Showing posts with label Houserules. Show all posts
Showing posts with label Houserules. Show all posts

Friday, January 12, 2024

New Year’s Resolution Mechanic: Taking Your Time

This is a joke for everyone except Warren to get

Prismatic Wasteland has issued a challenge to come up with a new mechanic for basic task resolution in RPGs. While I appreciate crossovers, ping pong posting, and pretty much anything that promotes active blogging, I also must state that I find this whole premise downright disgusting, and take great personal offense to it.

So anyway here's my submission to the challenge. It's not a good one. Overthinking simple stuff is rarely fruitful for a pea-brain like me.

This post is in four parts. First, I have to rant for a bit about theoretical bullshit for context. Second, I finally explain the rule. Third, I talk a bit about what inspired it and what I like about it. Fourth, I have an alternative to my rule that's much less fleshed out.

Friday, January 5, 2024

Crunch Criteria

I'm gunna be a little self-indulgent and quote myself.
Every piece of crunch you add has a cost. A cost in how much brainpower it takes to learn, to teach, to remember, to use. The essential tradeoff is to make sure that crunch is able to add something really valuable to the game in spite of that cost. I try to only add crunch in the parts of the experience that I think have the most potential for interesting decision-making.
This isn't just talk. I actually have a set of standards I apply when it comes to "justifying crunch" in a system. It's a hierarchy of three levels.

Sunday, August 13, 2023

Brave, Final Edition

Here is a link to my hack of Ben Milton's minimalist RPG, Knave 1E. Here is the word document version. You can download this and then edit the text directly. This game was made using two free fonts (Sebaldus-Gotisch and Crimson Text). You'll want to install those so the formatting is retained in the document version. Just like the original, I recommend you print it out. Finally, here is a character sheet for it. If you want the original diagrams.net file to tinker with, you can copy it from this.

I started working on this in early 2019. It began, more or less, as just the houserules I found myself adding to Knave as I played it. Like many folks, I basically never run any game completely by the book. In time, I added more and more of my own content. It grew ambitious. And clunky. And generally kinda bad. I haven't touched Brave since mid 2021. What started as a break from the project turned into a terrible realization that I was out of my depth and had been making bad mistakes built upon worse mistakes.

But Brave still gets linked to a lot online. In nearly any conversation about Knave hacks, it gets brought up. So as long as people out there are looking for a version of this game that has my special touch on it, I still want to offer this. This has been streamlined to just the simplest, cleanest, and best modifications I've made to the game. Steal as much or as little from it as you like. I expect most folks have moved on to Knave 2E anyway. I'd also recommend Cairn or Errant. And keep an eye out for His Majesty the Worm when it releases.

As for the rest of my work... I'll revisit it at some point down the road. There's some interesting design that happened along the way. It would be a shame to let the good bits go to waste. I'll sift through the wreckage at some point, pick out the stuff worth salvaging, and figure out what I can do with it later. I'll keep everything up on my blog for posterity, but I don't recommend anyone bother with it.

Here is a list of differences between Brave and Knave 1E:

Monday, August 7, 2023

Clashing, Continued

Some people think my posts are too long, and I should try breaking them up more. I've tried many times, it usually goes poorly. Here's another attempt. This post is the follow-up to my previous post "Clashing, Not Attacking." In that post, I proposed a basic concept. In this post, I'm going to elaborate.

Warning: this is a very technical design post hashing out an experimental mechanic in great depth. If you're the kind of person who enjoys seeing the full thought process behind mechanics, this is for you. I'd especially appreciate input from folks like that. Everyone else... this might be dry, even for me.

Sunday, August 6, 2023

Clashing, Not Attacking

Anyone here into HEMA-tube? Yeah, I bet you are. You fucking denegerates. You love LindyBeige. You probably have some others you watch, too. That part of YouTube is the center of more RPG nerd attention than actual RPG YouTube. You may have even gotten into HEMA yourself!

In the words of my friend Pollux, "every HEMA dude eventually tries to write a system that truly captures the beauty and subtlety of combat, all of which have sucked."

They are correct. And today, I am that HEMA dude.

I mean, not actually. I'm not terribly interested in realism for realism's sake. Combat rules are a loose simulation of real-world violence, and the best combat rules are going to make it a simple and streamlined simulation. You just can't include all the variables which realistically could make a difference. If you ask real-life melee combat experts, they'll tell you that weapon length was a really important factor back in ancient and medieval warfare. Does D&D care? Nah, that's not really accounted for. Some things just have to get left on the cutting room floor, okay? In many ways, what makes one combat ruleset different from another is the variables it chooses to simulate and how.

What I care about is interesting game design, and real life often provides great inspiration for this. It's important to just remember not to get carried away with simulationism. And in this case, I've spent a while thinking about something I see get a lot of focus in HEMA theory that I think is gameable.

