Showing posts with label DCC RPG. Show all posts
Showing posts with label DCC RPG. Show all posts

Thursday, October 26, 2017

Elves and Iron, Updated and Complete

This is a "finished" version of a post I made a long time ago. It proposes a radical rethinking of the Elf class for DCC RPG. It was originally intended for Metal God of Ur-Hadad zien, but that never happened. It may someday see the light of day as part of a Goodman Games product, but not sure.

Of Elves and Iron

Iron Rules for DCC RPG

Iron is inescapable. Iron is poison. Iron kills.

The presence of iron, unknown in Elfland (the human name for the transdimensional realm where the elves live), was the downfall of the Imperial elves of Ore. Iron changed and corrupted elven magic, driving elves with particularly weak constitutions mad from exposure, causing low birth rates and terminal birth defects, and occasionally producing horrifying mutations among their children. The Dungeon Crawl Classics version of elves makes clear that they aren't Tolkien elves, but more like the Fae, including an aversion to iron:

Elves are extremely sensitive to the touch of iron. Direct contact over prolonged periods causes a burning sensation, and exposure at close distances makes them uncomfortable. An elf may not wear iron armor or bear the touch of iron weapons for extended periods. Prolonged contact with iron causes 1 hp of damage per day of direct contact. (DCC Core Rules, p. 57)

In my mind, this is a bit too forgiving. Iron is inconvenient to elves, but not actively dangerous. If we follow the rules-as written, iron is a bit like poison ivy: It's nasty stuff, and it can cause a person some discomfort, but it's really not that bad. Mechanically, the in-game effects are about nil, unless you do the equivalent of stuffing your pants with iron nails (or poison ivy for that matter). It's not likely that an elf is going to put herself into a position where iron contact is constant. Moreso, Judges will tend to forget or just ignore iron's effects on elven characters. Ignoring the Iron Rule is not only against the rules-as-written, it's also forgoing an opportunity for some great character development and role-playing. So, I begin with a question: What if iron poisoning was a real danger for elves, akin to heavy metal poisoning for humans?

Heavy metal poisoning is no joke. Symptoms include headaches, weakness, fatigue, muscle and joint pain, and constipation. Information about more specific metals suggests we could add diseases of the organs, brittle bones, and permanent nervous system damage (with physical and mental effects). Medical science also differentiates between "acute" and "chronic" effects. In what follows, I will try to add some teeth to the effects of iron on elven characters, and explores some of the ways iron-sensitivity has had, and continues to have, significant effects on elven lives and culture.

Iron Exposure: Acute and Chronic Effects

"Acute" iron exposure results from injury, usually by getting various pieces of brutal cutlery shoved into one's body—a sudden, massive increase in the level of iron exposure. "Chronic" iron exposure occurs over time, affecting the mind and body in painful, dangerous, and frightening ways.

  •         Acute Effect: An "acute" iron effect check is triggered when an elven character is reduced to 0 hit points, and either gets healed or has a successful Recover the Body check. Roll on the following table, in addition to the "bleeding out" and "recovering the body" effects described in the DCC RPG core rules (see p. 93).

  •         Chronic Effect: Each time an elf gains a level, make a Fortitude Save (DC 10+new level). If failed, roll d12 on the table (plus Stamina modifier). Should the elf have the wherewithal to afford an iron-protective encounter suit (see below), he or she should reduce the DC by 1 per 2,000 g.p. spent on the encounter suit (rounded down, maximum of 10).


d12+STA mod
Type
Effect
less than 0
Acute
The Sickening: Lose 1d4 points of Stamina, permanently. If 0 or less, death occurs.

Chronic
Nemesis: The character has gone irrevocably mad from iron poisoning. Play as NPC with hatred for former comrades.
0
Acute
Fisher King's Lament: Acquire a wound that will not heal normally, and which requires a 4 dice result of a Lay on Hands check to heal through divine means. Lose 1d6 hp per day until healed.

Chronic
Rust Rot: Skin turns the color of rust, and flakes off constantly. Lose 1d4 points of Personality, permanently.
1
Acute
Vampirism: As result of damage major organs are mutated. Character must ingest the blood of intelligent creatures of the living, red-blooded races (e.g., humans, halflings, dwarves) in addition to normal food. Failure to do so at least once per week results in roll for chronic effect.

Chronic
Ghoulish: Arms lengthen by 2d10 inches and grow iron claws (1d3 damage).
2
Acute
Something Human: You are no longer immune to magical sleep and paralysis. Each time one of these spells could affect you, make a Will Save as normal human.

Chronic
Twisted Freak: Body becomes contorted over the course of two weeks (Strength and Agility -1d3).
3
Acute
Blood in Your Eyes: Eyes turn the color of blood. You no longer have infravision.

Chronic
Orked Out: Gain 1d3 Strength and lose 1d3 Personality, permanently.
4
Acute
Dulled Senses: Normal ability to detect secret doors reduced by 1d4, permanently.

