Showing posts with label system agnostic. Show all posts
Showing posts with label system agnostic. Show all posts

Thursday, December 22, 2016

Caravans

Whew! That last post was a doozy. Let's go with something easier. It needs to get done anyway.

As part of a previous post about real-life adventurers, I mentioned that they practically always go on caravans. How can we encourage that in gaming?

One thing about dungeon- and hex-crawling is that it's all about the management of resources.

Caravans are an abstraction of resources. Here's how it works.

You pay an up-front cost for your caravan in some place with a caravanserai. (It becomes the DM's responsibility to figure out where a caravanserai might be. I suggest any city unless it's completely isolated, and to a limited extent any town.) That up-front cost probably costs a bit more than it would if you just went through the equipment list putting together stuff for an expedition. (Note also that caravan costs assume you buy mounts at the starting point, but sell them again when the expedition's over. If you decide to keep them or lose them, pay full price.)

However, if you do buy a caravan, you're completely covered for all normal, common items as long as you're with the caravan for some period of time. Rope, food, water, lights, arrows, mapping supplies - they're all part of the caravan. Gifts for the natives, too. If you need something specific that's not an extremely common item, but you nevertheless might have (like a white horse or a five-man tent) you roll to see if you have it.

All this comes with a number of servants and animals appropriate to the size. If the animals can't graze where you're going, it halves your number of supplies.

Caravans travel slowly; assume the speed of a heavily laden walking man for a standard pace. Follow roads.

Also, caravans can generally resupply on some stocks (not gifts, but yes to food and water, other stuff at the DM's discretion) in any villages/settlements/tribal homelands they come across. Prices are at the DM's discretion as well, but stuff is cheap out in the bush. I recommend starting at around 1/10th the caravan price for resupply.

Caravans can also set up base camps. A base camp is a 'safe place' - not that it can't get attacked if the DM decides that's reasonable, but it's a lightly-fortified location with guards (mostly just caravan servants) and food and supplies. If you go into the dungeon, when you come out again you can rest and resupply at the base camp, as well as dumping off your excess loot. (You can't spend it, though.)

Guards cost extra. Paying for guards you get standard men-at-arms, with variations appropriate to the area.

That's enough talking. Let's give some examples



Small Caravan
Cost: 500gp
Unusual item roll: 5 or less (on 2d6)
Five pack animals and ten servants, plus riding animals for the party. Supplies for one month. Gifts for four introductions. Pay 100gp extra for guards.

Medium Caravan
Cost: 1000gp
Unusual item roll: 7 or less (on 2d6)
Ten pack animals and fifteen servants, plus riding animals for the party. Supplies for three months. Gifts for eight introductions. Pay 200gp extra for guards.

Large Caravan
Cost: 2000gp
Unusual item roll: 9 or less (on 2d6)
Twenty pack animals and  thirty servants, plus riding animals for the party. Supplies for six months. Gifts for sixteen introductions. Pay 400gp extra for guards.

Meeting the natives

Friday, December 4, 2015

Movement paradigms

Writing about a bunch of sessile creatures got me thinking about movement and how different dimensions of movement are the kind of paradigm shift that you don't even notice it sometimes.

We're broadly accustomed to things that move in two dimensions, roughly. (Yes, we go up and down stairs, ropes, mountains whatever. If you consider the surface of the Earth as a curve defined by a pseudo-function, it has two parameters, not three. Thus two dimensions. And you people out there who want to point out that more than one person can be in a multi-story building at a time can hush.)

When they don't move in two dimensions, it changes things. It changes our approach to them. It changes their approach to us. All in ways much more fundamental than some special ability, like a gaze attack or turning invisible.

So here goes.

Zero Dimensions

This one is actually fairly common, both for monsters and for PCs. For monsters, you have things like ropers, shriekers, otyughs. They either rely on sneak attacks and range, or the inclusion of other elements that mitigate their disadvantage. (Like a shrieker calls for other monsters who can move in two dimensions.)

For the players, this just means being caught in a net or something, and generally sought out. It's a challenge to be overcome rather than a mechanic to be used.