In traditional D&D combat, every participant is an isolated, discrete agent who can target all other agents in symmetrical fashion. D&D doesn't even have rules for what direction your facing. But in fencing, two combatants become entangled with one another. They are not trading attacks, taking turns attempting to strike one another. Instead, they engage in a phrase (to borrow the modern fencing term). This is an exchange where both participants are trying to attack and defend simultaneously. Either one could win the exchange. And while dueling, they very much are entangled on the battlefield. If you play enough D&D combat with a grid and minis, at some point it feels like maybe two people in a swordfight should be occupying the same space.

I have an idea for how to reinvent attacking in D&D.

Sunday, March 13, 2022

Alternative Economics (Part 3: Treasure-Driven Adventure)

Return to part 1

Continuing from part 2, I'm exploring some alternatives to the traditional role that money and economics plays in D&D, inspired by real-life situations found in history, with the occasional creative liberty taken here or there to make things more gameable. It's fantasy after all, we're not going to stress about accuracy here. Last time I just talked about small-to-medium adjustments to the existing economic situations your players engage in. This time I want to think bigger picture. In traditional, OSR, "XP for Gold" schemes, dungeoneering is a path that leads to domains being built up for each individual player. But what other campaign arcs shaped by treasure can we imagine?

An important caveat for this: all specific numbers and variables are intentionally left ambiguous. I wouldn't know the optimal figures or ratios for these ideas to work, especially with the pricing schemes written into your RPG of choice. All of these are simply described in the abstract. What I will say is that most of these schemes work better if you simplify capital into large blocks rather than penny-pinching. When you're a pirate crew raiding a merchant vessel, you'll win enough treasure to buy whatever mundane equipment you want. So the real measure of wealth is in big abstracted chunks that you can use to buy ships and fortresses whole.

All of the following ideas would almost certainly need to be implemented and communicated to the players from the very beginning, as they're all meant to shape the entire campaign for everyone. In fact, I would encourage anyone out there to design a whole RPG or adventure scenario after your favorite examples here, since that's what these really are. The caravan-XP system from Ultraviolet Grasslands I described last time is a really good example of the sort of thing I'm here to offer you.

Saturday, February 26, 2022

Alternative Economics (Part 2: Interesting Choices)



I have previously talked at length about the virtues of "campaign-level play." That is, rather than only ever running your game as a series of mostly-isolated scenarios in episodic fashion and then calling it a "campaign," you actually flesh out all the connective tissue between adventures. There are certain gameplay structures you can incorporate which aren't really interacted with on a scenario-to-scenario basis, but which nonetheless have an impact on the campaign as a whole. Examples I give are things like a calendar and downtime play, usable maps and travel gameplay, complicated NPC relationship charts that'll change over time, and of course, domain play and some slightly more in-depth economics than just a menu of regular adventuring gear.

Most of this post's contents will be schemes describing entire economies and how they function. There was a bit of that in Part 1, but it rarely extended beyond small communities. Everything here will be stuff that works at the scale of whole kingdoms, and oftentimes is most effective when contrasted against neighboring kingdoms which don't share these traits. If nothing else, it's decently educational for folks who find this stuff interesting and it's very often good worldbuilding fuel.

A common theme for these is new choices that players can make to acquire or use their rewards. The classic options are 1) go on an adventure where treasure is found, or 2) get paid treasure to go on an adventure. The former is self-directed, the latter is NPC-directed. Sometimes the DM will offer other avenues of gaining rewards though, like running a modest business in downtime, gambling, or swearing patronage to a demon lord in exchange for dark power. I think players should have a buffet of these options to indulge in at their own discretion. But to do that, you need novel options. Well this post expands that list and complicates a lot of what was already on it.

Sunday, February 6, 2022

Alternative Economics (Part 1: Money)

Much has been made of the weird underlying assumptions of general "liberal American capitalism" woven throughout mainstream D&D economics gameplay. It's called "anachronistic" by most and "great unique setting flavor" by the generous (usually in regards to Greyhawk or the implied setting of OD&D). It's an artifact of D&D's 1970s American Midwest origins and is, ultimately, probably useful for the same reasons that it was inevitable: it agrees with all the most common assumptions the general audience will have about economics going in. It makes the game more accessible and simple. Following from this is where we get "Gold for XP," a rule whose utilities I'm sure I don't need to expand on here.

But I like worldbuilding. I like when I learn new information and then get to use it as a DM. I also like when I learn new information and have to use it as a player. So "alternative economics" are inevitably going to interest me as a potential design space. The most common alternative that people explore when addressing D&D's inexplicable "industrialized free market" is to attempt to gamify feudalism or include provisions for bartering. I, too, will be addressing those in this series. But I'll be doing a lot more, as well.

