Ghosts

You're going to die in there (source)

Cropped image from here

I just recently watched the first season of American Horror Story, which was way better than I expected (Jessica Lange in particular is wonderful, but the entire cast does a good job). Rather than discuss the series in detail though, here is a review in monster form.

After death, sometimes spirits remain trapped partially in the material world, unable to cross over completely to the next phase of existence (be that some unknown Elysium or only pure nothingness). This can happen either due to black magic or spontaneously out of a particularly horrific death. Ghosts are trapped in incompleteness, forever yearning for that which they sought in life, be it companionship, insight, victory, or something else.

Ghosts have free will but are stuck, to some degree, in the mindset they were in at the time of death. The longer they remain bound to the material world in ghost form, the more extreme this becomes, until they become, to a mortal perspective, insane and completely fixated upon past concerns. All ghost actions should be performed with an eye to the ghost’s longing. Most ghosts are not immediately violent (though some are), but instead are manipulative, seeking to extract from the living what is needed to fill their hollow, unending existence.

Within their domain, ghosts may use minor telekinesis and telepathy at will. They may also physically manifest. This material form should be listed in standard stat block form, and will generally match statistics in life, with several minor adjustments, as noted below. The material form of a ghost will often reflect the method of death (visible wounds, and so forth), though such marks may be suppressed by the ghost with effort or occasionally forgotten. When material, ghosts may be hurt, and even slain, exactly as if they were mortal, though such a death will not permanently destroy the ghost. If slain by mundane means, a ghost will reconstitute within one exploration turn (10 minutes). Despite being dead, ghosts can still feel pain (though it is muted somewhat by their alienation from the warmth of life), and thus being killed often puts them in a foul mood. If slain by magic or mystical means (including holy water and turning), a ghost will take a full day to reconstitute. Every decade of bondage adds another hit die (usually to a maximum of 10), and the difficulty of turning a particular ghost should be proportional to its hit die total.

Ghosts may only leave the location to which they are bound once per year, on All Hallows’ Eve. Otherwise, their influence is limited to the place of haunting or actions taken by mortals in proxy. If this location is a structure, destroying the structure itself may temporarily prevent the spirits from affecting the world directly, but any new structure built on the remains of the old will slowly come to be haunted by the previous location’s spirits. And anyone living long near the ruins will feel a strange compulsion to build on the site.

Anyone slain in a haunted place becomes a ghost themselves, bound to the same location eternally. Such places can become quite crowded. Some ghosts may be laid to rest by righting some past wrong, or satisfying their hunger finally, but others are insatiable, especially if things have been stolen from them that are irreplaceable.

New 52 Wonder Woman

Cliff Chiang's Wonder Woman

Cliff Chiang’s Wonder Woman

The most recent revamp of Wonder Woman is one of the most enjoyable comics I’ve come across in a while. It reads like Neil Gaiman’s Sandman by way of Image’s recent Saga. I first noticed the series because of this fantastic cover (issue 24, october 2013), and promptly burned through the first three collected volumes on Comixology in two days. It is, so far, the only comic other than Rat Queens that I have considered buying individual issues of as they come out, rather than waiting for the inevitable compilations.

There is a kind of Lichtensteinian feeling to the art that is reminiscent of some stylized comic golden age, but it also feels recent and fresh (I think this is because of the color and writing). The character designs are also continuously enjoyable. I found myself looking forward to how each of the Olympians would be realized (the only one that I didn’t really care for was Poseidon). For a flagship book, there is a surprising amount of graphic violence, including a horse’s head being severed with a centaur’s upper body erupting from the hole, and Diana’s arms drenched to the elbow in blood from combat. That said, it somehow manages to avoid seeming gratuitous and instead supports a sense of mythological seriousness. In fact, I would say that the art by Cliff Chiang is almost without misstep. The work by Tony Akins (issue 13, 14, and 17, at least) is not as successful for me, and Goran Sudzuka does the penciling for some of the newer issues that I haven’t gotten to yet, and so can’t speak to, but overall the art situation is pretty amazing.