Chronic
Hot blooded: You now bleed red instead of "normal" blue-green. When you take damage, make a Will Save (DC 15) or go berserk for 1d6 rounds. During this time, you will have AC -2, to-hit and damage +2. You will always attack the nearest "foe" even if that person is not your enemy.
5
Acute
Human Frailty: Hit dice reduced from 1d6 to 1d4 when gaining next level.

Chronic
Blood Magic: Choose a spell at random. Spell checks for that spell made with next higher die type (e.g., d24 instead of d20), but must Spellburn 1d3 points to cast. If caster does not Spellburn, the spell is cast using next lower die type (e.g., d16 instead of d20).
6
Acute
Freaked Out: The character is delirious from the effects of iron poisoning. Spell checks and Will Saves are rolled at -1d6 for 1d3 days.

Chronic
Wild Mercurial: Choose a spell at random. Each time you cast that spell, roll 1 additional Mercurial Magic result, which occurs in addition to any other Mercurial effect(s). This effect is permanent.
7
Acute
A Little Itchy: Develop a persistent rash at the site of the wound. -1 to Initiative rolls for 1d3 days, due to incessant itching.

Chronic
Arcane Chaos: Choose a spell at random and roll 1d4-2. If the number is positive/negative the spell now must be cast using a die up/down that many steps in the dice chain, permanently. If 0, then no effect. However, that spell also requires 1 point of Spellburn to cast.
8+
Acute
Iron Burn: Lose 1d3 points of Stamina. Any points in addition to the permanent 1 point loss required by DCC RPG rules are temporary (like Spellburn) and will be recovered at a rate of 1 per day.

Chronic
Holding Pattern: No chronic effect.

Since coming to Ore, elves have sought to escape the effects of its poisonous, iron-rich environment, to find new ways to avoid the poison that saps their vitality, warps their magic, and corrodes their very souls. Unfortunately, their adaptations involve extremely expensive technologies, and not all elves are able to make use of them.

Elven Encounter Suits

Encounter suits are the product of millennia of elvish medical experimentation ( none of it particularly ethical and some of it quite horrific). Each suit provides a body-covering "suit" (a tough sheath of cloth, sometimes enhanced with mithril thread), a face concealing helmet with integrated breathing apparatus, and gloves/boots to cover the hands and feet. The suits provide an enclosed, protective environment, free from the corrosive effects of iron poisoning, and must be worn at all times to provide their benefits.

Encounter suits are expensive, both to purchase and to maintain, and elves think of them much in the same way that modern humans regard things like automobiles: They are at the same time utilitarian objects, expressions of personal aesthetics, and markers of social status and/or financial wherewithal. Only the wealthiest of elves can even afford encounter suits, as they are expensive both to acquire (at least 5,000 gp) and to maintain (1% of purchase price per month). Also, should the suit be damaged, a hasty repair can keep it in working order for a short time, but any real repair costs up to 10% of the suit's value. They also, of course, are markers of particular elves' identities and status. The sheathing suit, gloves, and boots provide visual cues that other elves can use to determine things like clan identity, personal triumphs and accomplishments, professional affiliations, and so forth.

Encounter Suit Garments (including gloves/boots)
Quality
AC
Cost (gp)
Lowest Quality
11-13
2000+
Midrange
14-15
7500+
High Quality
16-17
15000+
Noble/Scion
18
25000+

Encounter suit helmets are as individual as the faces they conceal, and the most important marker of a wealthy elf's social identity, the face he or she presents to the world. For such reasons, even lower quality suits are well made of high-end encounter suits are crafted using a range of rare and valuable materials to highlight the owner's exquisite taste and cultural refinement, and there's much emphasis placed, among elves, on matters of encounter suit aesthetics that are, to the other races, incomprehensibly abstruse. The elven nobility are particularly given to using their helmets to mark particulars of rank and status, and each noble family has a distinctive style unique to itself. Anyone else pretending to that style who is not a member of that family invites a duel (at best) or even a feud.

Encounter Suit Helmet
Quality

Cost
Lowest Quality

3000+
Midrange

10000+
High Quality

20000+
Noble/Scion

50000+

There is great variation in the range of quality of encounter suits, including their physical protective qualities, their ability to shield their users from harmful iron, and the money that elves might spend on their customization. It is up to judges to determine if and how they might allow players to customize their encounter suits. However, no encounter suit may reduce the saving throw DC for Chronic effects by more than 10 points.

