Thursday, March 5, 2020

Magic Metals and Stuff

You know what's a cool fantasy trope that everyone likes? Magic metals. Made-up metals. Those things. It's true. Tolkien gave us Mithril and it was cool and people kept it going. There's Vibranium. They make a big deal out of it in those Marvel movies. Game of Thrones has Valyrian Steel, and every time it comes up the dialogue always sounds really forced and fake. Like they're trying really hard to make it a cool thing but it will never be as effortlessly cool as adamantium. But whatever, it's cool. Meteorite swords are also really cool. They give you just a taste of sci-fi but they aren't out of place in a medieval setting.

But like D&D just has +1 magic weapons most of the time. Sure, the DM can hand out a silver sword or something. But just a general +X to attacks and damage and being vaguely "magical" (to overcome resistances/immunities) is what players hunt for. Not that there isn't a strong history of lore behind that. Gygax had some very weird ideas about +X swords*. But I kind of like the flavor behind the magic metals and how specific they can each be.

Anyway this is a perfect trope to emphasize in a system like Knave because it's an RPG all about equipment. Thus, magic relating to equipment and its special properties has a much greater impact in this ruleset. It's good tying together of themes and mechanics. So here are the metals in my Knave game and what each of them does and stuff. Borrow/steal/be inspired by or whatever else.

Monday, February 17, 2020

Alright Let Me School You on Gnomes

Let’s do a follow-up on that dwarf article I wrote a few months back. Gnomes are controversial, notorious for being hard to define and oftentimes rejected entirely by DMs who just can’t sink their teeth in.

One way races are sometimes justified in D&D is by a mechanical function, a role they play in the game as a whole. Dwarves make great fighters and halflings make great rogues. So the gnome was meant to be a good race for playing wizards and illusionists. Kind of stepping on elven toes a bit but sure. The result in lore ended up looking like a weird hybrid of details from elves, dwarves, and halflings. Fey but earth-y. Big beards and big into mining. Intrinsically magical. Borrowed a lot of the same inspiration that Tolkien used for Hobbits. Really just lacking in a unique identity. Most of the early attempts to give them something of their own was just “zany” stuff, which leaves a bad taste for many people. As time has gone on, they’ve been given a bit more to do with alchemy and steampunk engineering and stuff like that. I dig it, but for some people that still isn’t enough.

Friday, January 31, 2020

Fumbles Can Be Great if you Just Make the Perfect Rule

I have done this. I have made the perfect fumble houserule.

And no, fumbles are not "inherently bad" and unfix-able by nature. I did it. I made them good.

We need to stick to our design principles. You know how much I like a well-thought-out houserule. So, if people have come up with houserules for fumbling attack rolls, there must be a reason they did it. What drew them to it? The first question when you are modifying the existing rules is...

What's the Problem?

The usual logic goes: if critical successes are a thing, why not critical failures? If you can have a 5% chance to whoop some ass, why not an equal chance to fail? Doesn't that kind of chaos add a little bit of crazy fun? Simple enough, right?

Thursday, January 23, 2020

Violence as Magic

Disclaimer: although this is an RPG blog, I might occasionally write on something off-topic. It will probably always be RPG-adjacent, though. In this case, I’m writing about a concept in fantasy storytelling of all kinds.

Semantics
Firstly, I want to get on the same page about how we use an important word: MAGIC. I think we’ve gotten into a habit of treating it as synonymous with “fantasy.” Like, “fantastic” = “magical,” e.g. something like a unicorn that we could call a “fantastic creature” could also be called a “magical creature.” This isn’t a wrong way to use the word, but it’s distinguishable from another way that I feel used to be more common. An older definition that was more limited and yet nuanced.

Fantasy is anything impossible in reality but possible through the imagination. So all magic is fantastic. BUT...

Magic itself is an activity. It’s something that people learn and do. Magic is performed. Not all fantasy is magic. A floating continent in the sky isn’t magic. Unless it’s floating because someone cast a spell to make it do that.

Friday, January 3, 2020

The Case for Character Specialization

This is a bit weird coming from me because my favorite D&D class is the Bard, the archetypal Jack-of-All-Trades option. Then again, I’m almost never actually a player, so that may speak for itself. Yes, I think there’s something quite valuable to be found when characters are each pretty darn specialized to certain tasks and abilities. Instead of versatile characters or versatile mechanics, having player characters grow into each their own mold does more to foster teamwork than anything else you can implement at the table.

Monday, December 30, 2019

The Differences in Mystara, Greyhawk, and Forgotten Realms (Part 4)

You may have thought that we had wrapped this up sufficiently, but I think we could benefit from
more than just looking at each setting individually. The points of overlap can sometimes also be interesting, and I can think of some more game-able stuff that'll apply to these. Which I realize may seem to run counter to what I said previously.

In a sense, wouldn't the best way to satisfy our goal of making each setting feel really, really distinct be to downplay what they have in common? Like, try to not step on each others' toes if you can help it. Especially for those points that technically overlap. Yes, all three of these settings has furry races. But Mystara is the one that really leans into it, so if you're doing one of the other two settings then maybe you should go out of your way to avoid furry races so as not to steal Mystara's thunder.

But any way in which they can be made distinct from the rules of default D&D is an opportunity to capitalize on.

Monday, December 9, 2019

The Differences in Mystara, Greyhawk, and Forgotten Realms (Part 3)

I'm going to be upfront about this: this is not going to be a very positive article. In seeking to answer the question of this series (see title), I... just don't have much good to say about the Forgotten Realms. Maybe some FR superfans can come in and help me out but I feel like a lot of the obstacles in this article will serve to illustrate some of my more important arguments about setting and worldbuilding.

Forgotten Realms
So let's get into it. What are the main features that characterize FR in contrast against Greyhawk and Mystara?

  1. ... Uh ... Well...
  2. What does the Wikipedia article talk about? That should give us an idea of the most important stuff. Let's see...
  3. ...Uhhhh. Uh oh.