The story itself does not read like a superhero book, which to me is a positive. I have warmed slightly to the superhero genre, but in general I prefer other types of story. As I mentioned above, Gaiman’s Sandman is actually the first thing that I though of when reading through the recent Wonder Woman. This is the story of the interactions of cosmic personalities, many of which are not clearly heroes of villains (though Apollo serves as a main villain proxy to some extent). Like the Olympians of mythology, the dominant feature of most of these characters is a sort of myopic selfishness coupled with tremendous power. There’s also some situational humor that I appreciate (mostly involving Hera).

I will leave you with a few image selections. All images are scaled screen captures from the digital Comixology compilations.


Cliff Chiang's Hades

Cliff Chiang’s Hades

Cliff Chiang's Hera

Cliff Chiang’s Hera

Wonder Woman with a Lara Croft Vibe

Wonder Woman with a Lara Croft Vibe

One Page Dungeon Contest 2014

Bygrinstow's Arena of Blood

Bygrinstow’s Arena of Blood

The time has come again. This year, the torch has been passed from Alex Schroeder, who ran the contest for the last few years, to Random Wizard.

I think most people would agree that the results of the previous One Page Dungeon contests have been some of the most interesting content to come out of the DIY RPG community. Also, because of the terms of the contest, everything must be creative commons licensed, and thus free to use and remix, which ends up being a tremendous resource. Visit the new domain for visualizations (such as slideshows) of the previous entries and winners.

There is a new domain with more info. The deadline this year is April 30, 2014. This is a 100% volunteer and community effort, so it will be as good as we make it.

Dust off your graph paper and spread the word.

Firearms quick reference

Recently, I’ve been playing in an online LotFP game (Dungeon Moon, run by LS of Papers & Pencils) that uses the 2013 Rules & Magic book “as written.” Thus, the firearms appendix is available. After my previous warlock (reskinned elf class) character died to a poison gas trap, I decided to make a gunslinger fighter to take these firearms rules for a spin. Playing a character with lots of guns and explosives where those things are still somewhat out of the ordinary is exactly as fun as I thought it would be (which is to say, a lot of fun).

I have now used the rules for several sessions, and I can say with confidence that I like them. There’s enough variation from other types of weaponry that guns actually feel different, without necessarily being superior in all cases. Damage is good (being 1d8 for all types of firearm), and bullets cancel up to five points of target armor, but a gunner is at increased risk from fire-based attacks (due to the explosive compounds that must be carried), and there is a chance of misfires (potentially wasting a combat action and fouling the weapon). These factors, combined with higher prices, mean that every PC is not likely to upgrade their weapons to firearms at the first opportunity.

So, I am happy with the rules, but their presentation is somewhat confusing. The relevant details are nested between paragraphs of historical background, and prices between the various options are hard to compare, as they use a multiplier per feature design. For example, having a wheellock firing mechanism causes a gun’s cost to increase sevenfold. Adding rifling further doubles that. To make the firearms rules more user-friendly, I created a one-page firearms quick reference PDF that does most of the multiple calculations (the only dimension that is not included in the price matrix is rifling) and also includes all the important rules. It is available under the OGL, so everything beyond the first page is legalese (that is to say, for table use you probably only want to print out the first page). In the process of putting this PDF together, I also noticed that there are actually rules for blunderbusses hidden under the ammunition entry “scattershot.” Thus, the only real omission remaining is how to handle grenades.

Following these rules, the most effective gun combatant is an unencumbered fighter with a high dexterity. A fighter with a flintlock (base reload time: 4 rounds) with an 18 dexterity (bonus of three, bringing the reload time to 1 round) using “apostles” (prepared shot that decreases reload time by 1) has an effective reload time of zero, meaning that they can fire every round (at least, that is how I would rule it). There is still a 10% chance of misfire for every shot though. Even my gunfighter (who has a dex bonus of 2) is considering investing in a light crossbow as backup, though that’s another two encumbrance slots.

Another tactic that I plan on trying is loading a brace of pistols with scattershot, which would serve as a good combat opener (area effect damage over a 45 degree fan with no attack roll needed and a target save for half damage). How to handle firing off two such “breath weapon” attacks in a single round will need a referee ruling though, as it does not seem to be covered in the rules explicitly.