Iron's Effects on Elven Culture

The effects of iron are ever on most elves' minds, and fear of it is pervasive. Though not all elves are able to do anything to help themselves—They simply can't afford the cost—there still are a whole host of cultural practices, from mere quackery to science, risen around the problem. Here are a few of them for judges to think about:
  •          Elves are vigilant toward potential vectors of iron infection. They find ways to seal themselves and their homes off from those vectors. (Adventure Idea: Provide positive modifier to Chronic Effect roll for players of elf PCs who role-play this vigilance well.)
  •          There is an area of arcane study concerned with iron exposure and its effects on spell casting. Iron makes magic work differently. Corruption will tend to be exacerbated by iron infection, or it might manifest as symptoms thereof. (Adventure Idea: Magical artifacts may be created to stabilize spell effects may uncertain by iron.)
  •          Elves study healing/medicine concerned with iron exposure and its effects on elven biology. This area of study is guarded from outsiders, and elves have been known to assassinate any non-Elf who tries to pry into these mysteries. (Adventure Idea: There may be cults who engage in horrible experiments, attempting to "fix" elven biology.)
  •          There is a thriving industry in quackery, "holistic" approaches to healing from iron exposure, and other pseudo-medical and faith-based scams. Because iron is so dangerous, and infection so inevitable, some elves will believe nearly anything in order to cope with their fears, even if the cures offered are ineffective or even worse than iron infection itself. (Adventure Idea: Charismatic cults dedicated to healing iron poisoning have arisen among low-class elves, though their practices have little or no real effect.)
  •          Elven artisans craft devices to limit their exposure to iron (e.g., filter masks, special garments, etc.). This tends to make them look even more otherworldly, and sets them apart from the other races even further. Given the history of the elves on Ore, this means that they are even further excluded from the society of other races. Encounter suits are only one such technology, and the only one that works reliably. Elves who can't afford them might attempt other means of self-protection (Adventure Idea: PCs or NPCs could work to recover and develop lost technologies.)
  •          Evan non-elves know that iron-infected elves are potentially dangerous. The more powerful the Elf, the more likely he or she is to be a problem. As a result, there is strong anti-Elf sentiment in some quarters, and even some political impetus to exclude elves from human society entirely. (Adventure Idea: Some NPCs/NPC Factions may display prejudice toward elven PCs.)
  •          Elves sometimes return to Elfland in order to seek respite from the effects of iron infection, and to attempt healing of some sort. Some never return. (Adventure Idea: Make this a Quest, with associated effects based on level of success.)


Clearly iron is important to the elves, but their attempts (even failed ones) to deal with its effects is not simply a matter for each individual to handle. Whole ways of life and industries have arisen to cope with the sad reality faced by the elves of Ore. Within elven society, though, there are other, potentially dangerous things brewing, because not every elf can be protected from it. Wealth and nobility are keys to accessing the protection needed to stave off iron infection. As with the other races, though, not everyone shares equally the things from which all could benefit.

The Spires of the Elven Lords

The wealthiest elves live in great spires, sealed off from the dangers of the outside world.
Though Man conquered the elves in His rebellion, lo these many years ago, the elves never surrendered their Spires. They still stand, a testament to elven persistence in their quixotic fight against the inevitable.

The Spires were built in the earliest days to combat the iron threat. Though their arts are not now practiced (and are forbidden by decree), the ancient elves of the Imperium were masters of technomancy, and could create life through those forbidden processes (though it is rumored that some elven factions still follow this path). They "bred" homes, aether ships, fortresses, fell constructs bred for battle, and all manner of other things. These creatures were grown from strange seed and nurtured into the mature works of elven master artisans of this foul craft. Five elven Spires grew from such seeds, rising thousands of feet into the skies above Ur-Hadad.

The Spires look like bleached, blue-white bones, shining unsullied by time under the sun and moons of Ore. Their surfaces are near-impregnable, with few windows or portals, and these well guarded. They rise with celestial grace into the sky, their sharp points skewering the cloud layers, disappearing from sight, far, far above. They look just a little bit like thorny vines, engorged of stem and laden with fruits and buds, climbing toward eternity.

Each Spire has a name Anuch-Dar (the Collective Mind), Morgath-Ka'ak (the Bloody Hand), Morgath-Gur (the Sinister Hand), Morgath-Noriel (the Adroit Hand), and Anuch-Ur (the Singular Mind). No one is quite sure what these names mean, and the elves aren't inclined to answer questions about them. In fact, the Spires are not spoken of in the hearing of non-elves, and even those elves who walk among Men refuse any attempt to discuss them, going so far as to fight duels to avoid doing so.

No non-elven person has ever entered a Spire. In fact, not every elf has done so. They are sealed off to most, and guarded jealously against unauthorized entry. Cloistered within are the elite of elven society, whose faces are concealed by bizarre breathing masks and protective raiment, and whose voices emerge, strange and discordant, from the places where their mouths must be. No living human has ever seen the faces of the elven nobility. As a result, we have little to go on but rumors. Here are a few:

  •         The elves are preparing to reconquer Ore.
  •          The elves are using their arcane knowledge to build a bridge to the moons.
  •          The elven women are the true rulers, and use the Spires to keep their breeding stock of pure-blooded males in harem.
  •          The Spires descend miles into the depths of Ore, and are just the tips of a far vaster structure that spans the entire world.
  •          The Spires are great aether-ships, and could leave the surface of Ore to sail among the moons and stars.
  •          The creatures living in the Spires are not elves at all, but demons, and wear their concealing raiment to hide their true natures.
  •          The elves are attempting to cross-breed with Men, and the Spires are full of vast slave pens, technomantic laboratories, and mad elves bent on fiendish experiments and lusting after human women.
  •          The Spires are great libraries of lost knowledge, jealously guarded by powerful elven nobles.
  •          The Spires are portals to other planes, where the elves still rule a great empire of cruelty and despair.
  •          There are lost Spires out in the wilds and under the seas of Ore.