Strap in.

Saturday, December 11, 2021

A Thorough Look at Skill Challenges (Part 2: Analysis)


After my last face-meltingly long post compiling every variation on Skill Challenges (SC) out there, it's time to do a critical analysis of this concept. When I started this project, I was just imagining that I'd be making a simple pros and cons list. But after all that research, I have a lot of things to say.

So, this post will sorta have three main sections. Firstly, we can talk about Skill Challenges just, like, as a concept. Then, we can start reviewing each of the little variations on rules and deciding which ones are good and which ones are bad. Lastly, the results of this thinking, which ideally should be "the best version of how to do Skill Challenges for a D&D 5E game, at least in the style that Dwiz enjoys," but which is also the part where I note some things I feel like stealing for my OSR game Brave.

Sunday, December 5, 2021

A Thorough Look at Skill Challenges (Part 1: the Rules)

Who's ready for another stupidly long post? That's the spirit!


The "Skill Challenge" is an interesting type of generalist gameplay procedure that's not a core experience of many games, but which often comes recommended as a good level design trick for all sorts of reasons. Here's kind of a funny game you can play: try asking a question on any RPG thread or forum or Discord community about "how would you adjudicate so-and-so challenge?" and see how long it takes for someone to recommend using a Skill Challenge (SC).

But even though there are so many people eager to recommend them, I have more... complicated feelings about them. So maybe it's worth taking some time to explore their design in a more dispassionate, neutral fashion.

Another reason I thought this could be of some value to write out is that, to my surprise, we cannot all agree on what precisely a Skill Challenge even is! Yes, individual variations are actually very common, and some of the seemingly-minor changes people make have a huge impact on the end result.

I'm splitting this post into two parts. Here in Part 1, I'm comparing and contrasting different versions of the SC, with occasional observations about them beyond just stating the rules. Once we've covered every major iteration of the SC that I can find, as well as a few similar systems from other sources, in Part 2 I'm gunna do a deeper analysis of the pros and cons of this system and its greater role in game design. Expect that article in a couple days.

I hope you like mechanics, because these two posts are detailed. There are tons and tons of "introduction to Skill Challenges" articles and videos out there if you want something quick. But this here is for the game design nuts. Even with me already splitting it in two, you'll still probably want to split this first part up into a few separate reading sessions.

Tuesday, October 5, 2021

Gritty Realism: Adventuring in Weeks, Not Days


Because apparently this is a 5E blog now, I'm going to talk about the Gritty Realism variant rule suggested in the DMG on page 267. But wait! Don't go! You know me better than that. Of course I'll find a way to make it relevant to you and your rules-lite artpunk post apocalyptic furry heartbreaker as well, since I know you don't play D&D 5E.

So there's a type of adventure scenario I like to call a "Die Hard plot." It's not a good name, but it's what I always think of. In the movie Die Hard, the whole ordeal takes place within a single evening. The movie almost happens in real time! It's a really jam-packed day. See also:
  1. The Warriors
  2. The Avengers (well, like 90% of it)
  3. Night of the Living Dead
  4. Clue
  5. Dredd
  6. The Goonies
  7. Escape From New York
  8. 24 (the TV show)
...and plenty of others. Now of course, lots of movies take place entirely within 1 day. But these ones here are specifically all movies that are a great model for D&D ADVENTURE! Sure, My Dinner With Andre takes place in one day, but that's because it's just a dinner conversation. These movies are set within a single day in spite of how much crazy shit happens within them.

Every movie on that list is great (and 24 is okay I guess), and you should steal from them occasionally. But the main appeal of Gritty Realism is that it affirms a simple truth: you can't run an entire campaign of just Die Hard plots. Or rather, I think you probably shouldn't.

I'd like to talk about this at length and help us all to appreciate this better.

Saturday, July 10, 2021

Brave Design Notes 6: Settlements



Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking hereThese rules also make use of a resource called a "settlement info sheet," which you can find here, along with the player copy template here and the version adapted for villages here.

Friday, July 9, 2021

Brave Design Notes 5: Dungeons


Art credit: Tony DiTerlizzi

Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here. These rules also make use of a resource called a "dungeon control panel," which you can find here.

Brave Design Notes 4: Cohorts



Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here.

Thursday, July 8, 2021

Brave Design Notes 3: Alignment and Combat


Art credit: William O'Connor

Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here.

Wednesday, July 7, 2021

Brave Design Notes 2: Items and Shopping



Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here.

Tuesday, July 6, 2021

Brave Design Notes 1: Various Rules


Art credit: Hal Foster

Brave is a hack of Ben Milton's Knave, an old-school adventure game toolkit without classes and a lot more emphasis on equipment. The earliest changes I made were miscellaneous tweaks and houserules I added as I would run Knave, but at this point I've bolted on several advanced play procedures. While Knave is optimized for a DIY "rulings over rules" style of play, I still felt it was valuable to write down many of those rulings that I've made over the years and codify them. One of the best parts of the original Knave were the designer's notes, but I've taken them out because I needed to make room for new stuff and I assume that anyone playing my game would already be familiar with the original version anyway. Instead, you get my blog.