One possible way to use zero-dimensional movement in a fun way might be something like a teleportation fight. You have a room (or whatever) and want to either get away from or get at something else in the room. In order to do this, you have to figure out the right series of jumps, which are all limited to small areas - say, big enough to stand two or three people in, but not big enough to count as small rooms themselves.

This can either be a puzzle (figure out the right sequence of jumps to get to the door) or a chase (trying to catch a guy who keeps fleeing after a few seconds of contact, or figure out a way to cut him off from other jumps). Or even both. Maybe I'll throw together a room, because this is an idea worth playing with.

In the case of mis-matches where one side has 2-dimensional movement (the most common mismatch), the 2-dimensional side determines the engagement. After all, if something can't come after you, you can always stand back and hit it with lightning bolts until it dies.

One Dimension

Things that move only in a straight line. These are, methinks, the least innately common. They're just hard to do - moving in a straight line is still pretty restrictive. The only monster I can think of off the top of my head that does this is the Juggernaut from the Caverns of Thracia, and it cheats by being able to turn in place.

There is one commonly-used poor-man's model of this, though: sticking the PCs/monsters/creatures/whatever on a bridge, or isthmus. To a rough approximation you can only go forward and backward, not around. You could probably mix it up a little by making the line curved - in two or even three dimensions. Walking up a deformed helix in the astral plane to get to the Altar of Osmeden while everyone has a different native rotation around the helix and must all reach there at the same time while being stalked by the feared Astral Shark sounds like it might be a good time.

Generally, restricting the PCs' movement to one dimension forces them to encounter something if they want to go forward.

In the case of a mismatch, those with 2-dimensional movement still control the engagement, but the methods are different. Instead of just walking away, you trap the creature, go around a corner, remove its ability to turn, and you have to make sure you're going the right direction - else it might follow you. (So, on a featureless plane, only moving in one dimension isn't a drawback if all you want to do is get away.)

Two Dimensions

As mentioned previously, this is the default assumption of movement. Randomly pick a monster out of your monster manual; chances are it moves in two dimensions.

This is already pretty interesting without being changed up. Two dimensions gives you freedom for tactical engagements, under the assumption that the enemy's awareness is not as well-distributed as your movement possibilities. But (as with others) one thing that I don't see done very often (though sometimes) is to have the plane of movement not be flat. This includes tricks like walking on walls, around 'roller coaster' curves, shifting gravity, and so forth.

This type of movement is also the first one to be altered more by a definition of where you can't move than where you can. Walls, pits, lakes, etc. become obstacles that are essential to figuring out where you can and can't move, because the default assumption is that you can, rather than that you can't. Mazes, chasms, even the structure of dungeons themselves usually assume this kind of movement is prevalent and are designed for freedom or restriction in two dimensions.

One other way of looking at movement becomes potentially fun at this level: changing the way you move. Ice slicks are a fairly common example, which change the idea from, "I go where I want to be," to, "I gain the velocity I want to have (in order to end up where I want to be)." You could try the same thing with acceleration, though I don't know what that would look like or how it would play. There are also numerous other tricks, like switching directions (you go right when you mean to go forward) to translational or rotational instability (having to avoid falling down if you want to go forward; having to correct for a tendency to move away from your direction of motion, etc.)

A simple example: A room that has 'pits', changes the direction of gravity as you move across it, and has a strong wind blowing from one wall. Pretty difficult to navigate, that.

Three Dimensions

There are two main methods of movement in three dimensions: flight, and swimming. For the former, the PCs usually don't have it, and the NPCs do. For the latter, both the PCs and the NPCs usually have it.

I think movement in three dimensions is a large portion of why underwater adventures feel so weird. Yes, there's the fish/ocean/nonterrestrial theme, but take that and put it on the ground, and it loses some of its strangeness. There's just something alien about having that third degree of unrestricted movement. Another way to see this is if you say to the PCs, "Okay, you're underwater and can breathe just fine for whatever reason, but you have to walk along the bottom." It loses a lot of its charm.

Generally this is hard to run, at least with a mat, because your mat is in 2 dimensions and your characters are moving in three. No, I don't have any suggestions to help with that, sorry. What I usually see done is a kind of assumption of an X-Y plane and a deviation off of that (that happens with some rarity, depending on how enthusiastic people are about it). This is a shame. If you're going to design an underwater dungeon, town, or encounter, be sure to make it clear most things are not on the same level - why would they be?

If both parties are three-dimension capable, this also changes tactics considerably. You can swoop in from above or below. You can break off in any direction. Cornering someone is a lot harder. This is also an area where ranged weapons shine even brighter than they do in two dimensions, since they naturally operate in three. Be aware: if the party's flying, the wizard is going to outclass the fighter very easily for usefulness unless the fighter brought a bow.

 Flight is where we see the effects of a mismatch between the PCs and their enemies most often, though sometimes it can go the other way. If you can move in 3 dimensions and your enemy is stuck in 2, you define the engagement again. Generally this looks like momentary contact, or projectiles. (A classic example is the roc dropping rocks on the party from high enough that they can't shoot it.) If you're on the underside of this, your first order of business is to remove your enemy's extra dimension of movement. Cut off his wings, trap him with a low ceiling, suck the air out of the room so he can't use it, whatever. Even if you have superior force, he gets to decide where and how you apply it.

Many ways to change this up exist. One of the simplest is clustering and restriction of means - for example, rather than natively flying themselves, the monsters are riding flying beasts, or a magic carpet or some such. Removing their mode of transportation also runs the risk of giving them a nasty fall (assuming a force like gravity), and it can be separately targeted. Also of note is that 2-dimensional traps can still work - while pits don't mean anything, nets do.

Effects I don't see very often but that might be fun to play with include changing the parameters of the movement itself, like above. Maybe three-dimensional movers move like airplanes, instead of like people with a tallness control. Or maybe there are pockets - like pits, canyons, rivers, etc. - that they can't cross and must go around. Maybe you can move in three dimensions, but those dimensions have certain rigid ratios - like you can only move on planes of a certain slope, or within certain solids.

As an example other than the ordinary flight/swim alternatives, I give you: Orbital Mechanics, the Mad Wizard's play room! In the exact center of the room is a huge black ball, humming quietly. This ball floats in the middle of the air, and gravity points toward it at all times. If you manage to avoid falling in after opening the door and crossing the threshold (because you kept a hand on the door or whatever), you'll notice harnesses hanging on the walls. These harnesses, when worn, shoot arcane missiles out of the chest, which allow you to scoot around. Better get to orbital velocity quickly before you touch the black ball, or who knows what might happen!

(In order to use this, you have to know something about orbits, so here goes. Prograde thrust (tangential, in the direction of travel) widen your orbit; retrograde will narrow it. (At apoapsis, the highest point, this raises or lowers your periapsis, or lowest point). The higher you are the slower you're moving; the lower you are, the faster. Radial thrust (toward or away from the black ball) will both lower the part where you are now and raise the part across the orbit, but not by much. Normal (at right angles to both) will change your inclination, or the angle of your orbit.

You can probably ignore or gloss most of that with modifiers; being in orbit when you're not accustomed to it is weird. And of course, there are strange scintillating bullet-shaped animals here that squirt a dark cloud out the back end and come at you, all mouths. They seem to know what they're doing...good thing you have time to react, so you'll miss them at the next rendezvous. Oh, and did I mention that you're trying to get to the door over there in that weird corner that looks like it has a bit of ladder you could grab onto?

Four or more Dimensions

(More than four and just four look pretty much the same at the table.) I'm not talking about movement through time or anything like that. The problem with four-dimensional movement is that, while we have the tools to mathematically analyze it, we don't have the intuition to grasp it, seeing as we're naturally creatures in three dimensions.

Unrestricted four-dimensional movement is probably boring. As far as the PCs can tell, it's no different from occasional teleportation, since in order to interact with the PCs the creature needs to be at a certain point on the fourth axis - and that doesn't move (at least relative to the PCs). If the PCs are given unrestricted four-dimensional movement...well, you're a braver (and probably brainier) GM than I am.

This can become interesting, however, with proper restrictions. Instead of being completely free, say the creature has to move in a certain relation of the fourth dimension to the rest - like a tesseract. Then, with observation and a little smarts, the PCs can start to predict points of contact with their three-dimensional existence, and plan accordingly. The same is true if you give them access to four dimensions - the fun will come from observing those restrictions and seeing what freedom you're allowed within them. For example, maybe you can step through this wall but not that one because of the local geometry. Or maybe you can figure out a way to steal the Fire Emerald off its Pedestal without setting off the Rolling Rock of Doom.