None of these rumors has been substantiated, but neither have they been disproved. And there are many more than these, each wilder than the last, each speaking to the greatest hopes and deepest fears of the Men of Ore, and underlining the cultural rift between the two races.

Men gaze suspiciously upon the Spires, pondering their threat and their promise. Elves, too, live outside the Spires. They are not the elite of elven society. They do not share in its bounty. Most cannot afford the protections either of Spire or of encounter suit. Their misery grows, generation by generation, as they are warped and corroded by iron infection, and fewer and fewer healthy offspring are born. They, too, gaze at the Spires. Their hatred springs like thornwood from blackened ground, growing from sentiment, to philosophy, to vocation. It surely will bear poisoned fruit.

A terror cult has arisen among the common classes of elves: It is known as Morgath'ak-Lugash (The Iron Fist). The members of this notorious sect hunt, torture, and (usually) kill the wealthiest among the elves, using iron weapons and instruments. Their first acknowledged victim was crucified with iron nails, an iron spear drive into his side, and a wreath of barbed wire wrapped around his brow. No one has been able to determine its terror cult's membership, what resources they might have, or where they might lair.


In the end, as every elf knows, there is only metal. Ore's iron core spins malignantly beneath its crust, and its arteries pump iron-rich magma. Iron dust blows across its lands, and the other races bear weapons and raiment of iron, as if making mock of the elves great plight. From iron there is no escape, no surcease, but only the long, bitter struggle against the inevitable. There is death, or there is madness, or there is the choice to "sail into the West," a cryptic reference that no elf has ever explained to outsiders.


Sunday, October 22, 2017

Children of the Earth

I've long been dissatisfied with the mundane ways fantasy RPGs portray dwarves (or dwarfs, whatever floats your boat). They are, more or less, short, stocky, grumpy, bearded humans, except that they live underground and are greedy for gold and gems. Like REALLY greedy for them. They're sort of gnomish but way more industrious. And, sure, maybe they have other differentiating aspects. They have knowledge of the underground spaces, can see in the dark, detect slopes, suss out new construction, and all of that, sure. But in the end they're just little people who have some quirks. All of those quirks provide ways to differentiate their powers and abilities from other playable races, though I've never felt like it was really worth not just being human. Even DCC has this problem, sadly, and I've never quite understood the reason for the sword-and-board ability for dwarves in that ruleset. Seems like any warrior should be doing shield attacks, right? Mostly, it seems (again) just a differential power, with no reason for being except for "Not a Human." I won't even get into elves and halflings, now, because they tend to suffer from the same, "Like a human, but..." problem.

What if dwarves were weirder?

I like to think of dwarves as being more like the mountains themselves than like the men in the mountain villages. In fact, I think about giants the same way. They are children of the earth. They are born of  the living stone (maybe literally "living") and take from it their flesh and bones, their character, their sense of the world. Different stone means different tribes. The granite and basalt dwarves are different. The dwarves around coal fields are especially odd (and flammable); and giants from those lands belch smoke and breathe fire. There are no sandstone dwarves, and none at all associated with sedimentary rocks: Only metamorphic and igneous rock will do.

Each dwarven "race" takes its character from its original substance. The dwarves of the Iron Mountains have grey skin, streaked with orange, and those who dwell in Cinnabar bleed mercury. The golden dwarves are beautiful and pliable, and desired by all. They hide themselves away, hidden from sight, protected from being stolen. Dwarves are of the flesh that is not meat.

A punch from a dwarf is like getting hit with a stone, and they have their own schools of unarmed combat. Such is the war they wage against each other, but they mimic the ways of humans to keep their true fighting traditions secret.

Dwarves cannot abide mortar and concrete. It smells of old death, and seems like an astonishing perversion of their very substance. They hate human cities for this reason. In every human habitation, they try to teach the natives to work stone properly, and with reverence, so that they can fit it perfectly without any cement whatsoever. But humans are stupid, and willfully ignorant. They can't take the time to learn, nor the time to coax the stones into their proper shapes. It takes a long time, and they are so short-lived.

Dwarves work stone more by persuasion than with blows of a pick, or chisel and hammer. They speak to the stone as they shape it, pressing their flesh into its flesh, and shaping it more like a smith than like a carpenter. Rather, more like an animal trainer, than like a craftsman. The stone listens. The stone speaks. The stone remembers, else how would the dwarves be born?

All the wizards want their secrets. All the elves want to steal their nobility, the mithril dwarves. All the humans pretend that the dwarves are just little, hairy, grumpy humans, perhaps from Scotland. They refuse to understand how wrong they are. They trade in the bones of the dead, looted from deep burial grounds. They will count a reckoning, later. Stone is patient. Stone can wait. Stone will not forget.

