena-men.)

The more complicated answer is to make your combat NPCs exotic; that is, give them traits that allow them to even the action economy out against multiple foes. (I mean traits like Extra Attack and Altered Time Rate, or even Compartmentalized Mind). The problem with this approach is that the opponents in the Temple are known (to me), and one of my goals is to hew fairly closely to the original, while still making it interesting to play.

I think what I'm going to do is, first, in the lower levels of the temple especially, pad out the numbers with less-nasty monsters. This works fairly well inside the world, too; it's quite believable that a small troop of bugbears has a posse of goblins at its disposal. (Plus, doing this might allow me to sneak in some more interesting fodder-type monsters, like gibberlings and xvarts (not to mention norkers). I don't have a feel for exactly how to do this yet, and I imagine each encounter will involve decision about how much to pad (and how to change room descriptions to account for the extras).

In addition, I like the idea that our well-known humanoids should still have some surprises in store (much like Peter D's hobgoblins, for which I sadly cannot find a more specific link). Therefore, I might decide all my githyanki are mana-dependent, or that kobolds are, due to their strange physiology (being the degenerate spawn of Elder Things) resistant to cutting damage, for two fictional examples.

Hopefully soon I can share more specifics. We game again tomorrow night, where we will hopefully finish up the currently running campaign, leaving the next-but-one Tuesday for the players to explore my version of Hommlet.

Wednesday, December 12, 2012

Goals of the conversion

Overall I mean to maintain the feel of the module. Hypothetically, if after playing my conversion some of my players went back and played the original, I want them to think, "Yeah, I did just play through this." Doing this comes in several parts, which I lay out in no particular order.

1. Same plot, same locations. This is really a given; if I didn't want to play the same adventure or use the same maps, why would I bother with the module at all? Still, it deserves to be said that I don't plan on changing the background to fit the module into some existing framework. Rather, I'm running it in Greyhawk, though I don't expect the greater world to matter, since I'm making no attempt at continuity.

2. Same play-style. This was written as an open dungeon-crawl with set circumstances but no set plot. The conversion should play the same way.

3. Same difficulty. As I read it the module is meant to be hard and deadly, with the added twist of Gygaxian perversity thrown on top. This is no cake-walk, and PCs who are unprepared or overconfident die. I consider this a feature, and I've made it clear to my players that they probably want to bring two or three characters to any given session except maybe the first, so as to have backups.

4. Same obstacles. I won't be adding or removing traps of secrets, and I'm endeavoring to make the monsters fairly similar to the original. This ties back into point 1 pretty strongly; for me, a large part of the inherent feel of a dungeon is not only its history and architecture but also its denizens and operations.

Basically, the above can be summed up in the statement, "I want to run the original module, but since I don't know the AD&D rules and doubt I could convince people to play by them, I'm doing the next best thing."

However, there are some things I will readily change. First, number of opponents may get quite a bit of adjustment, due both to the fact that combat plays differently in GURPS and that I will have somewhere between seven and nine players, whereas the module was originally designed for six. Tactics of the opposition may also change, though they're pretty good throughout most of the module. Also, there are a couple spots where the deadliness morphs out into "rocks fall, everybody dies" territory that's just mean rather than fun. (Seriously. There's a passage that reads, "If the characters follow the tunnels off the mapped portion, allow them to proceed another hundred feet, and then tell them they are hopelessly lost." Full stop. They starve to death, end of story. And its baited to boot.)

Finally, wealth and reward is also going to change. GURPS and AD&D have completely different economics, meaning that conversion is possible but probably not desirable. I'll be taking the module as a starting point, but the party certainly won't be finding four gems worth $300 each under a farmer's rain barrel.

Addendum: What with Peter's kind post over at Dungeon Fantastic I feel I should point out that one of the things I don't plan on keeping the same is how Hommlet fits into Greyhawk at large, or, more accurately, I don't much care about Greyhawk. I won't be changing anything on that front (Hommlet and Nulb are still rather close to the Nyr Dyv and Verbobonc for example), but I also don't feel compelled to make my (minimal) representation of the outer world align all that well with canon Greyhawk.