Showing posts with label dcc. Show all posts
Showing posts with label dcc. Show all posts

Thursday, March 10, 2022

Lighthouse at Shipbreaker Shoals

An adventure I wrote, Lighthouse at Shipbreaker Shoals, has just recently been published! The pdf is available now at DriveThruRPG, and a print edition will be available soon at the Goodman Games webstore. 

Earlier this week, I appeared on the Maw of Mike podcast to promote the adventure. I thought I should also take the opportunity to talk here about my design process. 


Before the pandemic, in a time that now feels like it belongs to a different era of history, Stephen Newton, author of a half-dozen DCC modules and publisher of Thick Skull Adventures, reached out to me to write an adventure for him. This was my first time being commissioned to write an entire adventure.

Stephen's pitch was that this new adventure would take place in the same setting as Attack of the Frawgs and The Haunting of Larvik Island, and should serve as an optional bridge between the two. 

I agreed that I was interested, and started brainstorming possible ideas. I read Fawgs and Larvik, as well as several reviews of them, both positive and critical. I noted a few things that ended up being relevant to the final form of the adventure. 

The first was that Stephen's other two adventures were set in a fairly realistic medieval environment with most of the weirdness coming from the monsters who were invading it. So I decided that whatever I wrote should be grounded in an interesting, but essentially ordinary structure that could exist in the real world. I initially thought of the brewery that gets introduced in Frawgs, but decided against that because of the second thing I noted, which was that the first adventure is set in the characters' hometown, and the second takes place on a distant island. 

So I thought that whatever I wrote should give the newly ascended 1st level characters, who'd just survived a Zero Level Funnel, a reason to leave home and a reason to go onward to the islands. This led me to decide on a coastal adventure, with the beach as a kind of juncture point between the landlocked village and islands surrounded by sea. Thinking about things that happen right on the coastline that might motivate people to travel outside their hometown for the first time, I hit upon the idea of a lighthouse in trouble. 

cover art by FRK Pyron
 
What should be the source of the trouble? Well, Larvik begins to introduce the cosmology of Stephen's gameworld, which, without spoiling the details, involves a elderly sea god and some sibling rivalries between his children. Making one of the children a spiritual protector of the lighthouse, and the other two the source of the monsters, turning the battle for the site into a kind of proxy war in the squabblings of childish divinities, sounded promising to me. I also double-checked with Stephen to make sure I'd gotten my understanding of his gameworld's theology right. 

In retrospect, by this point, the adventure was shaping up to be much more of a prequel to Larvik than a sequel to Frawgs. So I had my site, and I had my source of danger. Now it was time to decide how they were interrelated. In keeping with the setup of the other two adventures, I decided that the lighthouse had gone dark because of an incursion of weird monsters. That would be a worthy reason for newly forged heroes to come investigate, and if the trouble at the lighthouse is being caused by gods who are also related to the problems on Larvik Island, then the players both have a reason to go off and learn more about them, and Larvik is slightly enriched by providing more background on the gods of its setting.

At this point, I free associated a bit. One episode of the show Connections, which I'd watched recently at the time, talks about the history of lighting technology. Limelight was was on the first really bright lights that people figured out during the Industrial Revolution. It was never widely used in lighthouses, but it theoretically could have been. Limelight is named that because chemical compounds containing calcium are often called lime-something, for example, limestone. A form of limestone is what makes the famous White Cliffs of Dover so white. Now, it turns out that limelight works by burning something called quicklime rather than limestone - but it was easy enough to set aside the inconvenience of that detail and imagine a lighthouse set on some white limestone cliffs, and to imagine that the lighthouse uses a magical lantern that burns limestone as fuel to make an impossibly bright signal beam. All this was inspired by reality, but since no one who's not a chemist or construction worker has heard of quicklime, it's slightly easier to understand than the truth.

Also in the news around the same time, for whatever reason, was something about hagfish and their fascinating slime. I can't remember why hagfish were considered newsworthy at the time, but what matters for the adventure is that (a) hagfish vaguely look like worms, or even more vaguely, like dragons, and (b) hagfish slime looks just like water until you try to touch it. The idea of a giant hagfish as the climactic encounter for the adventure appealed to me very quickly. You can see the beast up there on the cover. The fact that the effect of the hagfish might be invisible until you investigate it closely appealed to me as a possible source of mystery to investigate.

And so the adventure I ended up writing is structured as a kind of mystery. It's a crime scene, and as you explore it, you find out information about the victim, and you discover evidence in the form of signs and portents that show you what kinds of monsters the gods sent to commit their crime. Because the perpetrators are godlings, and because it's D&D, some of that evidence is quite dangerous to the investigators. Since there are two gods, there are two kinds of incursion, and although the Barnacle Bear is inspired more by the appearance of the character Doomsday from DC Comics than it is by actual barnacles. It functions as a mini-boss of the site, and you can see it in the art below.

As I built the adventure site, I thought about making a fairly realistic map of a lighthouse and lighthouse keeper's house and estate, and I thought about how to make each "clue" different and interesting. What might happen in the well? The kitchen? How would these monsters be affected if the lighthouse keeper had a sauna? Both the big monsters have vulnerabilities that you can learn about by investigating the estate. I added a turnspit dog to the kitchen, both because it was another interesting thing I'd learned about on Connections, and because it tells you something interesting about how the lighthouse functions. 

The climactic encounter is something I'm proud of, and involved a lot of back-and-forth with Stephen to get right. But if you've been wondering for the past couple paragraphs how a party of 1st level characters stands any chance of defeating a dragon, the answer is that there are clues about its weaknesses in the adventure, and I wrote explicit GM advice about what to do if the players try to act on those clues. You definitely won't win just by swinging your sword at it - it's much too big and powerful. But there are ways to hurt it badly, to maybe defeat it, or at least drive it away. But if you don't learn enough from the investigation - or think quickly on your feet during the battle - then your 1st level characters probably will die. And since they were fighting a seemingly overwhelming opponent, I hope those deaths will feel appropriate. Victory is possible, but it's not guaranteed.

interior art by FRK Pyron

One last thing I want to note is the reason that Stephen is listed as doing "additional writing" and not just "editing" or "publishing" on the cover. Stephen's editing was invaluable. This was the first of a couple projects where I've really, REALLY benefited from having an editor with a keen eye for quality who has noticed my weakest areas and pushed me to do better. But in Stephen's case, he also stepped up and added some of his own writing to a couple places that most needed it. 

At the beginning of the adventure, I'd written a table of interactions between the party and the townspeople of Sagewood. It was essentially just a rumor table with a bit of advice and an extra piece of equipment for each standard character class. Stephen expanded it into more of a roleplaying opportunity. 

My idea for the magic lantern was - aside from the fact that it could burn rocks as fuel - a little lacking in terms of seeming all that magical, and it didn't particularly have a role to play in the final fight, except that ideally you'd want to keep it from getting destroyed in the fracas. Stephen rewrote it to be a real artifact, something truly important and precious. Both those inclusions make the overall adventure stronger and better, and I'm glad that it looks the way it does now, instead of how I wrote it.

Tuesday, April 13, 2021

The Class Alphabet for DCC RPG

  
The Class Alphabet for DCC
 
In spring 2016, David Coppoletti reached out to me and a couple dozen other DCC fans on Google+. He had an ambitious idea - a sourcebook of 26 character classes for Dungeon Crawl Classics. Sometime in fall or winter 2020, David's idea appeared as a finished book, The Class Alphabet for DCC RPG. You can read Raven Crowking's review here.

I was convinced by David's G+ pitch, and wrote the Knave. Later, due to the logistical challenges of managing the contributions of so many collaborators, I ended up a second class, the Cyber-Zombie.

The Knave receives, I think, the single longest class write-up in the book. My goal was to combine the various Jacks of fairy tale and nursery rhyme, characters like Liane the Wayfarer and Cugel the Clever from Jack Vance's Dying Earth stories, the Fool from Neil Gaiman's Books of Magic, the imagery of playing cards, and the tarot. I was also experimenting with the limits of the "you're no hero" writing style; I described Knaves as being nasty in a way that almost makes me uncomfortable to reread. The Knave class is so long because there are four fully described sub-classes based on the suits of playing cards, each subclass has its three Mighty Deed of Arms equivalents they can learn, there are 22 spell-like effects based on the major arcana of tarot, and also, yes, because of long-windedness on my part.

The Cyber-Zombie was my attempt to create a class that you can only start playing after your previous character has died. I was definitely inspired by Terra Frank's three undead classes from the first Gongfarmer's Almanac. As a Cyber-Zombie, you start out at whatever level your old character was, and you retain a remnant of your old class powers, although reduced from before. Cyber-Zombies also get upgrades. I based the possible upgrades on Super Metroid and Mega Man X, and on the Centurions cartoon series. 

The other authors in the collection are a veritable Who's Who of DCC fans and publishers - including Reid San Filippo of the Crawling Under a Broken Moon zine and the subsequent Umerica sourcebook and adventure series, Diogo Nogueira of Sharp Swords & Sinister Spells and Solar Blades & Cosmic Spells and plenty of other projects, and plenty of other names that you might recognize from their contributions to The Gongfarmer's Almanac, their participation in various DCC podcasts, their DCC blogs, or other gaming publications.

It's a pleasant surprise for me to see The Class Alphabet finally out. This was one of the first times I was invited to contribute to a collaborative writing project. Quite a lot has happened in my life, and in the world, since David first approached me. I'm very happy to see that he was able to realize his goal.

The Forgotten Rites of the Moldering Dead

 
The Forgotten Rites of the Moldering Dead
 
Donn Stroud invited me to contribute to a sourcebook of tables for generating undead monsters for DCC, The Forgotten Rites of the Moldering Dead. The end result is something quite similar to Stroud's Lesser Key to the Celestial Legion. But where Lesser Key focused on angels and celestials, Forgotten Rites is about all types of corporeal undead, and all sorts of graverobbing adventures.

I wrote some of the entries about undead animals and some of the longer adventure seeds. I also contributed to some of the tables for creating a unique encounter with a specific undead monster and for finding treasures by digging up graves. Donn did the lion's share of the work on this project, writing at least half the book himself, as well coordinating the involvement of all the other contributors.

If you've been wanting something similar to the Libris Mortis for DCC, you will probably be pleased by Donn's book. It's not really meant to be used "straight through" - it's more like a reference you could consult if you know you want to use this undead or that undead, but you want to do something to make the encounter a bit different than standard.

Tuesday, August 25, 2020

DCC Occupations for the Occupationist's Female Relative

A recent comment on my post about the trend of naming books for "the occuaptionist's female relative" gave me the idea that it might be fun to use these as 0th-level occupations for Dungeon Crawl Classics. The result is a varied and interesting list, different from anything I would have written myself, in a way that I find appealing.

Roll 1d20 to determine your relative's occupation. This provides your trained skill, your starting weapon, and one piece of equipment. Roll 1d6 to determine your relationship to them. This provides your Lucky Sign and a single-use magic item.


Ronja, the (12) Robber's (2) Daughter

WHO IS YOUR RELATIVE? (roll 1d20)

1   Antelope - antelope's horns (1d6, use crit table M) - bottle of antelope milk

2   Bonesetter - bone saw (as short-sword) - bandage and batch of plaster

3   Clockmaker - clockmaker's tools (as dagger, usable as thieves' tools) - clock missing 1d4 parts

4   Hangman - length of executioners's rope (as garrote, wielder can Backstab as Thief) - 2 gold coins

5   Heretic - cruciform dagger - apocryphal illuminated manuscript missing 1d4 pages

6   Hummingbird - rapier (as short sword) - green feathered cloak

7   Kitchen God - fireplace iron (as mace) - 12 small cakes with silver coins baked inside

8   Liar - club - deck of marked cards and set of weighted dice

9   Lighthouse Keeper - lamplighter's pole (as staff) - lantern and flask of lamp oil

10 Memory Keeper - shepherd's crook (as staff) - handwritten chronicle of your village's history

11 Orphan Master - willow switch (as club) - large gunny sack

12 Robber - shortbow - climbing rope and key to the city jail

13 Stargazer - sling - telescope and hand-drawn celestial map

14 Taxidermist - flensing knife (as dagger) - glass jar of formaldehyde and pair of glass eyes

15 Tiger - tiger's teeth (1d8, use crit table M) - children's book of jungle animal stories

16 Time Traveler - deer-hunting bow (as shortbow) - pocketwatch that runs backward

17 Traitor - backstabbing knife (as dagger, wielder can Backstab as Thief) - letter of marque

18 Witch - broom (as staff) - talking cat (AC 11, 1 hp, MV 20' or climb 10', SV +0, AL  N)

19 Witchfinder - witch-pricking needle (as dagger) - flask of holy water

20 Zookeeper - catch pole (no damage, but add +1d6 to grappling roll) - giraffe calf (as pony)


HOW ARE YOU RELATED TO THEM? (roll 1d6)

Daughter - hp/level and Deity Disapproval - saint's medallion (use in prayer to heal 1d4 hp)

Daughter - Initiative and Thief skills - magic arrow (+1 to attack and damage, ignore resistance, can be wielded as dagger)

Daughter - Reflex saves and Grappling checks - rag doll (use to change fumble to miss)

Sister - Armor Class, ability checks, and occupational skill checks - jade amulet (1 point of Luck to spend)

Wife - Fortitude saves and damage rolls - manticore's tooth (use to change hit to critical hit)

6  Wife - Willpower saves and spellcasting checks - oracle bones (consult to learn if planned action is weal or woe, 75% accurate)


Thank you to mudfish for the inspiration!

Tuesday, July 14, 2020

House Rule - DCC Crits by Dice Type

In Dungeon Crawl Classics, an attack roll of natural 20 is always a critical hit. An attack roll of natural 1 is always a fumble.

As they level up, characters gain an extra action dice that they can use to make attacks. The extra dice starts at d14, then improves to d16, and then d20. It's impossible to crit with a d14 or d16. The chance of a fumble is higher, but not as much as you might expect (from 5% with a d20 to around 6% with a d16 and 7% with a d14).

Those aren't the only non-standard dice types in DCC though. There's also d24 and d30. When should you get a critical hit with them?

The rules don't specifically say. All giants in DCC use d24 attack dice, and crit on any roll of 20 or higher. (This gives them about a 21% chance of a critical hit on each attack!) But that's a special ability that's explicitly called out in every giant's monster stats. So I don't think player characters should get the exact same benefit from rolling a d24.

On the other hand, I don't think players should only be limited to critting on a roll of 24 on a d24 or 30 on a d30. The chance of a fumble on those dice goes down (to around 4% and 3%, respectively) but I think the chance of a critical hit should go up. The fun of rolling a larger dice should be accompanied by the fun of a better chance at critting. So how do we accomplish that?

My suggestion is this. When a player rolls a d24 attack dice, they score a critical hit on a natural 20 and a natural 24. So they improve from a 1-in-20 chance to 1-in-12, or around 8%. When a player rolls a d30 attack dice, they crit on a natural 20, 24, or 30. Their chance increases to 1-in-10, or 10%.

If you're using the rules for fleeting luck, I would be happy to say you earn a temporary point of Luck on any roll of 20, 24, or 30 as well.


What about warriors? In DCC warriors and dwarves can spend a point of Luck to convert a fumble into an ordinary miss. Warriors also get an increased critical range. At 1st level, a warrior scores a critical hit on any natural 19 or 20. This improves to 18, 19, 20 at 5th level and to 17, 18, 19, 20 at 9th. Along the way, their chances of critting go from 10% to 15% to 20% on each attack.

How should this interact with the larger dice types? I would say that a warrior still gets their expanded crit range, and the extra chance from using the larger dice, but doesn't get to expand their range any further. So a 1st level warrior rolling a d30 gets a critical hit on a 19, 20, 24, and 30, but not on a 23 or a 29. Their chance of critting improves to around 13%, but not to 20%.

The reason is more clear at higher levels. If we allowed a 9th level warrior to increase their crit range on each new dice, then on a d30, they'd score a critical hit on any roll from 17-24, and again from 27-30, a 40% chance of a crit! This would make rolling a 25 or 26 weirdly disappointing. It would also take away some of the fun of critical hits, which is that they're unpredictable. You never want to expect crits so regularly that you become disappointed when you don't get one. I like critical hits, and for me, having them happen almost half the time would ruin one of the things I like about them.

Monday, February 17, 2020

Robbing Pathfinder - Combat Styles - Bear Crane Dragon

For awhile now, I've had this daydream that a lot of Pathfinder material could be converted to slightly simpler rules-systems where I would feel more able to use it at my table. I like the idea of Pathfinder. It's one of my favorite D&D 3.75 editions (although Monte Cook's Arcana Unearthed might be my favorite). It's full of fun ideas, and it has lots of bold flashy art. Yes, it seems to largely be a game of fantasy superheroics, but so does most D&D, and in PF that means there are lots of interesting options for customizing your character.

My only problem with Pathfinder, really, is that its complexity means that neither I nor anyone I play with feels comfortable trying to run the thing. Which I don't mind, really, but I wish I had a way to use some of the cool character ideas that it includes. Hence my daydream of conversion.

So this is something of a thought experiment or proof-of-concept, to see if I can take something from Pathfinder and rewrite it so that I can use it. I want to start with the "combat style" feats that were introduced in Ultimate Combat. Each of these is a series of three feats that define a specific fighting style. One really obvious use for these is additional Mighty Deeds of Arms that DCC warriors could learn. Another possibility is as GLOG spells for characters like the adept class from A Blasted Cratered Land, or one of the muscle wizards from Goblin Punch or Ten Foot Polemic or Remixes and Revelations. In both cases, combining the feats into a single Deed or spell should hopefully provide some nicely variable results.

Sajan the Monk by Wayne Reynolds

Pathfinder Combat Style Feats as DCC Might Deeds

Boar Style - The warrior bites and scratches her opponent, tearing skin from flesh and flesh from bone, emerging red in tooth and claw. Although the style rewards a brawler who abandons herself to bestial fury, its moves were once carefully refined to inflict maximum horror and break the enemy's morale. Boar style is typically unarmed, but it can be enhanced with flensing knives, or by wearing cat-claws or metal teeth (as daggers). Its techniques are sometimes known to Orc bosses, Beastmen champions, and Hobgoblin sergeants.

A warrior can learn boar style by expending at least half her Intelligence or Personality score while in the throes of battle rage, by stealing a blood-soaked idol from the sacrificial altar of a tribe of humanoid berserkers, or by slaying a Giant Boar (combat statistics as Ogre) and eating its heart.

3 You bite and tear at your opponent. They must make a DC 10 morale check or flee in terror from your ferocity.

4 You bite and tear at your opponent. The wound bleeds freely, and your opponent suffers 1d3 damage each round until they use an action to staunch the wound.

5 You bite and tear at your opponent, dealing an additional 1d6 damage. They must make a DC 10 morale check or flee in terror from your ferocity.

6 You bite and tear at your opponent, dealing an additional 1d6 damage. The wound bleeds freely, and your opponent suffers 1d3 damage each round until they use an action to staunch the wound.

7+ You rip and tear, bite and gouge your opponent, dealing an additional 2d6 damage. Your opponent must make a DC 14 morale check or flee in terror from your ferocity. The wound bleeds uncontrollably, and they suffer 1d6 damage each round until they use a full combat round to staunch the wound.



Crane Style - The warrior stands on one leg, finding her center and balance like a reed that sways in the wind. Allowing her enemy to approach, she batters away her opponent's blows as a bird buffets the air with its wings. This is a measured and cerebral style that turns an opponent's strength against them. Crane style might be unarmed, or might utilize a quarterstaff or shield (shield bash deals 1d3).

A warrior can learn crane style by surviving a fight because her opponent fumbled what would have been the killing blow, by discovering a long-forgotten monastery among the mountain peaks, or by defeating an Air Elemental or an enemy wizard's Invisible Companion.

3 You sway to turn the force of your enemy's blow back upon them. The next attack that hits you, you automatically deal your current weapon's damage to the enemy who hit you.

4 You bend to redirect your enemy's strike against their own allies. The next attack that hits you also deals its normal damage to another opponent.

5 You bend and sway to absorb your enemy's might and turn the force of their blow back upon them. The next attack that hits you deals only half damage. You automatically deal your current weapon's damage to the enemy who hit you.

6 You bend and sway to absorb your enemy's might and redirect their strike against their own allies. The next attack that hits you deals only half damage to you, and also deals its normal damage to another opponent.

7+ You bend and sway, absorbing your enemy's might, turning the force of their blow back upon them, and redirecting their strike against their own allies. The next attack that hits you deals its minimum possible damage to you, and also deals its maximum damage to another opponent. You automatically deal your current weapon's maximum damage to the enemy who hit you.



Dragon Style - The warrior invokes the spirit of the dragon - her mind filled with the dragon's philosophy, her body emulating the dragon's movements, her heart aspiring to imitate the perfect being. Empowered by her own belief and ambition, the warrior is imbued with the nobility and sovereignty, the savagery and ferocity of the living dragon. Although rare, dragon style is sometimes practiced by entire tribes of Lizardmen and Kobolds, whose community life is devoted to reverence and awe for their sacred ancestor.

A warrior can learn dragon style by failing her saving throw against a dragon's breath and surviving, by establishing a hoard of unspent coins worth at least CL x 1000 gp to sleep within between adventures, or by intercepting a rival adventuring party of would-be dragonslayers and taking the dragon's revenge upon them.

3 The spirit of the dragon surrounds you like an aura. Your attack deals +1d damage, and you roll +1d on your next saving throw against magic (usually d24).

4 You strike like the slap of a dragon's tail. Your enemy must make a DC 10 Fortitude save or drop everything they're holding and roll -1d Action Dice until the end of combat (usually d16).

5 The spirit of the dragon surrounds you like an aura. Your attack deals +1d damage, and you roll +1d on your next saving throw against magic (usually d24). Then you unleash the dragon's roar. All your enemies roll -1d saving throws (usually d16) and their ACs drop by half until the end of combat.

6 You unleash the dragon's roar. All your enemies roll -1d saving throws (usually d16) and their ACs drop by half until the end of combat. Then, you strike like the slap of a dragon's tail. The enemy hit by your attack must make a DC 10 Fortitude save or drop everything they're holding and roll -1d Action Dice until the end of combat (usually d16).

7+ The spirit of the dragon surrounds you like an aura. Your attack deals +2d damage, and you roll +2d on your next saving throw against magic (usually d30). Then you unleash the dragon's roar. All your enemies roll -2d saving throws (usually d14) and their ACs drop by half until the end of combat. Finally, you strike like the slap of a dragon's tail. The enemy hit by your attack must make a DC 10 Fortitude save or they drop everything they're holding and roll -2d Action Dice until the end of combat (usually d14).

Crane Style by Dmitry Burmak

Pathfinder Combat Style Feats as GLOG Spells

Boar Style
R: touch, T: creature, D: 1 attack

Your biting, clawing attack deals [sum] damage to your target. The target must Save or become frightened and try to run away. An additional [dice] opponents also test their morale. The bleeding wound you inflict deals an additional [dice] damage to your target every 10 minutes until they receive medical treatment, typically in their own lair.

Some monsters' bodies have magical (or toxic!) properties when eaten. When you attack a creature with Boar Style, you may choose to consume 1 serving of its flesh. If you rolled doubles or triples, you automatically eat a serving.



Crane Style
R: self, T: self, D: [dice] enemy attacks

Your bending, swaying defense protects you from the next [dice] attacks that hit you. Set aside the Magic Dice used to cast Crane Style; none of them will return to your MD pool until after they are expended. The [dice] and [sum] devoted to this spell will diminish as its MD are expended.

When an attack hits you, the damage of that attack is reduced by [dice]. Then select one of the Magic Dice used to cast Crane Style. If the original damage of the attack is more than the amount showing on the chosen MD, you push the blow partially aside, and the attacker also deals [dice] damage with their current weapon to another opponent. If the original damage of the attack is less than the amount showing on the chosen MD, you reflect the blow back on the attacker, dealing [sum] damage with your current weapon to them. Finally, expend the chosen MD normally.



Dragon Style
R: self / 30' cone / touch, T: self / [dice] creatures / 1 creature, D: 10 min / 10 min / 0

The spirit of the dragon surrounds you like an aura. You unleash the dragon's roar and strike like a tail slap. This spell has three distinct effects: the first affects only you, the second targets multiple opponents at missile range, and the third affects a single opponent you strike in melee.

Until the end of combat, you have advantage on Saves, and all your attacks deal [dice] additional damage.

[Dice] enemy creatures are shaken with fear by the roar. They suffer [dice] damage immediately and have disadvantage on Saves until the end of combat.

Your stunning attack deals [sum] damage and causes your target to drop everything they're holding, to be too confused to cast spells, and to suffer disadvantage on all rolls until the end of combat.

Dragon Disciple Prestige Class by Jason Engle

Director's Commentary

Boar Style, Boar Ferocity, Boar ShredWhen I opened the first summary description, I almost immediately regretted my decision to take this on. "Unarmed strikes deal bludgeoning or piercing damage." Oh, come on! Work with me, Paizo! Give me something, give me anything, that I can actually carry over into a system that doesn't care quite so much about damage types!

Fortunately, I kept reading, and there is more there, both in the overall description of the style, and in the complete rules text for the feat. My initial fears may have been a little bit of an overreaction. There are some additional effects to draw on, but what helps at least as much are the descriptions of what you look like, how you learn this, and how you can improve.

For the DCC Deed, I decided to use combine the three effects to produce an A, B, AC, BC, ABC pattern. Obviously, the A effect is the weakest and the C effect the strongest, so I had to think about which should be which. I suppose the platonic ideal combat style Deed would have five different effects, but this seems fine for now. Also DCC spells typically have a top effect that's quite a bit more powerful than the ones that came before it, and I wanted to include that feel here to emphasize the specialness of these moves.

It might be interesting if a Warrior had to "spellburn" Personality or Intelligence to use a style Deed, or if they risked some kind of "disapproval" if they roll low. The point of putting a cost on using one of these moves would again be to help it feel a little more special, and to justify them being a bit stronger than other Deeds.

I also decided to include a bit about how a Warrior could learn each Deed, which is something I first tried when I wrote for David Coppeletti's Class Alphabet, (expected publication date TBA). For these, I thought there should be a way to learn each style by having a particular experience during a fight, a way to "quest for it" on an adventure, and a way to learn it by fighting a specific monster.

For the GLOG spell version, I decided to just pile on all three effects to create a single spell. In terms of the damage dealt, this is like a variation on Magic Missile, and I'm okay with that. Magic Missile also hits automatically, and this one you have to land a punch first, so I think it's alright to add a little more power as a reward for making the hit. Also, since food-based campaigns seem to be relatively common among GLOG players, and since this is a bite attack, I added a culinary effect at the end.

Crane Style, Crane Wing, Crane Riposte - The original version is about reducing the attack roll penalty and increasing the AC bonus for "defensive fighting," and getting bonus counterattacks against an enemy who attacks you but misses. Neither DCC nor GLOG has a defensive fighting option, and reducing penalties isn't super interesting. What DCC does have already is a Mighty Deed that increases Armor Class, so I thought it might be more interesting to turn this into Damage Reduction instead. Having decided that, it's obvious that the counterattacks should happen if your opponent hits you, rather than if they miss you.

For the GLOG version, I realized I could make the spell feel a bit more cerebral by making the caster choose whether to deflect the attack onto another monster or reflect it back at their main opponent, so now you have to think about how to use up each Magic Dice you assigned to the spell, by picking whether to spend one that's higher or lower than the incoming damage. Since doubles are always bad in GLOG spellcasting, discarding a dice that has the exact same number as the damage roll does nothing. As you spend the dice, the power of the spell gets reduced too, so it's not like you're repeatedly Magic Missile-ing your opponent at full strength.