Dwarves (and giants) are the bones of the world, its blood and passion, and they have all the time in the world.

Tuesday, June 30, 2015

Preparation and the Origins of "The Game"

It's been far too long since I posted, and I have little excuse beyond a lack of coherent and useful thoughts, or maybe it's just a lack of belief that I have anything useful and original to say to you guys. I think maybe I need to set that attitude aside and just have some thoughts about gaming, period. I'll try harder.

Anyway, it's time to dust off the keyboard and put down a few words about something I read today.

My good friend +Adam Muszkiewicz, over at Dispatches from Kickassistan has written a thing about dynamic game preparation and aesthetics. Making a slight dig at +Donn Stroud, he said:
 I know there are DMs out there who do all this prep -- like, insane amounts of prep, right +Donn Stroud? -- and who seem to enjoy this sort of shit more than actually gaming. That's cool, whatever, write your novel. It won't help you at the table. And the table is where the game is, nowhere else. 
When he posted the blog, he also observed that it might be bullshit. It is, of a kind. He's also voiced similar thoughts to me, and in a recent Drink, Spin, Run podcast, with guest +Harley Stroh. Here's why this is bullshit.

I am one of those people, like Donn, who is somewhat fixated on preparation. I like to know the places I'm talking about at the table, as a GM. I like to have an idea who the factions are that inhabit these places. I like to know about some of the specific people who live in these places, and how they look, act, and think. I like to have some sense of how these places, things, and people might interact with the characters who encounter them. I like to know how the world in which the game takes place actually functions. I think this is something that Adam can appreciate. What he fails to recognize is that my method (extensive prep) leads to the same outcome as his method (intensive prep), and is necessary, not because I'm trying to write my long-awaited novel, but because that's how my brain works. The landscape for the game requires that my mind be engaged in some very specific ways, otherwise the inspiration must be drawn from elsewhere, and I simply don't have the depth of particular kinds of experience (in gaming, especially) that he does.

Where Adam and I differ is in terms of methodology, but even then I don't think we're so far apart. Adam preps, too, but it is possible that he doesn't recognize what he's doing as preparation, because it doesn't resemble what I do; and the level of detail I put into the sort of prep that I do may seem like more than it is, for someone who doesn't approach it this way. Let me give you an example.

Lately, when I have the time and inclination, I've been drawing a map of the city of Magyaru. The Magyaru in my mind has seven levels, rising from the sea and up the side of a great mountain. So far, I've mapped approximately on third of the lowest level, called Harbortown. There are roads and neighborhoods and buildings. I've probably drawn a couple hundred buildings. I plan to map the rest of it, as well, in time. Here's the thing. I'm doing this a prep for gaming, but not in the sense that I know what's in every building, or the name of every street, or even that I have specific ideas about how "The Game" is going to unfold; rather, it is preparation of my mind to be fertile in responding to what my players do at the table. I know a few of the people in this place (significant NPCs), the sorts of things they do, and what currently concerns them. I also have some ideas about the organization of the city into districts, and (to a very limited extent) neighborhoods. I also have some ideas about what's happening on larger scales, cultural and social.

For example, the design of the city means that there are open sewers on every level below the highest. They drain from east to west, into the river that marks the city's western boundary. Such a feature as an open sewer is, to put it bluntly, a shitty thing to have in your neighborhood. So, the neighborhoods along the length of such features are, necessarily, the worst of their kind, at least for the district. In the higher, more desirable districts, it's better than in the lower ones. In fact, the richest of the residents of Magyaru might have ways to abate the stench from the open sewers on their levels (e.g., hordes of slaves dumping quick lime into the canals). Not an ideal situation, but certainly better than those bastards down in Harbortown. This is a simple matter of political economy, but knowing this fact provides the city itself with a logic. It establishes it's flavor, its aesthetic. Here's a few ideas that spring from knowing this.

  • There are striking class differences in this city.
  • The very lay of the land underlines and accentuates these differences.
  • Those with more can use their money and influence to abate some of the worst things about the places where they live.
  • People obsess about those differences, so they (particularly the most prosperous) pay close attention to social comparisons with their nearest peers. This causes resentment and jealousy among them, and provides one of the many ways they mark (in a social sense) their place in their society.

Sure, these are pretty easy things to know about any city, in general, but by prepping in the way that I do, I know why and how they are that way, in particular, for this city. For me, as a GM, it makes my understanding of the city coherent in a way that not having that prep in place could not. As a result, I could, right now, this very instant, take a group of players and start playing a game. Based on who they are, and what their abilities are, I can present them with a range of options (adventure hooks), and away they go. Sure, I might have some idea about what is "supposed to happen," but it really doesn't matter if that thing happens. I know enough about this place and its people and institutions that I can "wing it." They players can introduce things into the picture through their actions and questions. If, for example, I need a merchant or a tavern, something like that, I can make one up or I can simply ask, "What's the tavern called? Who runs it? What kind of place is it?" Then, it becomes canon. I get to use it in other games.