Side note: ethereal and astral travel could be used as a sort of poor-man's fourth dimension, but I feel like that's reducing something really potentially cool (you have a whole other world in those planes!) to something rather quotidian.

A simple, restricted example of a challenge related to movement in the fourth dimension is the dungeon room that's a tesseract. In order to construct one, make each surface (floor, ceiling, walls) a potential floor. Give them all kinds of accoutrements, too - essentially you're stuffing six rooms into one, and allowing them a way to interact.

Then, label them 1 - 6, or A - F, or whatever. Then, for each side of one floor, (NESW) choose a number/letter it connects to, while making sure that it's not the one it should connect to in 3 dimensions.

In a way, it's like a teleportation maze where you can see everything in the maze at the same time, with the added complication of looking a little crazy to the eye, because you never change orientation but the room does.

Anyway, I hope that helps someone come up with something cool. I feel like I hadn't really been considering movement paradigms enough in my designs, so I reckon I'm probably not the only one.

Saturday, June 13, 2015

JDIMS - Joint Dungeon Inventory Management System

I've heard and read a lot of complaints that tracking encumbrance is just too much work, or too fiddly, or too unfun. I sympathize. After all, who wants to be ciphering and double-checking rules every five minutes instead of killing goblins and taking their stuff? Yet at the same time, people do recognize that encumbrance management is an important part of the game: it's about recovering treasure, and part of the core mechanic of the game is figuring out how much you can bring out for what level of risk.

There are a fair number of good alternatives out there, but none of them quite feel right to me. So I made my own.

First steps

Before going on an adventure, calculate your encumbrance according to the normal rules. You're in town; it's time for bookkeeping anyway. Additionally, you can choose to re-calculate encumbrance according to the normal rules at any time, so long as you're not bogging anything down in the game. By the same token, the DM can require the same, of course

 Item classifications and their meanings

Once you're on the road, items come in two main categories: Small items, and Large items. What category an object falls into is a combination of weight, bulk, and how much care must be taken with that object in trasport. It's important to note that this only matters for new items you pick up, since you're using your previously-calculated encumbrance as your starting point.

Small Items

Small items don't weigh you down. Some common examples of small items include swords, scrolls, potions, cloaks, very small rugs, helmets, and spellbooks. 100 coins also count as a Small item in my game.

Five Small items count as one Large item.

Large Items

If you are carrying a Large item, count yourself one step more encumbered. If you are carrying 2 Large items, count yourself two steps more encumbered, and take a -2 to hit and AC. Also, you aren't going to be stealthy. You cannot normally carry more than 2 Large items. Examples of Large items include plate or chain mail, shields, tapestries, small treasure chests, busts, and Halfling bodies.

Free Items

Anything not big enough to be a small item basically doesn't count against encumbrance. This includes rings, jewels, certain other jewelry (often assuming you're wearing it), lockpicks, and generally anything that would easily fit in the palm of your hand and not feel terribly weighty.

Two-man Items

The name's pretty much self-explanatory; these things require at least two adventurers to cooperate to move them. Two-man items count as two Large items for each member of the moving team. Examples include large chests, armoires, and elf-sized statues.

Another example of a large item

Extensions and Variations

The core works pretty well all by itself. People I've played with have agreed that it hits the sweet spot between complexity and plausibility, allowing them to actually make meaningful choices about what they'll carry while not feeling like it takes too much time and effort. However, over time I've identified some tweaks I like to make to differentiate characters and some further rulings I've made that help the system feel more complete.

Strength

Characters with a Strength of 5 or less can only carry one Large item, and for them it behaves as though they are carrying two. (Two encumbrance levels, minuses in combat.) Characters with a Strength of 15 or higher can carry an extra Large item before being doubly encumbered. Characters with the rare and coveted 18 Strength can carry two more.

Race

Dwarves can carry one extra Large item before being doubly encumbered, because dwarves are naturally doughty. (Woe betide the dungeon denizens who run across a Dwarf with 18 Strength; they'll all be naked.)

Halflings on the other hand can carry one fewer, because they're tiny.

Elves are roughly human-sized, but slightly smaller. Some items that would count as Small for a Man might count as Large for them, and they only get four Small items to the Large (unless you forget or don't care).

Load Bearing Equipment and Beasts of Burden

These rules assume that characters are entering the dungeon with a backpack and the very basic pockets, ties, and such that come with clothing made for adventurers or outdoorsmen. If for some reason this isn't the case, reduce carrying capacity to suit. (Naked people can carry three small items - one in each hand, plus one between the teeth.)

Ponies and donkeys can carry three Large items. Horses can carry five. Mules can carry six. Good luck fitting a mule in a dungeon. Other more fantastic animals are up to the GM.

Bags come in two different sizes. Small bags can carry up to 3 Small items, combining them to count as one. Large bags can carry up to 10 Small items, counting as 1 Large item. Small chests are the same, but you don't have to worry about your bundle of swords accidentally cutting through it while you're running away from goblins.

Medium chests can carry up to 25 Small items, but they count as 2 Large items. (You can share this load between 2 people if you can't carry enough, and this allows you to easily drop it in combat.)

Large chests are Two-man items, and can carry up to 50 Small items.

A hand-cart or wheelbarrow will allow you to carry 50 Small items by yourself, but of course you aren't going to be stealthy and you aren't doing anything else with your hands.

Potion belts, scroll belts, and the like carry 5 or so of the specified Small items and count the total as just one Small item.

Magical load-bearing equipment such as Tenkar's Flying Disc and Bags of Holding should be similarly rated by the GM for how many Small items they can carry. (I like calling Bags of Holding Large items that can carry up to 200 Small items.)

Once you get to wagons and the like, you've grown beyond the limits where this system is useful.

Use your judgment on what to allow players to put in bags. Just because a glaive is a Large item doesn't mean it'll fit into your large bag.

Parting Thoughts

I like this system because I find it easy to run at table and easy for players to understand. It doesn't require looking things up, ever. I also think that, because of the ease of use in play, it opens up inventory management as a real object that can be manipulated in play. For example, a cursed Loadstone is two Large objects that cannot be put down. Further, temporary effects can really, actually be useful or debilitating in play without requiring a mood-crippling amount of number fiddling. As proof, below I'll share two spells that have made it onto the Cleric list in my game.

Share the Load
Cleric 2
Range: Touch
Duration: 1d4 + cleric level hours

This spell allows the subject to carry one more Large item before experiencing any encumbrance effects. Only works on humanoids.

Burden of Truth
Cleric 2
Range: 30 ft
Duration: 1d4 + cleric level turns

This spell causes the subject to feel the extra heft of 2 more Large items. Save vs. magic to resist. 


Wednesday, February 19, 2014

Alternatives to the Random Encounter Clock

One of, if not the chief function of random encounters is to force the players to make decisions about what to do and what to leave alone. This is usually expressed as a penalty for taking more time or extraneous actions, and it usually is, since random encounter rolling is usually tied to time spent - i.e., actions taken.

Unfortunately, in my experience of GURPS this pretty much completely breaks down. Further, even in systems where it usually works, there are downsides. Perhaps the encounters are too dangerous, especially in a densely-inhabited dungeon where they would bring others. If handled poorly they can become a joke or a severe annoyance for the players. Sometimes they send the wrong message, or they simply aren't wanted in your dungeon.

Nevertheless the function of rewarding time and action economy is worthwhile to salvage. I originally thought of using random encounter tables along with faction diagrams to give reinforcements to the set-piece monsters, but the more I mulled this over, the less I liked the idea. One of the reasons random encounters work is because they give immediate consequences to the players. Generally, immediate consequences are better for informing behaviour than mediate. With the reinforcement idea, or any other scheme that puts off the results, players are more likely to shoot themselves in the collective foot. In the example given, they'd most likely keep doing whatever until the monster density became so great there was no feasible way to proceed, or until it maximized - and then there would be no further disincentive.

