Friday, January 22, 2021

Elves Part 3: Elf Subraces

Artist credit: Steve Prescott
I didn't expect to write even one of these articles, let alone 3. Well, you can't have elves without elf-types, so here are my versions of the three classic elf subraces (High, Dark, Wood) for Underworld. Please see the last post of this series here. I'm basically writing down every solid idea I've had so far, but the more I write, the more I feel like this trichotomy will inevitably be deconstructed. I began charting factions and races in my setting and started expanding the list exponentially, so each region of the world would have a good variety of unique societies. And so... just one type of High Elf, Dark Elf, and Wood Elf stopped being sufficient. I'll instead likely create a matrix of two axes: light to dark (with a neutral zone in the middle) and Seelie to Unseelie (with a neutral zone in the middle), creating 9 basic types of elf. Except that, obviously, there are more elf societies than that. Hoo boy, I've really gone down the worldbuilding rabbit hole. But in any case, I can right now offer up "the classic three," good for most elf purposes.

Tuesday, January 12, 2021

Getting Classy with Equipment

So I find myself in a weird place in this hobby. For years I played a regular weekly campaign, over a decade, going from 3.5 to pathfinder to 5e, until life and work got in the way a few years ago. Since then it feels like life keeps opening the possibility for rpgs to re-enter as a major part of my life as new people discover the hobby and new ways to play become viable, but then there’s the other obstacles that have popped up in the last year or so too…


But where I am now is playing 5e occasionally with adventure league players (fun times, but we all know how restricting that is) and introducing people to the game with Knave. This blogs’ main author has brought up the game before, and has even gone so far to introduce his beefed up hack, Brave. Knave has given me a great opportunity, it’s nearly removed the barrier of entry to play. It’s dnd where you can sit down without any understanding of the rules and keep up with everyone else. While other games are similarly simple, knave also has the benefit of feeling more like regular classic dnd than most. People I never thought would be interested in the game finally understand just what us nerds are doing, it’s great.


This leaves me with an interesting situation: I have people who want to play more, but there doesn’t seem to be much of a point to teach them “real” dnd, but I’m noticing the limits of the game. It’s not really built for the campaign. As a Referee it’s the perfect system, but nearly all of my players wanted more toys to play with, they all wanted class features and spells. For a player to really get invested in a long term adventure they’ll want to see their characters grow and improve, they will want to see their stories unfold—and I find that having mechanics to reflect that helps drive a story home helps out new players especially, it’s easier to be reactive than active.  

Tuesday, January 5, 2021

Elves Part 2: The Elfs of Underworld

Following up on previous posts about the lore of races in Underworld, here's everything I know about elfs in my setting so far. I already vomited out my thought process on elves in my last post, so below is the stuff I've actually settled on. 

The bad thing about spending so much text describing your influences is that you kind of blow your load on a lot of the neat ideas. I'll try not to re-cover too much of the same ground, but you'll definitely see a lot of the qualities discussed in that last article finding their way into my elfs quite pervasively. You may even need to just assume some of the discussed ideas hold true of my elfs, through inference. But below, I'm gunna focus on the more novel stuff. I'll start with traits universal to all elfs before getting into subraces. And yes, I am, actually, going to roughly retain the traditional D&D trichotomy of elves: High, Dark, and Wood. It helps maintain basic player expectations for what they can play, even if they aren't well-versed in the setting-specific details yet.

Saturday, December 26, 2020

Elves Part 1: Reconstructing a Fantasy Archetype

Picture by Yuliya Litvinova
I've now written three articles about some of the main races in my homebrew setting without ever having intentionally set out to make a series like that. One day I just wanted to compile a bunch of my weird notes on dwarves in one place and share them. Then with gnomes. Then with halflings. And even when it had occurred to me that I have a series on my hands, I still think I was never intending to write a post on elves, because...

Well, because elves don't need a lore post.

Like, gnomes and halflings both need work done if you want them to be interesting. Even sticking to the vanilla versions is still lesser than what you get with off-the-shelf elves. Dwarves have lots of lore but it's infamous for being cliché, so revisiting it and doing something fresh justifies itself. But elves? Elves get nothing but attention. They often have too much lore. Wasting more ink on them is an injustice and disservice to the other fantasy races. To other fantasy ideas. Elves are the most thoroughly fleshed-out and experimented with idea in nearly all fantasy fiction. Just look at the TV Tropes article. How the fuck do you get this much mileage out of one idea? How does D&D manage to always, inevitably have a million elven sub races in each edition even as they avoid that mistake with other races?

The thing is, we could try to have the conversation of "what is the elf, at its core?" Analyzing fantasy ideas often means reducing them to their most vital components, the thing that makes an elf an elf no matter what else you change. And when people have that conversation, they usually arrive at something like, "fancy, graceful humans with pointy ears and whatever other traits we culturally idealize (beauty, longevity, skill, knowledge, pale skin, starlight eyes, etc.)." If that doesn't do it for you, here's a way to avoid a debate: not everyone exactly agrees on what an elf is, but most people agree that David Bowie seemed to be more elf than human, which I would say is a solid rule of thumb to operate on.

But there is inevitably a conversation after that one. Because while most elves check off most items in that definition, they all have more going on. Even the original Norse elves or Tolkien's elves. So the next question is, "having now understood what elves fundamentally are, how do you expand on that to make them your own?" This is where the interesting conversations take place. Where you get cool and novel elves from.

Me? I want to have the next conversation. And I specifically want to ask, "what should we take away from Tolkien and early D&D's answers to the previous question? What did we take for granted as classic elf tropes that really do have some potency?" Hence, reconstructing the classic elf. Not exactly as it was before, but at least giving those classic tropes another look. Kiel Chenier has really creative and cool homebrew elves that are a perfect example of not the kind of thing I'm talking about today. No one would question that Warcraft's Night Elves are a fucking rad take on elves, as with the Elder Scrolls's bizarre elves and metal Dark Sun elves and so on. But none of those are classic elves, and most fantasy creators don't really consider just going with classic elves. But as long as we're trying our own hand at writing our own elves, I want to take a moment to explore this direction.

Sunday, December 20, 2020

Outline of Brave's Magic System

God I fucking hate magic systems.

Seriously, is there anything that epitomizes pure nerdiness more than designing magic systems? Part of me feels like I seriously wouldn't mind playing fantasy dungeoncrawl RPGs with absolutely no magic for eternity.

But I also love wizards, dammit.

Okay, I assure that what follows will not be lame and cliched. No "elemental spheres of magic + soul + positive + negative + whatever other stupid word" diagrams. I don't want to pick on anyone specifically because worldbuilding is very personal to people and it can be difficult to open up and share. But just go on reddit.com/r/worldbuilding and search "magic system" and you'll see plenty of examples of the kind of diagram I'm talking about. I will not abide such rampant nerdiness.

The logic of my system that follows is mostly a response to issues with the conventional D&D magic system and inspiration from Necropraxis's Wonders & Wickedness and Marvels & Malisons. The basic goal is to open up possibilities and begin allowing for far more, zanier ideas about what can constitute a "school" of magic.

Tuesday, December 15, 2020

Campaign-Level Play Part 4: Setting Up The Campaign

I spent a lot of time trying to define two separate styles of gameplay, for the purpose of elucidating one of them to you. But I want to stress that I like to mix the two styles. I have created many tools for campaign-level play, but there are locations on my world map that are big plot-heavy adventures. I warn the players ahead of time. They see “Castle Ravenloft” on the map and they know that if they choose to go there, they’re initiating an adventure module that they’ll be kind of locked into for a decent number of sessions. That’s okay. A lot of players really like being taken on the rollercoaster ride of an awesome story you've prepared, so don't be afraid to trade places for who's driving the campaign at different times. The extent to which you do player-driven action versus DM-driven action is up to you, and it's important to figure out your preference because it determines the prep workload you create for yourself as the DM. All those tools I talked about last time are probably things you'd need to make before the campaign, and it'll be a waste of your time if you don't then tell the players "take advantage of this stuff and base your decisions off of it."

Let's say you decide you want to include all the moving pieces, but you might not be sure how to start. So the question is, if you want to use these structures of campaign-level play, then how and when do you incorporate them?

Tuesday, December 8, 2020

Campaign-Level Play Part 3: Tools for Campaign Systems

So I've described a level of gameplay where the PCs are in a position to do all kinds of ambitious activities that can be resolved without needing to spend time walking through each step, moment-by-moment on a small scale. That you can safely assume the player can accomplish these tasks without needing to throw them into a dungeoncrawl first. There can definitely be obstacles, for sure. You don't have to just say, "yes, that works exactly as you wanted it to" for everything they ask to do. But recognizing a level of decision-making that tends to happen on the scale of days, weeks, or months is something that players can greatly enjoy taking advantage of.

Many groups dabble with this in some forms. For example, here are some subjects of gameplay that lend themselves well to this: economics, politics, war, and maybe espionage. Notice that these are the types of things you do in board games a lot. But you could totally have something like construction, conservation projects, running a business but focusing on the non-financial parts (e.g. running an opera house and managing the actors, the playwright, the stage production, etc.), going through religious rituals and sacraments, forming relationships, and so on.

While plenty of people have made downtime mechanics, and plenty of others recognize the fun of this sort of thing, it’s very rare that I find games that actually equip the DM to run this. There have been resources and websites like Obsidian Portal or World Anvil that cover a lot of what I'm about to describe, but most groups don't realize how to take advantage of the potential. All too often, these are treated as resources for the DM rather than the party. So I'm sorry 5th Edition, it's not enough to create an inflexible minigame for every specific "downtime activity" that occurs to you. The only way you'll ever achieve a true player-driven sandbox campaign is by letting their imaginations drive the car and merely providing the fuel and tools to guide that. 

So lets talk about the fuel and tools.

Tuesday, December 1, 2020

Campaign-Level Play Part 2: Model United Nations (and Other Competitive Simulations)

The story behind this painting is hysterical, btw
Last time, I introduced the idea of "campaign-level play," where activity is conducted on a larger scale than the moment-to-moment action of high-intensity scenes, but also as a space for players to drive the story themselves rather than respond to a story offered by the DM. I began explaining some of the ways that RPG products and DMs will toy with this playstyle, but concluded by introducing (through Matt Colville) a pretty unintuitive approach that I think has a lot of potential. To build on that, I'm dedicated an entire article to an adjacent form of play that I think we have a lot to learn from.

Friday, November 27, 2020

Campaign-Level Play Part 1: Maybe the Best Thing that D&D Has to Offer

How often does your character
choose to write a letter?
This is one of the trickier-to-describe qualities of running the game I know of, because it has to do (once again) with presentation and flow. I hope it makes sense.

I perceive a distinction between a common and, seemingly, modern way of running the game and an older way of running the game that has to do with the structure of the activity itself. And it seems obscure enough to me that I don't believe that even most OSR gamers play in this "old style" because they don't know about it. Like, adventures and RPGs from OSR designers that are clearly built with old-school sensibilities in mind are often nonetheless ignorant to this quality. I'm gunna call this old structure "campaign-level play" because of the following reasoning:

"Campaign" is a residual term brought over from the wargaming hobby. But it wasn't just a meaningless word used for its familiarity, like some other terminology relics. See, something like "Armor Class" is called that because the AC rules were borrowed from an old naval wargame, where every ship had an "Armor Class" rating like "first-class armor" (the best quality) or "fourth-class armor" or whatever. That's why we use a weird name for something that refers to a character's ability to not get hit or damaged. But "campaign?" As in, "me and the bois are gunna start up a new campaign of 5th Edition"? That comes from a time when the hobby was about a series of grand Napoleonic battles strung together by the same strategic and political forces that define a real military campaign. While, yes, a single session does just look like some homies getting together to have an isolated battle on a pre-crafted terrain map with their respective armies... they were playing what modern gamers would call a "legacy game." Today's battle is determined by the outcome of our last session, where the army general has a macro-scale plan for the direction of the army's campaign to conquer the enemy. You suffer losses in one battle and it carries over to the next. You write a treaty forming an alliance today and that matters tomorrow. You make a crucial victory and you take advantage of the opportunity by carving up the map of the countryside into chunks that will be allotted to each of your allies and yourself, which then shapes the next campaign when another war inevitably breaks out. These could be thought of as "meta elements" that shape the campaign itself, rather than elements you play out during the session (the battle).

Tuesday, November 17, 2020

Changes I'd like to see in new RPG Products

If you are making RPG products and want my two cents, read on for the changes I'd like to see:

Sunday, October 18, 2020

Decent Rules to Make Languages Fun

First, here's some supplemental reading you may find insightful. All of it is from other RPG bloggers tackling the same subject as me:

  1. https://goblinpunch.blogspot.com/2020/04/dungeoncrawling-languages.html 
  2. https://monstersandmanuals.blogspot.com/2016/03/on-language.html
  3. https://monstersandmanuals.blogspot.com/2008/11/languages-or-why-we-shouldnt-be-able-to.html
  4. https://falsemachine.blogspot.com/2020/05/soft-ass-d.html (he covers language as a specific part of the post and I think his take is neat)
  5. https://thelastdaydawned.blogspot.com/2016/11/making-languages-make-sense.html
  6. http://thealexandrian.net/wordpress/38698/roleplaying-games/untested-fantasy-lorem-ipsum
  7. https://www.paperspencils.com/making-languages-relevant/
The RPG Mausritter, about playing as tiny mice in a fantasy world, has some really cool language rules that I don't think can easily work for most other settings:
As a general rule of thumb, the more closely related two creatures are, the more likely they are able to be able to understand each other. Use the creature’s taxonomy to make a ruling. Magical or highly intelligent creatures may break these rules. • Same species (mouse): Can easily communicate. • Same family (rodent): Can speak and communicate, with some difficulty and difference of custom. • Same class (mammal): Make a WIL save to see if communication is possible. • Otherwise: Can’t directly communicate.
So yeah, all those thoughts are very neat. I'll throw in my two cents.

Monday, October 5, 2020

A Revised Dungeoncrawl Procedure

I recently drafted this page on dungeoncrawl procedure I may add to Brave. It needs playtesting. Some of it's weird, so I felt like it would be worth explaining the design choices I made. My intention is that this page would comprise 100% of the dungeon-related advice and rules in the game. But for context, earlier in the rules I've established a timescale called the "active turn" that lasts 10 minutes, which should be familiar. The main reason I even felt this was worth making and putting into the game was because, the more I thought about it, the more I believed that 1) having a committed dungeoncrawling procedure has great value, especially baking one into the system itself, and 2) I have issues with the standard options.

For those who want context on the old-school tradition of dungeon procedure, I'd point you to threads like this one, this one, and this one. But of course, the main point of contrast is going to be the codified procedure from B/X D&D, as re-packaged by Old School Essentials (courtesy of Necrotic Gnome), which is far and away the most popular option these days. Here is the 2-page spread included in OSE:


Let's talk about what they have in common before talking about the differences. 1) There is a play sequence up front, which is there for both the referee and the player to see and understand. 2) They both cover movement, traps, random encounters, and at least a little bit about miscellaneous common activities. So what's my problem with the original?

Monday, September 14, 2020

Dragons of the Great Game

This is one of my all-time favorite pieces of fluff in D&D history, but is, unfortunately, almost completely lost to history. Maybe someone reading this will give it another look.

In the days of 3rd Edition D&D, there was a lot of content bloat. In just eight years they came out with five monster manuals, each filled with several hundred new baddies for you to use. They were mostly garbage, aiming for quantity over quality every step of the way. By Monster Manual III, nearly every page had a goofy, ridiculous concept someone pulled from their ass in desperation to sell more books. But all of them contained nuggets of gold, if you scoured through them. The Monster Manual V was the most ignored of all, coming out near the end of the 3rd edition life cycle. Right when everyone was looking forward to 4th edition or, at the very least, already had plenty of monsters to use. But this monster I want to talk about wasn’t really something that you needed the stat block for. This was an idea.

The gist: dragons have a favorite board game they play, and it can make for the coolest campaign ever.

Tuesday, September 8, 2020

Medieval Halflings: Pechs, Not Hobbits

Unacceptable
Brilliant
Of the core D&D races, halflings are the ones I think the least about. That’s probably true for many people. I think they’re delightful, don’t get me wrong. I think the 5th Edition art for them, where they have giant bloated heads, is hysterical and great. I think anyone defending the freak alien 3rd Edition ones is pretentious and ridiculous. But… I would like for these to be something that can be taken seriously. That is, after all, why I revisited gnomes. So I want halflings that I’m happy with and manage to be fairly vanilla while also different than what we’re normally given. I originally envisioned this looking similar to the gnome or dwarf posts I made, but as you can see, I had some complicated thought processes I think may be of value to share. But the list of halfling traits I made is in the second half.

Tuesday, August 25, 2020

The lost art of the "Stable-of-Characters"

The infamous "Enigma of Greyhawk" is, I think, a metaphor
for all of OD&D. Because this game is batshit.
Look, I really love OD&D. It's so fascinating to me. I could gush constantly about all the weird shit I've found in it and the stuff I've learned about early D&D from it. But the Alexandrian already did that pretty dang well, so I won't cover that ground myself. If you want even more goodies, here is a good link-o'-links to get started (Philotomy's Musings are especially valuable). I do want to share this one thing, though. It's something that I slowly figured out from noticing weird stuff in the rules, and then I dug up some primary source evidence for. But even just the tale of its discovery, I think, demonstrates well the wonder of old RPG archaeology. And why I think it's one of the most important abandoned old-school avenues that needs to be explored further.

Tuesday, August 4, 2020

BRAVE Character Sheets

Finally got around to this part, since I always treat it as an afterthought. So here's the deal. In Brave, there are two character sheets. The first (link to it here) is for new characters up to level 3. As you can see, it's small enough that you can fit two on one sheet of paper. Anything that doesn't have a designated place on this sheet but that you need to write down, go ahead and jot it on the back.

Then, once you reach level 4, you've proven yourself a cut above the rest and have probably outgrown that old sheet. You have a decent chance of maybe not dying young, so it's worth it to actually have a full sheet. That's where this second (link to it here) sheet comes in.  I figured that, even though I'm adding a lot onto Knave, the majority of characters are still gunna be pretty disposable and won't need a full sheet.

I'll need to playtest these as well but they look promising. And anything on there that you might not yet recognize (the speeds, languages, whatever) are gunna be in the next draft of Brave so don't worry.


-Dwiz

Friday, July 31, 2020

Fifth Edition Downtime

I'm running a new 5E campaign in quarantine, and I'm trying not to get ahead of myself. But I'm also finally reading Matt Colville's Strongholds and Followers and I'm pleasantly surprised. It's very tempting to go all in and use. Demesne/domain level play is something I've always really wanted to try but I've never had the chance. I've never played more than a session or two of the oldest D&D editions (back when demesne play was just an assumption of the game) and even then, only as a low-level murderhobo. I've read some of the rules for getting castles and whatnot from BECMI and I'm not crazy about the old system. But the idea is really cool to me.

Actually, just doing a lot more downtime play is something I want a good experience trying. I think in my mind, it is one of the biggest elements that makes me really think of a game as a "campaign" rather than a bunch of one-shots strung together. I do, after all, basically just play a bunch of mostly-unrelated miniseries of dungeoncrawls and mysteries. I've never fleshed out a sandbox world that my players have the freedom to invest in easily. One of the things that makes downtime play really sing is a well-realized world full of potential. I tend to design isolated scenarios, but for a player to feel inspired to delve into the world and start moving mountains and making their impact feel real, they need a place that's got some jen-yu-wiiine verisimilitude.

This has been one of my design goals for Brave, and so far it's going fantastic. But I even want to try it for 5E as well. Like, I might even be able to trick my players into liking the Forgotten Realms if they get really invested. So read on for some bizarre ideas about how I might achieve this.

Thursday, July 30, 2020

Bugbears that Go Bump in the Night

I never liked Bugbears much. Always loved Goblins and I long ago fleshed out Hobgoblins into something I was so happy with they became one of my favorite races. But Bugbears didn't do it for me.

One visual re-skin later and now I love them. This does not fundamentally change much about them or their lore, but I think it "clicks" with me better now. Here are some images of Bugbears as they appear in my setting:

...more below...

Monday, July 13, 2020

Potent Potables

Here's a small one you can steal. It's going in the next draft of Brave but works great as a standalone homebrew. This is inspired by something Patrick Stuart once spitballed in (I believe) an interview I saw/read at some point. I've worked out the kinks and then fleshed it out further.

Potent Potables 

Characters can get intoxicated to temporarily adjust their stats. A character drinking alcohol loses an amount of WIS and gains HP equal to Xd6 - CON, where X is the number of drinks they have. If they reach 0 WIS, they become poisoned and have disadvantage on all checks. Every point of negative WIS incurred also gains one level of exhaustion. Characters sober up at a rate of 1 hour per WIS point regained/bonus HP lost. If sobering up reduces your HP below 0, you pass out and gain exhaustion.

Example: You drink 3 bottles of ale and have a +2 CON bonus. You roll 3d6 and get 1, 5, and 6. 1+5+6-2 = 10. You gain 10 HP and subtract 10 from your WIS.
These mechanics can apply to other potables as well! While “pure” potions and poisons exist, many consumable items instead have a tradeoff. Different items that affect the same stats will stack. Potables with this tradeoff are usually listed with the notation of “stat gained/stat lost” with their ratio.

Example: Alcohol is listed as: HP+1/WIS-1. This means that for every temporary hit point gained, a point of Wisdom is lost.

But wait! There's more!

Thursday, July 2, 2020

Medieval City Sizes

Paris in the year 1300. At 150,000 people, it was the largest city
on the continent, rivaled only by Constantinople. It was also about
1.5 miles across. Compare to Paris in 2020, closer to 6 or 7 miles
across. But a typical "city" in 1300 would really have had a
 population closer to 10,000. Think just how small that must be.
Medieval cities were very small. Like, even the really big ones were small. Something that makes it tricky to research is that "size" of urban areas is almost universally measured in population (which for the vast majority of anyone's purposes is a lot more useful) but I am deeply interested in "size" as measured by actual physical area. I think it's important to making maps, and I like using maps when running adventures in urban areas. Not for most activities. It doesn't matter for shopping or carousing or even investigating, for the most part. Or it doesn't have to. But what if you have a battle happening in the city? It's being attacked, raided, besieged, whatever. Mapping out the specific parts that have been taken is useful. And even those other activities can be enhanced by map elements. I like using tables of random encounters and locations the PCs would run into, but being able to divide them by district or neighborhood or whatever would break it up some and give the city as a whole a better sense of identity.