So, it's not so much that I'm writing my novel, as Adam said (and I don't really think that was more than a playful jab at Donn, mind you), but that I'm working in my chosen profession. I was trained first as a sociologist, and then as a rhetorician. What unites my work in these fields is my interest in cultural production, change, and the like. So, on a micro level, I am interested in the lived experiences of specific human beings and how various aesthetics, social orders, relationships, etc., are made meaningful by and/or to them. Largely, this is about social orders and the semiological systems that accompany them. On a macro level, I am concerned with political economy, writ large, and how that political economy interacts with various sociocultural phenomena in particular social spaces. That is, I'm interested in how the Big Picture affects specific elements of the Little Picture.

I don't talk about that stuff at the table. More likely, if one of the players has a question about where they might find the notorious pirate queen, Red Varza, I would point them in the direction of The Groin, a district in Harbortown. It's called that because it lies between two large avenues (The Avenue of the Emperors and the Avenue of the Merchants), and these divide Harbortown. The Groin is a free-for-all kind of place serving both the Imperial presence in West Harbortown and the commercial-industrial presence in East Harbortown, and lies between the "legs" of the avenues (hence, the name). In addition, because of all of the trade entering Magyaru's harbor, from distant Ur-Hadad and places beyond, there is a strong maritime, transient population of merchant sailors, Imperial crews, smugglers, pirates, and so forth. This makes it a dynamic place, and (often) a violent and dangerous one. This means that there are those in the district who work very hard to establish and maintain criminal and commercial enterprises, to build, control, and destroy those enterprises, just to make a simple living, and so forth: a host of competing interests. However, those interests are knowable and have a logic to them, because I know the lay of the land, some things about its people and its visitors, and so forth. My growing map of Harbortown makes that possible for me to do, on the fly, because it's just Stuff That I Know about that place. That thinking is partly My Story, but more largely my understanding about such places, and how they ought to be, in a more flexible, logical sense.

I have similar thought processes with regard to factions in the city, and external relations with outlying districts and the natives peoples of this land. I write a lot of this stuff on index cards, color-coded by function (NPCs, places, factions, etc.), and (eventually) put them in Scrivener. The players, of course, in the guise of their characters, affect those people and factions, in ways small and large. I often incorporate, for example, new NPCs and places, and generally locate them where they seem "logically" to belong. Many of these new elements come out of game play. I write them down, they get put into the files, and they become "real" in some sense. These specifics don't, however, tend to change what is generally true of Magyaru, in the sense that shit doesn't change for most people, but can change very radically for very particular people, sometimes, with a little luck (good or bad). The world, as it is, continues to be very much how it is. Also, and this is where I think I must disagree with Adam, it's not because I already know The Story. This is not a novel. It is a real place where the game takes place. What happens at the table is important. It has consequences. It does not, however, change what the place is about or what kind of place it is. Maybe later, those consequences will become longterm facts of the place, but that's not resolved in the short term.

For example, I have  group of PCs hunting for Red Varza (notorious pirate queen) who is rumored to have pirated a missing treasure ship, which had been bound for Ur-Hadad before it went missing. Red Varza is an NPC who I came up with for a specific purpose: I needed pirates, so I named one. That one eventually because a woman, because why not. She became embroiled in this plot (with some local criminals AND a second group of PCs) to pirate the ship. The Imperial treasure ship was significant because some PCs had magicked a standing stone into gold, and the (22 tons of) gold was appropriated by the Imperials to be sent back to Ur-Hadad. These PCs wanted to get "their" gold back (Dammit!). Also, in the background, the native peoples are outraged by the desecration of their sacred henge, and have begun burning colonial villages; colonial troops have been sent to suppress them. Those last couple of True Things are because of specific actions of some PCs in my game world, and arose as a result of the logical (and unintended) consequences of their actions. But those outcomes are based on the way I prep the world. In my mind, it's a real place (Yes, I know it's not really real.), with real people. They have motivations, too, just as real as those of the PCs. The place where they live has a culture and a social order. Nobody gets to escape that, but they often try to. Occasionally some may rise or fall, but the Way of Things doesn't change.

The place I've described has been used for (at this point) six different groups of players, face to face, on G+ hangouts, at conventions, and even in the classroom. Every single thing that happened in those games, if it affected The World in some significant way, made it's way into my campaign. Each group's actions have the possibility of affecting the world, and other groups who play there. An example: The ongoing hunt for Red Varza is (put bluntly) one group of PCs hunting another group of PCs. It's entirely possible they might kill each other at some point. I can't write that shit, but I can prepare for it.