Zoad (fighter 2), image by Gus

Zoad (fighter 2), image by Gus

Compassionate guardians

Compassionate Guardian in repose (source)

Compassionate Guardian in repose (source)

The demon hunters believe that their order was founded by a great philosopher who, by sheer insight and force of will, yoked the power of cosmic law to civilization. Above all, this philosopher saw the danger that elder chaos posed to the young tribes of humans. The founder’s insight transcended mortality, but his or her compassion was so great that final enlightenment (escape from the cycle of rebirth) was deferred, and instead the great presence remained lodged in a bronze statue. From this statue, the first generation of demon hunters was instructed. This was the first Guardian, though many others have since arrived, animated by other compassionate spirits. Guardians are usually made of stone or metal, and are rarely less than the height of two men. They may have supplementary limbs or multiple faces. Sometimes they radiate light or heat. Each guardian is unique.

The actions of a Compassionate Guardian are totally unpredictable. Sometimes, they remain inert, statue-like, for years, before animating without warning to destroy some lurking threat, though they never intervene in mundane political struggles. Most Guardians do not speak, though some will project thoughts into nearby supplicants or provide oracles in various ways. Those who revere the Guardians believe that Guardian actions flow directly from perfect enlightenment and are thus above any worldly reproach.

Though the Guardians are immensely powerful, they are occasionally overcome by the powers of chaos and destroyed. The remnants of a Guardian are considered to be relics, and prized by demon hunters and the superstitious, who believe that even the smallest fragment will bring good luck (and, sometimes, relics do have more direct powers, which may only be used by those on the compassionate path, which includes demon hunters, paladins, and those with backgrounds related to religious training, assuming continued devoutness). Sometimes, a Compassionate Guardian will crumble for seemingly no reason at all. Though this is rarely a joyous occasion, it is considered part of the great cycle of rebirth. As Guardians are assumed to be sacrificing their own ascension for the benefit of others, they are entitled to resume transcendence beyond material existence at any point.

Demon hunters draw their powers from Compassionate Guardians, and thus must be within proximity of a guardian (or a relic), in order to cast Demon Hunter spells. For this reason, most demon hunters carry a relic at all times (this could be something like a small bit of metal on a leather cord or a stone fist mounted atop a staff). The greatest demon hunters carry weapons bestowed directly by a Compassionate Guardian, and such Guardian weapons function as relics. Even the weakest Guardian projects demon-killing power over a radius of many leagues, but the radii differs based on the guardian, and does not penetrate into the subterranean realms. Demon hunters will be able to sense if they are venturing outside the area of a Guardian’s attention, but this will not generally be a problem as long as the demon hunter possesses a relic. All demon hunters begin with a minor relic at the start of play, which is considered insignificant for encumbrance purposes and may be described in any way desired, either separate or integrated into another piece of equipment (for example, a stone Guardian eye mounted as a helm device).

In addition to the basic Compassionate Guardian ability to confer spells upon demon hunters, many individual Guardians can also grant more specific boons, or are known for particular concerns. For example, the legendary six-armed stone Guardian Varthamadeva is said to have granted a radiant blessing upon the weapons of any who would bring the remains of the living dead to her temple. She was also said to have transformed such remains into pure sugar crystals, after releasing the corrupted souls back into the cycle of natural rebirth.

The Iron God is said to be one of these Compassionate Guardians by some, though by no means do all share in the beliefs of the demon hunters.

This sort of ended up being an answer to Jeff’s first question, What is the deal with my cleric’s religion?

GM Lessons from Aliens

This is a guest post from Stuart of Robertson Games.

Originally, a year or more ago, Stuart shared this essay privately on Google Plus. I thought it was insightful enough that I saved a text copy for my own personal use, and recently while looking through some of my files I came upon it again. It was a shame, I thought, that it was not available to the general web, and so I asked Stuart if he was amenable to me publishing it as a guest post here, and he generously agreed. All words below the horizontal rule are Stuart’s, very lightly edited for flow in the blog post context.


Everything I Need to Know About GMing I Learned from Aliens

Aliens (source)

Aliens (source)

Aliens was very influential in the way I approach GMing. Over the years I’ve noticed that there are so many great tips for running the style of game I enjoy that can be taken from this movie. That doesn’t mean the genre or plot of the movie (although I think it could work) but rather little bits and pieces that are applicable to running a game about exploration and adventure with a lot of suspense and danger.