Then I had a breakthrough: why does a wandering monster system have to involve monsters at all? If the central point is to make the players economize their actions, that can be done without monsters as easily as with. Further, avoiding monsters makes it work for systems like GURPS as well, where the attrition due to combat is nowhere near as strong as it is in D&D.

To that end, I give you a few 'timers' I've been thinking over lately:

The Timed Dungeon

The essential feature here is that the dungeon itself has some integral timer which makes exploration progressively more dangerous or difficult. Some specific examples:
  • The dungeon is flooding: every <interval> more and more of the dungeon is underwater. To do this you need to know the source, and the relative elevations of various rooms. I'd recommend giving rooms four states - dry, ankle-deep, chest-deep, over-your-head, completely-filled - and rate the source(s) by how many stages it can fill per interval. Generally I'd eyeball the map and flood downhill, with rooms getting to ankle depth before the water spills over to a lower place. Bonus points if you use some fluid other than water - I'm partial to mercury or poison gas.
  • The Archmage is out: every turn roll a d6. Once you cumulatively roll 5 1's, he's come back. The party better skedaddle soon, because he's a 60th-level ubermage able to cast Elric's Flaming Haemerrhoids at will. This works well with archmages' towers, elder dragons' dens, demons' lairs, and generally anywhere you can stock a big nasty that the party knows would squish them flat in an outright fight. A variant has the bad guy already there, but temporarily neutralized - asleep, behind a failing barrier, whatever. Season dice and intervals to taste.
  • The dungeon is unstable: maybe it's situated in the caldera of a live volcano, or in the rift between the astral and ethereal planes. Or maybe the entrance is an old mine shaft that's under serious stress. This has much the same mechanics as the archmage one above, but after a certain accumulation of rolls the entrance will be closed, or the dungeon will collapse, or whatever. A variant on this is the 'clockwork dungeon' - where the map changes every so often, making navigation difficult or impossible. Maybe the dungeon is a wizard's toy, or it's slipping through time, and staying too long will mean you have to deal with dinosaurs or barbarians where you expected your village to be.

The Timed Treasure

 Whereas above the dungeon itself was becoming undelvable over time, in these scenarios it's just becoming undesirable to do so, due to disappearing reward.
  • Kingdom of the Sidhe: After a certain time passes, all the loot in or from the dungeon will lose all value. The adventurers had better retrieve and spend it beforehand! Keep a timer keyed to turns or hours or whatever. Whenever enough time passes, increment it by one. Don't forget to make sure the players know they need not only to acquire the loot, but get rid of it too! An elven favorite is turning leaves into gold, but fresh basilisk blood or psionic crystals that must be preserved by the local alchemist after being chiseled from the walls are also good ones.
  • Explosive treasure: Do you really want to muck around when you have a backpack full of white phosphorous in kerosene? Make the treasure valuable but volatile. It doesn't have to be explosive; it might be an acid, or a powerful djinni bottled in a jar and yearning to get out, or carefully preserved bottles of essence of green slime. Every time the characters do something dangerous, it has a chance of backfiring.
  • There goes the neighborhood: The denizens of the dungeon have decided for whatever reason to pack up and leave, bringing their stuff with them. Much like the coming of the archmage in reverse. Roll a d6. After 3 or so 1's, randomly or by fiat pick a faction; they exit the dungeon with all their treasure. To complicate matters, the PCs might be between them and the exit.
  • Competition: The old standby; have another party racing the PCs through the dungeon. This takes a care and finesse which is outside my scope. I'd think at the very least you'd have structured tables and a general idea of how the NPCs will progress through the dungeon, but coming up with specifics for running this scenario is left as an exercise for the reader. An exercise he'll hopefully then publish on a blog, so I can steal his ideas.
All of these methods only work if the party knows what's going on. I can't stress that enough. Often this can be handled narratively either in the moment ("The dungeon appears to be flooding with a silvery liquid. Judging by its rate of flow, you'd expect this place to fill up fairly quickly - unless there are hidden depths you don't know about.") or beforehand. ("The old man insists that he heard strange rumblings over the last week and the Crypt of Sasura is on the verge of collapse after all these centuries, so you'd better hurry.") Still, that may not always be the case, and the players should always have at least a rough idea of how their time limits are being decided. If that's too 'gamist' or something for you, don't use these methods.