A final note: I think Adam preps just as diligently as I do. He may not recognize it as such. But when I hear him talk about Italo Calvino's Invisible Cities, or Jack Kirby, or first edition Warhammer Fantasy, or that game I've never played, or that comic book I've never heard of, or any of the many, many wonderful things he discusses on a regular basis (and brings to his gaming tables), what I hear is him saying is, "This is how I prepare for my game." He doesn't go in naked. He's be preparing and training for this for decades. He remembers all this stuff, and he can pull it out as needed. He's a genius in this regard; I am trying to learn some of those chops. I don't have that experience. I've only been back in gaming since 2006, after being absent from it since about 1983. I do have other experience, though, and that experience drives my methods for game prep.

What's different between his method and mine has to do with inclination and training. I am inclined toward a systematic approach, because I need that to think things through. I also tend to forget the things that don't make sense in the system, or that don't get included in it, so I have to have a way to include them. I also am trained to think about societies and cultures as systems, and to have theories about how they function. I've read extensively in social and cultural theory, media studies, etc., and I include what I've learned in my game world. I've done a lot of writing, too, from technical writing to fiction and poetry. That's also a part of my "prep." What I don't do, though, is think of this as My Story, with the PCs simply along for the ride. I've tried that, and the games are terrible when I do so. I don't have fun, and the players don't have fun. Taking the next step, though, to establish My World, provides a much different experience, and one (I think) very similar to what Adam is going for.

Bottom line: In game prep, I think we're going to the same place. I just take a different path to get there.

Thursday, December 11, 2014

I Need a Dervish Class

Riffing off of yesterday's post, here's a passage from a book I'm currently reading for my research on the Ottomans:
It was among the dervishes that the babas, scantily clad in animal pelts, with their shaven heads and fondness for loud music, were welcomed with the fewest reservations. (p. 23)
Sounds like punks and metalheads (those who all liked speed and thrash metal, at least) back in the day.

Makes me think I need to create a dervish class for DCC. The baba class might follow, but I think that the Savage class I wrote for last year's Secret Santicore (Vol. 1, I think) would fit that particular bill. Heck, it might do the job for both of these, but I think the dervish would be a bit more like a specialized paladin/sage type.

Reference

Faroqui, S. (2007). Subjects of the sultan: Culture and daily life in the Ottoman empire. London: I. B. Tauris.

Saturday, December 6, 2014

A Rickety Mass Combat System

A while back, I had a chance to look at +Harley Stroh's draft of a mass combat system for DCC RPG. It made me think. He'd used existing ideas (e.g. hit points as "army points," wizard duel rules for combat momentum, the viscitudes of battle, and so forth). I was intrigued by the system, even though he's not particularly satisfied with it at this point, because it satisfies a need I see in both Peril on the Purple Planet and the Against the Atomic Overlord adventure I've written on for Goodman Games (which will be out sometime in 2015). While mass combat is not explicitly included in either adventure, there's strong possibility that it could come into play, depending on what the PCs do. So here are a few ideas of my own. I don't think they're better than Harley's mind you, but they do present another possible approach.

Anyway, some preliminary ideas.

Treating Units and Battle Conditions Like Characters

Each unit on the battlefield gets treated as a character. That is, the unit has a class, stats, armor class, hit points, saving throws, movement, etc. as a player character (or NPC). The units themselves should be treated as one of the martial classes (Warrior or Dwarf). These two classes have distinct functions on the battlefield (see below in class descriptions). Other classes might be used to establish battlefield conditions, or to attach a special power to an existing martial unit, sort like Aspects in the Fate system: They reflect a condition attached to the unit, instead of the unit itself. I'll explain this further, in a bit.

So, functionally, it might break down something like this.

Warriors (normal unit)
  • These are the main representations of combat units. Just use as standard warrior of appropriate level.
  • Hit points could be rolled or assigned as normal. Alternately, they might be a way to "buy" units (i.e., you get cheaper more plentiful units at 1 hp per level, then cost ascends from there). 
  • Level of unit is measure of its veterancy. Veteran units get more hit points and are more formidable in combat. For mass combat there should be a limit on level, however. I think levels 1 to 3 are probably sufficient, though I suppose arguments could be made to make truly elite units with higher levels.
  • Armor class is translatable to light (AC 10-12), medium (AC 13-15), or heavy (AC 16-18) troops, with associated to-hit numbers, and with standard effects on movement (even with mounted units).
  • Weaponry should simply translate straight across. What are they carrying? If mixed weapons, then take the median or mode average result. If special weapons (e.g., missile weapons, pole weapons or spears), then make sure those advantages get reflected in the way they are used (e.g., pike against cavalry, missile weapon ranged attacks, etc.).
  • Number of attacks per round (a function of level) would always just be 1, but the die rolled might go up or down the dice chain for veteran troops. So, a "Level 1" unit rolls a lower die than a "Level 2" unit. I'd probably use a d16/d20/d24 dice chain for green/blooded/veteran units, respectively. For truly elite troops, I'd hesitate to use a d30, but would opt, instead, for a fixed bonus of +1 or +2.
  • You could even use Mighty Deeds in various ways: A Mighty Deed of Command to rally troops, a Mighty Deed of Arms to bolster attack or defense for a round.
  • Cavalry units are a special case, and are discussed below.
Dwarves (special unit/battlefield condition)
  • As units, a Dwarf represents siege weaponry. It is a ranged unit.
  • As a battlefield condition the Dwarf represents some kind of fortifications.
  • Their attacks represent siege weapon attacks, and their shield bashes represent how well fortifications protect troops in cover.
  • Siege weapon units are the only things on the battlefield that can attack fortifications.
  • Siege weapon units also can attack other martial units.
  • Damage against them reduces them on their attack/defense dice chain. The levels at which this happens, I'm not so sure about. Maybe 3/4, 1/2, 1/4, etc.
Clerics (battlefield condition)
  • These are something attached to a regular (warrior) unit, like a group of cultists (if spells are to be employed) or a medical corps (if using the Lay on Hands ability). I think I'd make the person using the Cleric in this way pick one or the other of these powers.
  • The cultist condition allows the unit to employ a limited array of spells. Probably Bless and Curse are the main ones, though Holy Sanctuary, Protection from Evil and others are appropriate.
  • The medical corps condition allows the unit to heal itself and/or any adjacent units, once per combat round.
  • Level of cleric can affect casting rolls as normal.
  • Disapproval range works as normal.
Thieves (special unit or battlefield condition)