Very important is that the Aliens don’t show up until well into the movie, but you see lots of clues about them earlier in the film. Fighting a monster isn’t as scary as knowing there’s a monster somewhere in the environment and learning about how much you don’t want to be fighting that monster.

The monsters move around the environment and your actions (or inactions) have a lot of bearing on what will happen when you run into them. Aliens is not a “kick in the door, kill the monsters, take their stuff” kind of movie. When the Marines try that kind of thing in the Reactor Room… it goes very badly for them. Scouting, sentries, patrols — and fighting withdrawals are an important element.

When the Marines set off at the beginning of the film there’s a lot of bravado and they have lots of big guns, armour, and they feel very confident. They’re soldiers. But “It won’t make any difference” if they start making bad choices and their strategy is poor. The situation isn’t one they can make their way through on force of arms alone.

There’s a big group of Marines initially. Some, like Hicks, Hudson and Vasquez are more well defined characters (like PCs) while others like Crowe, Spunkmeyer and Frost aren’t around long enough for us to learn much about their personalities (like Retainers). Seeing the group suffer casualties lets you realize how dangerous the situation is and the main characters can shift their tactics before they’re removed from the game/story (“Drake! We are LEAVING!”).

Even the humour in the movie is what I think the right balance for a scary and tension filled adventure game. Monty Python jokes and “silly” jokes can spoil the mood, removing the tension and making everyone take the game less seriously. While darker humorous moments won’t do that. Characters losing their cool in humours ways (“Game over man! GAME OVER!”) or suggesting clearly ridiculous things that demonstrate they’re not handling the situation well (“Maybe we should build a fire. Sing some songs.”) adds levity but doesn’t take the players out of the game world.

Break!! RPG

Reynaldo M. (of Akenia and Barovania) and Grey Wiz (of Mysterious Path) are teaming up to create an RPG. Full disclosure: I sometimes play in Rey’s online games.

Break!! will likely be familiar in many ways to players of traditional fantasy RPGs (for example, there are checks, saves, and contests; I bet you can guess about how all those things work without any explanation). There are some interesting variations, however, such as ability scores being replaced by a trait system. Which is not to mention the wonderful, vaguely JRPG aesthetic projected by the art of Grey Wiz:

Game Master Book concept (source)

Game Master Book cover concept (source)

And check out this slick layout mockup:

Break!! RPG Character Creation (source)

Break!! RPG Character Creation concept (source)

I am certainly going to keep my eye on this.

Assassins & poison

Max Klinger, Rivals (source)

Max Klinger, Rivals (source)

Recently, when compiling a document of Finchbox classes, I noticed that, especially after basic house-rule adjustments, the assassin and thief classes seemed awfully similar. Both had d6 HD, light armor skill, backstab, low attack bonus, and a (slightly different) collection of skills. The only significant contrast was that assassins had disguise and poison-craft whereas thieves had the troubleshooting skills (search, find/remove traps, open locks, etc).

This is not enough to justify two separate classes for me, so the choice is to either reformulate the assassin or drop it. Another approach, I suppose, would be to replace both classes with something like the LotFP specialist, which can be customized, but I already know I don’t want to do that. For these rules, I prefer to have more focused, atmospheric classes. And I do want to keep the assassin as an option. So here is a modified S&W assassin, focused more on the ideal of single-shot kills (compared to the opportunism and utility that comprises the essence of the thief). Both classes still have backstab, but the increased martial focus of this assassin, along with the added poison-craft subsystem (described below), and lack of dungeon utility skills, distinguish the two classes. Max level in this game is 10.

The poison-craft description is still somewhat wordy, and I hope to tighten it up in the future, but for now this should be good enough to communicate the rules. I, of course, reserve the right to modify the poison rules if they don’t satisfy me in play. More poison recipes will be added later to bring the total above 10, so that high-level assassins don’t converge in poison knowledge.

Edit: added PDF version.


Assassin

  • Hit die and weapon damage: d8
  • Starting saving throw: 15
  • Armor training: medium
  • Attack bonus: medium

Special abilities & restrictions:

  • Backstab: +4 to attack from surprise, +HD damage (5th: +2HD, 9th: +3HD)
  • Poison recipes, one per level (odd: random, even: pick)
  • Ambusher: a party with an assassin is more likely to surprise enemies (usually, 4 in 6)
  • Skills: disguise, poison-craft, stealth (as thief of same level)
  • Optional: vow of guild loyalty and guild connections

Poison-Craft

A flask of poison may be concocted as a downtime action for 100 SP. Applying poison to a weapon requires a poison kit (which is a significant item), an exploration turn, and a poison-craft check to see if the poison is used up. Each time the assassin hits with a poisoned weapon, another poison-craft check should be made to see if the poison application has worn off. In any case, a poison application will not last longer than a single excursion. Poison may also be extracted from a poisonous slain creature with a successful poison-craft check (this requires a downtime action, but doesn’t involve any expense). Any number of poisons may be carried in a poison kit without consuming further encumbrance slots.

Poisons:

  1. Affliction: +1d6 damage
  2. Anticoagulant: if further wounded, takes 1d6 bleed damage per round (save ends)
  3. Blindness: target is struck blind (new save allowed 1/day)
  4. Debilitation: -2 physical penalty, +1 damage from any attacks
  5. Delirium: unable to focus, hallucinations, actions have random targets
  6. Doom: death after one exploration turn
  7. Mage-bane: unable to cast spells (new save allowed 1/day)
  8. Paralysis: unable to move (new save allowed 1/exploration turn)
  9. Sleep: slumber for 8 hours (new save allowed if damaged)
  10. Suggestion: groggy, will obey general commands (charisma check needed)

All poisons allow a save to avoid the effect, and generally work only on living creatures approximately human-sized or less. Effects on other creatures are by referee ruling.

20 retainers

Grenadier Miniatures 2004 - Hirelings

Grenadier Miniatures 2004 – Hirelings

Following is a slightly expanded list of retainers which could be used for either starting retainers or something else. It makes some assumptions about rogue skills, but this is easily massaged into your system of choice.

Regarding loyalty, my current thoughts are that loyalty ranges from 1 to 6 (as described for Gravity Sinister), but that this number will actually be used as a bonus to PC charisma checks, given my current heavy use of roll-under ability checks.

Chance of skill success should use the thief’s chance to hear noise (which is 3 in 6 to begin with in Swords & Wizardry Complete).


  1. Apprentice sorcerer (wand, book, maleficence 1/adventure)
  2. Hired bodyguard (leather armor, dagger, spear)
  3. Dog (spiked collar, leash, loyalty begins at 4 in 6)
  4. Reformed bandit (leather armor, axe, short bow, arrows)
  5. Wandering performer (short sword, flute, untranslated maps)
  6. Escaped slave (ragged clothes, stolen melee weapon)
  7. Hired porter (dagger, backpack, 4 sacks)
  8. Family servant (dagger)
  9. Persecuted witch or warlock (dagger, trained herbalism1 skill)
  10. Shield bearer (leather, shield, dagger)
  11. Former circus acrobat (dagger, saving throws as rogue)
  12. Disinherited noble (heirloom sword, dagger, signet ring)
  13. Charlatan sorcerer (walking stick, fancy cloak, fireworks)
  14. Squire (dagger)
  15. Thief released from prison (dagger, trained locks skill)
  16. Torchbearer (dagger, 6 torches)
  17. Zealot (leather armor, cudgel, spiritual tract)
  18. Savage (flint knife, crude short bow, barbed arrows, poison)
  19. Bankrupt merchant (short sword, tattered finery)
  20. Political fugitive (dagger, connections & enemies)

  1. This skill is intentionally left undefined. Referees will need to decide what it can accomplish.

Improved area keys

Keying dungeons or wilderness areas has been around for as long as referees have been writing prep notes or sharing material for others to use. However, modules are still hard to use, and even personal notes (initially fortified by intent in mind) quickly become impenetrable, even to an original author. Just ask a programmer to revisit some inadequately commented code written several months or years ago. There has to be a better way.

I think I have found a better method, or at least one that works well for me, but before I describe my current approach, I want to revisit a few common styles and discuss what works and does not work for each of them. The most common style in published modules (and also probably the oldest, as you can see it in some of the earlier modules, such as B2) is the dreaded wall of text. Areas are described in lengthy, proper english prose. Sometimes particular game elements (such as monsters or magic items) are set off from the text typographically. Modules in this format can be pleasurable to read (if well-written), and can be a good source of ideas or inspiration, but are quite cumbersome to use in play. There is always the lurking fear that one will miss an important bit of info that should be presented to players early and clearly, in order to support informed decision-making. They just don’t work very well in play. Unfortunately, this has become the accepted format for modules.