These notes are written for version 1.9, which you can find on the sidebar of this blog or by clicking here. It may also be valuable to see the character sheet, which you can find two copies of here.

Monday, July 5, 2021

Brave 1.9: Tales of Sword and Sorcery

Hey! If you were linked here from elsewhere, this version is outdated. Please see here for the finished version of Brave



Click here to view version 1.9 of my RPG BraveHere is the accompanying character sheet (it actually has 2 sheets on it since they're small), here is the dungeon control panel, here is the settlement sheet, here is the player version, and here is the village sheet. The total document is 19 pages including the cover art, which I recommend you print out (put the intro+table of contents on the inside front cover, facing the page that says "The Basics" as the header). This game uses the free fonts Garamond, Hamlet Tertia 18, and Black Castle MF. The cover illustration was done by me.

If you'd like the Word document to edit directly, you can find that here. You'll want to download those free fonts or else the formatting will be completely annihilated.

I have periodically updated the link on the side of this blog whenever several changes/additions accumulate, but I'm making a whole post about it this time because 1) this is the biggest single update to the game so far, and 2) it is (hopefully) the second-to-last update before the final version of the first core rulebook.

Why am I not waiting to post until the final update? Why isn't the title of this post "Brave 2.0: Electric Boogaloo"? At the end of this post, you'll see what content I haven't finished yet and I think you'll understand why that's going to take me a good amount of time. So no, my game isn't finished yet to my satisfaction, but it's finished enough to be a full game (more full than most old-school RPGs, even) and I just wanted to finally put it out there.

The rules probably speak for themselves just fine, but if you're interested in designer's notes then strap in. This whole week I'll be posting articles of design notes on each topic in the game, each pretty in-depth on my thinking and the intent behind each rule. Here's a list of what those posts will be covering, updated with links as they come out.
  1. Various Rules (mostly stuff you find in the "Rules for Adventure" pages)
  2. Items and Shopping
  3. Alignment + Combat (they're both short)
  4. Cohorts (sort of the "mass combat" rules)
  5. Dungeons
  6. Settlements
The rest of this post will explain the miscellaneous minor tweaks I made to Knave and then a list of the topics that are missing from this draft of the game (but are coming soon!).

Wednesday, June 23, 2021

Unity vs Division

I've been sitting on this idea for a couple years now but I've only ever had an abstract conception of it. Now I have some concrete systems to apply it to. Sorta. This will build off of my previous post as well as various things I've talked about here and there throughout the blog.

It starts with the idea of "campaign qualities." See, most people have an idea of what handful of qualities they'd like to see characterize their campaign as a whole. "I want to play a game that makes me feel like a Greek demigod." "I want to play a game with serious acting and drama and consequences." "I want to play a low-magic game that's heavy on survival." That sort of thing. Some games are built entirely around achieving one playstyle. Other games are a bit more flexible, and can be played in different ways. Most of the time, people recommend you achieve your intended feel by way of smart Level Design, so that the rules don't need to be changed from what people are used to. "You play the horror genre in an RPG by making scary scenarios!" But sometimes all it takes is a tweak here or there to the rules and systems of Game Design to have major consequences. A very popular houserule for 5E D&D is the "gritty realism" variant described in the DMG (along with some tweaks people have suggested) in order to achieve a more slow-burn, resource-management focused game than the vanilla version. And apparently it works great!

One dichotomy I think has a great deal of potency is a concept I call "Unity or Division." Each of these has a broad definition that can affect a wide range of factors in gameplay, from economics to exploration to politics and more. They can be thought of as a template that you apply to an entire country, modifying the details of many rule systems to give it a distinct identity of gameplay. 

Let's jump in.

Tuesday, March 30, 2021

Brave Class Hack Beta (again)

Picture is also a link to content
One of my most popular posts was the first Brave Class Hack, where I shared with the world my weird class system as well as the Knave, Warrior, Thief, and Cleric classes. I've made a lot of changes since then, including the addition of 3 more classes, so I figured it would be a fine time to update the world.

For anyone reading this who doesn't know, Brave is my personal hack of Ben Milton's Knave, which you can find the latest draft of linked on the sidebar of this blog as well as right here. If that link ever dies, it's because I forgot to return to this blog post to replace it. But the sidebar one should always be up to date.

Here is a link to the latest copy of the Brave: Enchiridion of Fates and Fortunes with some designer notes included. I also thought I might provide a preview below on each of the classes currently included, if you read below: