Category Archives: Uncategorized

Hyphenation

If you are laying out text with narrow columns, using full justification without hyphenation is unlikely to result in an attractive document. Very narrow columns are most commonly the result of wrapping text around images. Consider the following unhyphenated and fully justified example:

Unhyphenated Fully Justified Text

Unhyphenated Fully Justified Text

Pretty ugly, right?

Compare that to a hyphenated version:

Hyphenated Fully Justified Text

Hyphenated Fully Justified Text

The hyphenated example above is still not perfect, but I suspect most readers will agree with me that it looks better than the unhyphenated example. These cases were created with a standard word processor (Mac Pages) by a person who is not a layout expert (me). A professional using real typesetting or layout software could undoubtedly do much better.

Many people prefer fully justified text, because it provides a veneer of profesionalism (since most books use fully justified text). However, fully justified is not the only option. Ragged text is a totally legitimate alternative. Ragged vs. hyphenated-and-fully-justified is a taste thing, but full justification without hyphenation (especially in a context of narrow columns, as shown here) should probably just be avoided.

Given that I have found myself giving this feedback several times now, I figured it merited a page that I could just reference. (And now you can too, if you come across egregious layouts and agree with my document aesthetics.)

Ragged right example

Ragged Right Example

Example images and text taken from the Wikipedia page on Necromancy:

http://en.wikipedia.org/wiki/Necromancy

Doors of Edinburgh

James Maliszewski has mentioned before that staircases are evocative for him of adventure. For me, it’s doors. So, during my recent trip to the UK, I made a point of taking pictures of interesting doors. Here are some from Edinburgh.

IMG_3731 door

IMG_3591 door

IMG_3917 1 door

IMG_3761 door

IMG_3733 door

IMG_3685-1 rotated door

IMG_3667 door

IMG_3659 door

IMG_3641 door

IMG_3633 door

IMG_3616 edinburgh castle door

IMG_3568 door

IMG_3545 door

IMG_3541 door

1d12

1d12LS has a post up about using 1d12 to determine weather randomly. That’s a cool idea (I do something similar by making weather a sort of reaction roll with the cosmos, which I may have gotten originally from Talysman).

But I don’t want to talk about weather here, I want to talk about using 1d12 as a general resolution system. It has a reasonably large set of possibilities, and is also quite pleasant to roll. As LS points out, though 1d12 is not as common in the real world as 2d6, it does have the advantage of not requiring any addition. So how does it stack up for a five-fold result space? (All percentile probabilities are rounded, and so may not sum to 100%.)

1d12 Fivefold Probabilities (LS version)
Result 1 2–3 4–9 10–11 12
Chance (%) 8 17 50 17 8
1d12 Fivefold Probabilities (alternate)
Result 1 2–4 5–8 9–11 12
Chance (%) 8 25 33 25 8
2d6 Summed Probabilities
Result 2 3–5 6–8 9–11 12
Chance (%) 3 25 44 25 3

Neither of the 1d12 possibilities matches up exactly, and bonuses affect the result slightly differently than with 2d6, but it’s probably “good enough” to use with the same kind of probability curve (not quite a bell curve, but a big middle with small tails). I prefer the LS distribution; the alternate is just presented for comparison.

For a “1d12 only” game, you could use ability modifiers rather than full stats, and all action resolution could be done using the 1d12 simulation of 2d6 fivefold results. Rather than 3d6 in order, there would be 1d12 in order…

Rolling For Ability Scores (1d12)
Result 1 2–3 4–9 10–11 12
Modifier -2 -1 0 +1 +2
Chance (%) 8 17 50 17 8

Alternate cleric magic

Giotto – The Miracle of the Spring

Here is an idea for another way to do cleric magic, based on a d6 roll and my idea of competency (which is character level divided by 2, round up).

All cleric magic is ritualistic, and requires a turn (10 minutes) to attempt. This time represents the cleric petitioning for aid, reciting prayers or sutras, and so forth. Roll 1d6, add competency, subtract disfavor (see below), ritual succeeds on a 6. If the magic works, the cleric gains a point of disfavor. Disfavor is reset to zero when the cleric returns to civilization (generally, between sessions). Rituals available would be the standard spell list and max level of spell known would be equal to competency, just like for magic-users. Or maybe competency minus one to make it so that clerics don’t get any spells at first level.

Clerics are thus differentiated from magic-users, as cleric spells do not require preparation, are not useful during combat (unless they have been performed beforehand), and consume exploration time. This does slightly change the number of spells that can be cast per session. For example, a second level cleric would be able to get off two cures (or other spells) rather than one, but this is offset by the uncertain amount of time required to petition for aid.

Banishing demons or turning undead might also decrease effective competency, though I’m not sure if turning undead should require a roll or not.

Inspired partly by the patron disfavor system in DCC.

Thoughts?

The plague city

Poussin – The Plague at Ashod (WikiPaintings)

I’ve been reading a book called Necropolis: London and Its Dead (a souvenir I picked up in Cambridge), and it gave me an idea for a campaign. Just jotting it down here so that I don’t forget.

The seat of the empire, the City, has served as the seat of power and the source of culture for ages untold. The hegemonic family’s rule has been unchallenged. But now, plague stalks the city, and the Heavenly Family was one of the first to succumb. In the power vacuum that followed, lords stood dumbfounded, but only for a moment before they were at each other’s throats.

Quickly, the disease raged unchecked, and the city descended into chaos, law fleeing to the hills with the nobles outside the now cursed city walls. The one accord the warring nobles made was to seal the city from the outside, hoping to save the surrounding lands by a great quarantine.

The PCs have been sealed within. Food dwindles, and many of those with arcane knowledge have turned to necromancy, either to preserve themselves from slow and painful death through un-death, or to make use of city’s now greatest resource: corpses uncountable. This is D&D as survival horror, with “treasure” often being another meal. Like insanity in Call of Cthulhu, death, while not fated, would be to some degree expected at some point.

In addition to some human classes, several types of B/X-style race as class undead would be playable, and would probably have some sort of humanity stat (perhaps shoehorned into wisdom) which would be the undead analogue of constitution/hunger for the still living. Negotiating the factions, building new power structures within the anarchic confines of the City, and maintaining enough resources to survive would be the primary objectives of gameplay. Perhaps playing an undead would need to be unlocked first, by finding and performing the appropriate necromancy.

Dungeon World bag of holding

Image from Wikipedia

Dungeon World has some excellent, interesting magic items. There are very few simple +1 style items, and most of them have clever drawbacks. My only (minor) complaint is that I think the collection would benefit from more consumable or impermanent items, which lead to interesting resource management and also militate against accumulating lots of permanent enchanted items as a campaign progresses.

As an example, consider the DW version of an old classic, the bag of holding. This item is a huge boon, because it allows one to worry less about encumbrance and thus be more likely to have the tools needed for a given situation. This version has a nice twist: you can’t always find exactly what you want, or at least not quickly.

Bag of Holding – 0 weight

A bag of holding is larger on the inside than the outside, it can contain an infinite number of items, and its weight never increases. When you try to retrieve an item from a bag of holding, roll+WIS. ✴On a 10+, it’s right there. ✴On a 7-9, choose one:

• You get the exact item, but it takes a while
• You get a similar item of the GM’s choice, but it only takes a moment

No matter how many items it contains, a bag of holding is always 0 weight.

Yes, this includes some player narrative control, but that’s easy enough to fix if you don’t like it. Here’s a version I might use with OD&D.

When you try to retrieve an item from a bag of holding, roll 1d6. You find:

  • 1-2: junk from the inter-dimensional nexus (ask referee)
  • 3: something similar that you have never seen before
  • 4: something similar that put in previously
  • 5: what you were looking for, but it takes a full turn
  • 6: what you were looking for immediately

That could probably be tightened up a bit, but you get the idea.

The quoted item description above is from DW page 333 and is creative commons licensed. Dungeon World can be found at RPGNow.

Dungeon World weapons

The weapons system in Dungeon World is perhaps the best (for my purposes) that I have seen in any published RPG. It uses a tag-based system to distribute effects between the various weapons. Thus, they become distinctive while offering interesting trade-offs. Best of all, it looks like it could be dropped, unmodified, over a flat d6 or class-based damage system in D&D. Dungeon World itself assumes class-based damage.

It’s not perfect, as there are some items that are just plainly suboptimal other than cost (such as elven arrows versus normal arrows), and I’m never satisfied with cost being the main differentiator because it is not really much of an obstacle in a game about treasure hunters (DW is by assumption less coin-heavy than traditional D&D though, so maybe it works there).

Below I have reproduced the DW weapon rules, since Dungeon World is creative commons licensed. Hence the legitimacy of this cut-and-paste job. Thanks to Adam and Sage for making their work available in this way. In the published book, this material is on pages 324 through 326.

For other weapon systems that try to approach the problem similarly, see:


General Equipment Tags

These are general tags that can apply to just about any piece of gear. You’ll see them on armor, weapons or general adventuring tools. Applied: It’s only useful when carefully applied to a person or to something they eat or drink.

  • Awkward: It’s unwieldy and tough to use.
  • +Bonus: It modifies your effectiveness in a specified situation. It might be “+1 forward to spout lore” or “-1 ongoing to hack and slash.”
  • n coins: How much it costs to buy, normally. If the cost includes “-Charisma” a little negotiation subtracts the haggler’s Charisma score (not modifier) from the price.
  • Dangerous: It’s easy to get in trouble with it. If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions.
  • Ration: It’s edible, more or less.
  • Requires: It’s only useful to certain people. If you don’t meet the requirements it works poorly, if at all.
  • Slow: It takes minutes or more to use.
  • Touch: It’s used by touching it to the target’s skin.
  • Two-handed: It takes two hands to use it effectively.
  • n weight: Count the listed amount against your Load. Something with no listed weight isn’t designed to be carried. 100 coins in standard denominations is 1 weight. The same value in gems or fine art may be lighter or heavier.
  • Worn: To use it, you have to be wearing it.
  • n Uses: It can only be used n times.

Weapons

Weapons don’t kill monsters, people do. That’s why weapons in Dungeon World don’t have a listed damage. A weapon is useful primarily for its tags which describe what the weapon is useful for. A dagger is not useful because it does more or less damage than some other blade. It’s useful because it’s small and easy to strike with at close distance. A dagger in the hands of the wizard is not nearly so dangerous as one in the hands of a skilled fighter.

Weapon Tags

Weapons may have tags that are primarily there to help you describe them (like Rusty or Glowing) but these tags have a specific, mechanical effect.

  • n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.
  • Forceful: It can knock someone back a pace, maybe even off their feet.
  • +n Damage: It is particularly harmful to your enemies. When you deal damage, you add n to it.
  • Ignores Armor: Don’t subtract armor from the damage taken.
  • Messy: It does damage in a particularly destructive way, ripping people and things apart.
  • n Piercing: It goes right through armor. When you deal damage with n piercing, you subtract n from the enemy’s armor for that attack.
  • Precise: It rewards careful strikes. You use DEX to hack and slash with this weapon, not STR.
  • Reload: After you attack with it, it takes more than a moment to reset for another attack.
  • Stun: When you attack with it, it does stun damage instead of normal damage.
  • Thrown: Throw it at someone to hurt them. If you volley with this weapon, you can’t choose to mark off ammo on a 7–9; once you throw it, it’s gone until you can recover it.

Weapons have tags to indicate the range at which they are useful. Dungeon World doesn’t inflict penalties or grant bonuses for “optimal range” or the like, but if your weapon says Hand and an enemy is ten yards away, a player would have a hard time justifying using that weapon against him.

  • Hand: It’s useful for attacking something within your reach, no further.
  • Close: It’s useful for attacking something at arm’s reach plus a foot or two.
  • Reach: It’s useful for attacking something that’s several feet away— maybe as far as ten.
  • Near: It’s useful for attacking if you can see the whites of their eyes.
  • Far: It’s useful for attacking something in shouting distance.

Weapon List

The stats below are for typical items. There are, of course, variations. A dull long sword might be -1 damage instead while a masterwork dagger could be +1 damage. Consider the following to be stats for typical weapons of their type—a specific weapon could have different tags to represent its features.

Ragged Bow
near, 15 coins, 2 weight
Fine Bow
near, far, 60 coins, 2 weight
Hunter’s Bow
near, far, 100 coins, 1 weight
Crossbow
near, +1 damage, reload, 35 coins, 3 weight
Bundle of Arrows
3 ammo, 1 coin, 1 weight
Elven Arrows
4 ammo, 20 coins, 1 weight
Club, Shillelagh
close, 1 coin, 2 weight
Staff
close, two-handed, 1 coin, 1 weight
Dagger, Shiv, Knife
hand, 2 coins, 1 weight
Throwing Dagger
thrown, near, 1 coin, 0 weight
Short Sword, Axe, Warhammer, Mace
close, 8 coins, 1 weight
Spear
reach, thrown, near, 5 coins, 1 weight
Long Sword, Battle Axe, Flail
close, +1 damage, 15 coins, 2 weight
Halberd
reach, +1 damage, two-handed, 9 coins, 2 weight
Rapier
close, precise, 25 coins, 1 weight
Dueling Rapier
close, 1 piercing, precise, 50 coins, 2 weight

OD&D moves

Here are the rules for my dialect of OD&D, restated in Dungeon World* style moves.

  • Hack and slash: d20 attack roll, look up result by class on attack matrix
  • Volley: d20 attack roll with a ranged weapon, modified by dexterity
  • Defy danger: roll a saving throw as appropriate to the situation
  • Discern realities: X in 6 search roll, takes one exploration turn
  • Parley: 2d6 reaction roll, modified by charisma
  • Last breath: at 0 HP, save vs. death (success = unconscious, failure = death)
  • Encumbrance: take -1 per # of items beyond strength score to most rolls
  • Make camp: rest for a night; if uninterrupted, regain 1 HP
  • Undertake a perilous journey: roll wilderness random encounter checks
  • End of session: mark upkeep costs, roll for events
  • Level up: this is part of end of session for me
  • Carouse: spend treasure to get XP; this should happen prior to level up
  • Supply: other than standard purchases, thieves also have streetwise
  • Recover: re-roll hit dice (generally at the beginning of a session)
  • Recruit: 2d6 reaction roll modified by charisma and market supply
DW moves that don’t seem to have good equivalents:
  • Defend
  • Spout lore
  • Outstanding warrants
  • Bolster
I would like a more formalized system for defending, but so far all I have is that shield bearers grant a +1 AC bonus to their employer (I don’t think this particular house rule has stuck though). Some D&D referees use intelligence checks as a sort of spout lore move, but I tend to be more descriptive. Players tell me what they examine, and I provide details as appropriate. Outstanding warrants seems like a good way to ensure that actions have consequences, and I’m going to think more about how that might apply to D&D. Bolster allow PCs to get bonuses to certain kinds of actions by preparing during downtime. Not bad, but doesn’t seem necessary.
Encumbrance is an awkward fit for a move, but it does have system weight in both DW and OD&D, so it seems reasonable to include it in the list. The equivalent of the end of session move in my OD&D game really encompasses all of the downtime actions between sessions, including level up and carouse.
Now, I’m not claiming that “moves” are just a different way to talk about things that we already do. They actually do function differently. For one thing, Apocalypse World uses a single resolution system when it comes to dice (roll+STAT) while OD&D uses a plethora of resolution systems. But there is some correspondence between the two models, and probably far more than is often acknowledged by the two schools of play.
The game concept of moves in Apocalypse World is commonly misunderstood by old schoolers. Moves are not equivalent to actions or powers. They are not a menu of things to do. Instead, they represent when the rules kick in to resolve uncertainty “in the fiction” (to use the terminology popularized by AW).
* Apocalypse World (AW) and Dungeon World (DW) are used somewhat interchangeably.

Escape or Initiative

In my previous necrology post about Satyavati, Hedgehobbit brought up a rule from The Underworld & Wilderness Adventures regarding when it was appropriate to call for an initiative roll. The situation involved a PC approaching something carefully that they knew to be dangerous, presumably ready to turn and flee at any moment. Under what circumstances is it appropriate for a threat to engage a PC in combat? Hedgehobbit suggested that the rule was if within 20 feet, roll initiative, otherwise compare movement rates to see if the PC can outrun the monster.

The actual text (from page 20 of TU&WA) is:

There is no chance for avoiding if the monster has surprised the adventurers and is within 20 feet, unless the monster itself has been surprised. If the adventurers choose to flee, the monster will continue to pursue in a straight line as long as there is not more than 90 feet between the two.

Distance will open or close dependent upon the relative speeds of the two parties, men according to their encumbrance and monsters according to the speed given on the Monster Table in Volume II. In order to move faster characters may elect to discard items such as treasure, weapons, shields, etc. in order to lighten encumbrance. 

Though initiative is not mentioned explicitly (in fact, as far as I know, initiative is not mentioned at all in the 3 LBBs), Hedgehobbit notes that “no chance for avoiding” does seem to imply that combat rules, whatever they are, become active if those requirements (surprise, within 20 feet) are satisfied. Now, in Satyavati’s case, no surprise dice were rolled (though I suppose that a perfectly still statue suddenly moving could maaaaaaybe be considered surprising) so strictly speaking this rule would not be relevant.

The rule “distance will open or close” is difficult to manage without a grid or doing extra math. I actually prefer Hedgehobbit’s version as originally stated. If a PC is within 20′ of something, the combat rules are potentially in effect. If farther than 20′ away, the pursuit rules are used (movement rates are compared directly).

This would have resulted in the outcome produced by the session, is easy to remember, allows players to reason about risk without introducing certainty, and seems intuitively reasonable.

The 20′ threat range could also potentially be derived from monster movement rates (movement divided by 4, round down maybe) so that faster monsters would be more able to force combat. It might also be reasonable to factor reach into the equation, so that an ogre (with a movement of 9) would have a 30′ threat range (9 / 4 = 2.25 + 10′ for reach = 3.25, round down to 30′ effective threat range). This also makes ranged attacks and missile weapons more dangerous, which is as it should be.

Forgotten Realms Adventures

Image from D&D Classics

The primary selling points of the Forgotten Realms, to me, are the manipulative, interventionist gods. I’m not a big fan of canned settings, particularly those that accrete a large amount of setting canon, but I think that this basic play on Greek-style gods could work well in a tabletop RPG. I had this book back in my Second Edition days, and though I don’t have memories of using it much, I do remember enjoying the detailed pictures of the specialty priests. I just picked up the PDF from D&D Classics.

This book came out in 1990 and was the primary FR setting product for Second Edition until an updated boxed set was released in 1993. In hindsight, it’s a rather strange book that doesn’t focus much on tools or information that would actually be all that useful for starting up a campaign set in the realms, being instead a mix of splatbook (things like new spells) and gazetteer.

The actual contents are (approximately):

  • Conversion from 1E (7 pages)
  • Time of Troubles metaplot changes, including some firearms rules (5 pages)
  • Gods and specialty priests, essentially each a new class (25 pages)
  • New spells and a few pages on magic in the realms (25 pages)
  • Cities (50 pages — yes, seriously)
  • Several pages on secret societies (Harpers, Zhentarim, Red Wizards of Thay)
  • Replacement treasure tables with lots of info on gems and jewels

Do those sound like the first resources you would want when starting a new campaign? At least for me, they are definitely not, but there are still a few interesting things in this grab bag.

Fabian

The first pleasant surprise was that all the black and white interior art was done by Stephen Fabian, one of my favorite fantasy artists. I had totally forgotten this detail, which, alone, is enough for me to recommend the book; everything else is a bonus. I have included a few samples of some of my favorite pieces throughout this post, though there are many, many more within. This further reminds me that the 2E Tome of Magic also featured Fabian art. Hopefully, that will be one of the next PDFs released. Second Edition also had one of my favorite layout styles: two-tone, clean, unpretentious, and balanced. Third Edition layouts are just gaudy, and Fourth Edition layouts are functional but uninspiring.

Fabian

In terms of actual gameable content, there are several random tables, including a good d100 table of art objects (contained in the treasure chapter), a collection of tables for randomly determining spells, and a somewhat boring table of wild magic effects (not worth your time). The spell tables divide all the spells from each level into common, uncommon, and rare (each with a table) and then provide a meta-table to select which rarity table is consulted. This seems like it would be a decent way to award spells, if you don’t mind dipping into 2E for the spell definitions (virtually all of them should work just fine with any clone). I think that all the spells listed are from either this book or the 2E Player’s Handbook.

Most of the specialty priests have an illustration

As I noted above, each specialty priest is essentially a new class, with ability score requirements, weapons useable, armor wearable, cleric spell spheres available, and granted powers. There are a lot of them (over 30). For example, priests of Ilmater (The Crying God, lawful good, portfolio: endurance and suffering) require constitution 14 and wisdom 12, can use bludgeoning weapons and the scourge, may not wear armor, has +4 to saves that involve endurance, can survive without food and water for a number of weeks equal to level, etc. The presentation is somewhat dry, but this content actually plays to the strength of the Realms as a setting (the divine machinations, mentioned above) and is illustrated with a verve not often seen for this kind of my-precious-setting infodump material. It actually makes me want to roll up a specialty priest.

Fabian

The pages on magic in the realms are not very useful (this is an enchanter, necromancers prefer black robes, etc) but many of the spells are useable. In fact, the spells and monsters of Second Edition deserve more attention than they get, being so easy to slot into pretty much any early edition of D&D or simulacrum. Of special note are a number of necromancy spells, as the school of necromancy is often either underrepresented or significantly underpowered in TSR D&D (the few interesting and effective spells being high level). This is probably because the authors expected necromancers to primarily be NPCs. Given that this is one of my favorite types of character to play, this has always annoyed me.

There are around 20 maps in this style

Cities as presented suffer from the 2E template fetish. Every single one has who rules, who really rules, population, major products, armed forces, notable mages, and now I’m bored before I even get to the end of typing all this out. There are some interesting background bits, but I would have preferred if the cities were presented more dynamically, highlighting the aspects that make specific towns distinctive. Each of the 20+ cities also has a rather detailed map that could easily be repurposed. There are some interesting ones, such as Marsember, which seems to be built out over a series of islands (all connected by bridges), Procampur (divided by walls into obvious districts), and Scornubel (a reasonable large unwalled town). Sort of a dry section overall, but not without its uses.

Overall, even though the book feels disorganized and sort of arbitrary, it seems like there are things to use, even for a reader who cares nothing for the setting as a whole. Many parts of the treasure chapter seem like they were just paraphrased from a geology book, but the system as a whole looks like a reasonable (and more detailed) replacement for the official random treasure tables.

Fabian