Another older approach is the minimal key, exemplified by the few extant photos of Gygax’s Castle Greyhawk key. This is easy to use, but suffers in terms of being able to encode any kind of complexity. One is limited to very basic stocking information, and when complexity is added through improvisation, the details are invariable forgotten. Unsatisfactory. In terms of modern use, some one-page dungeons approach this level of concision and often (though not always) suffer for it. A few products have tried to split the difference (such as Stonehell Dungeon, with its two-page spread version of the one-page dungeon). Stonehell is notable for being one of the most user-friendly modules yet written, though the self-enforced simplicity limits the sophistication of described features, other than those described separately in “special dungeon notes” sections (which sort of defeats the purpose and requires page-flipping).

There are some new approaches that work better, such as Courtney’s “set design” hierarchical outline format. This method works admirably in terms of direct, in-game usability. However, based on my experience, it has two flaws. One, outlines are often not a good use of space in terms of typesetting. This is a minor issue, but still bears mentioning for a medium that remains often expressed in hardcopy book form. Two, it lacks poetry. It is just not pleasant to read pages of outlines. Despite those issues, I would still take this format over the two traditional examples described above, but I think we can do better.

When I read an area description, I have basically two priorities. The first is that the immediately relevant information be easily accessible. The second priority is that finding out more information about a particular element (“drilling down”) be easy. So the PC opens the chest; what’s inside? This realization led me to the following two principles: (primarily) immediately relevant features must be offset from other details and (secondarily) elaborative detail should follow so that it is easy to access when needed. Immediately relevant area features are not only nouns (a table in the room, a monster in the room, scorch marks that are a trap clue), but also event triggers (if the northern door is opened, if a PC steps on a central flagstone, and so forth). When I am writing new area keys, I bold the immediately relevant features. Basically, the key is a tool for the referee, so everything that the referee needs first should stand out.

Some modules tried to address this issue with boxed text, but as noted above, features that are important to the referee immediately include more than only what the PCs perceive. Boxed text is also flawed because it separated the initial impression (“treasure chest”) from elaboration (the contents are usually buried somewhere three paragraphs down the page, with no obvious connective element, from a usability perspective).

One nice consequence of this approach is that it can be applied to existing modules without requiring rewriting (at least, to some degree). Newly written material can benefit from these principles more (given that elaborative detail can be concentrated after the first mention of immediately relevant features), but even without that knowledge the approach seems to work well based on my experimentation so far. This is particularly easy to do with a tablet and a PDF reader* that allows annotations such as highlighting, though I imagine it could also probably be done with cheap desktop software.

From Tower of Mouths, by Matt Finch, in Knockspell 3

From Tower of Mouths, by Matt Finch, in Knockspell 3

You will see that the immediately important features are clearly offset from information only required in the case of elaboration. A referee can take in the area with a glance (weapon racks, rushes, buckled floors, untouched alcove), secure in the knowledge that nothing is being overlooked, and quickly communicate the initial impression to players without needing to read any text verbatim. As players deliberate about what to do and ask clarifying questions, the referee can revisit the elaborative detail (check on the map again where the teleporter destination is, and so forth). The amount of text that must be read to get a handle on the area has been cut down by more than half without degrading the quality of the prose. Additionally, this was already a rather short description, and the savings yielded are usually greater.

This method is even more useful for a truly sprawling area description, the kind that has half a paragraph about room history, a digression about how the area is used, and a table of twenty potions to sample, especially given that each of these subsections is likely to communicate information that should be immediately obvious to players (water damage from the history, footprints from the usage, and a fabulously glittering jewelled potion decanter nestled between 19 plain clay jars).

Thus, the organizing principle should not be the nature of game entity (monster versus treasure, for example). Rather, features with higher referee immediacy should be emphasized.


* I use an iPad with the GoodReader app. This program syncs bidirectionally with Dropbox and automatically offers to create files with a “- annotated” file name the first time you start to add annotations to a PDF, which it then syncs back to the folder in Dropbox. It is extremely convenient.