  • Thieves are special units that could be treated as scouts or even (potentially) assassins. 
  • As a unit, they would be statted as thieves, including armor, hit points, etc.
  • They are effective only when they can remain hidden. To scout effectively, they must use stealth, represented by a die roll, depending on the sort of action attempted (i.e., Sneak Slightly for movement or Hide in Shadows for remaining hidden from the foe until they can best be employed). 
  • To attempt to assassinate an NPC Leader (see "Leadership by Player Characters and NPCs," below) they must both accomplish a stealthy action (i.e., Sneak or Hide) as well as make a successful Backstab.
  • Whether successful or not, the assassin is always sacrificed by this action.
Wizards and Elves

I see no reason why wizards and elves need to be treated as mass combat units, like the martial units. They are powerful enough, especially in circles of mages, to be used simply as PCs or NPCs. That said, they would function as mass combat "units" for purposes of their use in mass combat.
  • They must target a specific unit to achieve a spell effect. 
  • It might be that the array of spells used in mass combat should be restricted to a limited list of offensive and defensive spells.
  • They can also be targeted as distinct mass combat units, and probably should have the combined hit points of all the wizards/elves in the circle.
  • Any spell corruption or misfire will affect ALL the members of the circle.
  • Casting times are increased by 1 round per additional wizard/elf in the circle; however, each member of the circle beyond the first adds a bonus equivalent to his/her caster level, up to +3.

Halflings

I have no idea how I would use Halfling units, but welcome your suggestions.

Mounted Combat: Cavalry and Pikes

Warrior units may be designated as cavalry. They get the benefits of being mounted for movement and combat purposes (see DCC RPG rulebook, pp. 87 and 418). Just treat the unit as if it were a mounted warrior.

These mounted units should be designated as light or heavy. Light cavalry is faster and lightly armored. It can perform Mighty Deeds in character with its nature (e.g., the Parthian shot). Heavy cavalry is slower, more heavily armored, and can perform Mighty Deeds in character with its capabilties (e.g., greatly enhanced damage on a charge).

Those defending against cavalry might also be able to prepare the ground to receive cavalry (i.e., by using Dwarves as a battlefield condition), or by equipping a particular unit with appropriate weaponry (e.g., pikes, which might get the same damage benefit as a lance does, but in the opposite direction).

Finally, cavalry might be designated as a scout unit. It would be statted as a mounted Thief. I could see ways in which the Sneak Silently and Hide in Shadows, or even the Backstab rules might be employed for such a unit, but the player or NPC would need to use terrain to achieve surprise in such cases.

Leadership by Player Characters and NPCs

It may be that you want your PCs to be able to take part in this mass combat, as commanders of units or of the whole army. Such a course of action comes with significant benefits, but also with significant risk.

First, the PC or PCs in question must be attached to one or more of the combat units. In all cases, the unit in question must be either a warrior or dwarf unit, usually a warrior.

To provide a leadership benefit to that unit, the player character makes a d20 roll, modified by Personality. Warriors and Dwarves add Personality mod and Deed Die roll to total. Other PC classes add just the Personality mod. In addition, the martial PCs can attempt a Deed of some kind in mass combat. For example, "I drive my unit forward, hitting the center of the foe's line. I want to try to split her unit," or "I wheel the light cavalry to retreat from the charging foe, and attempt a Parthian shot." Like regular Deeds, the main limit is the player's (or GM's) imagination, but in this particular case the Deed should be conceived in terms of mass rather than individual combat.

Only units with PCs/NPCs attached to units already in play get this benefit. However, these PCs/NPCs also take damage when their units are damaged, putting them in peril of dying if things go badly.

Conclusion

Anyway, there you go. That's my "first draft" version of a mass combat system for DCC RPG. I welcome your feedback. What am I missing? What could be added? What are some potential problems with my approach? Let me know.