Dragon Style, Dragon Ferocity, Dragon Roar - Of these three, this was the hardest style to work with, because the mechanics are so gamey, and it's not necessarily that easy to visualize what's supposed to be going on. It kind of reminds me of a combo attack from a fighting video game. For the DCC version, I tried to avoid having to keep track of modifiers by using dice-size increases and decreases, which is a fairly standard mechanic for that game. For the GLOG version, I just awarded advantage and disadvantage on the rolls. That's also helpful because a lot of GLOG mechanics are roll-under, and this way you don't have to worry about subtracting a bonus or adding a penalty or whatever.



Overall, I think this went pretty well, although it took slightly longer to write than I'd hoped. Still, it's the kind of thing that makes a nice mental palette-cleanser in between other kinds of writing. There's no shortage of interesting Pathfinder content that could be converted, so I'll probably do more posts like this in the future.

Monday, November 18, 2019

I Shall Destroy all the Civilized Stretch Goals!

I previously mentioned that I will maybe be writing a DCC patron, depending on the result of a crowdfunding campaign.

The campaign is Joshua LH Burnett and Leighton Connor's adaptation of Fletcher Hanks' golden-age comics into a DCC setting with multiple adventures, titled for the villains of one of Hanks' strips, The Leopard Women of Venus.

At the time I'm writing this, the campaign has about three days left. It'll end early morning on Thursday, November 21st. The campaign has received enough pledges to fund, and barring a catastrophe, in the next 72 hours it will receive enough pledges to commission Stephen Poag, who's art has become almost synonymous with DCC and the OSR more generally.
 
Josh and Leighton also hired TSR luminary Erol Otus!
 
Josh recently ran one of these adventures at Acadecon in Ohio, and he published a summary on his own blog. I'm reprinting it here, along with a photo of his judge's map.

"The adventure started with the gathered zeds receiving their mission from Forecastle J. MacBeth, leader of the Humanoid Coalition and my favorite NPC. The party needed to cross through the dangerous jungle to a crater where an alien spaceship had crashed 72 hours previous. They were to salvage what they could from the saucer and find out what had happened to the previous retrieval team."

"The trek across the jungle was treated like a dungeon, with paths connecting to various clearings. No need to overwhelm new players with wilderness-crawl rules right out the gate, I figure. The party encountered a shrine to Fantomah, got the jump on some Martian scouts, fought a deranged Flying Saurian, and avoided the deadly Venusian Bees. Little-to-no casualties at this point, thanks to luck and sound tactics."

"When the party arrived at Gorgon’s Gorge, things started to turn. Three giant flaming claws smashed, squeezed, and burned several members of the party before they were destroyed."

"Eventually the party found the wrecked saucer and set to exploring it. The radium miner’s geiger counter let them avoid the ruptured core at the center of the craft. The Martian cafeteria seemed promising until mutated slime puddings dropped from the ceiling killed several of their number. The sadistic surgical robot the oversaw the bio-lab also managed kill some of the players before getting scrapped. The Martian barracks were the most deadly of course, as a cadre of Martian pikemen and gunners winnowed down the PC party. When they party eventually decided to examine the saucer’s power core, the co-mingled monstrosity that was once two members of the original team killed several more PCs (It had three attacks!). At long last, the PCs managed to rescue the two survivors from the original expedition and were able to call in MacBeth for an extraction. Of the 18 level-zeroes that started the adventure, only seven made it out alive. That’s what I call a good funnel adventure!"
 
A view from the judge's vantage point.
 
There's another stretch goal still waiting to be funded, and that's the one that determines whether or not I'll be hired on to the project. I remain optimistic, but I thought I could improve my chances by talking about what you'll get if I get involved.

My potential contribution is a patron that plays an important role in the Venus of LWOV, but who could also fit in to a campaign for Mutant Crawl Classics or Crawling Under a Broken Moon. If hired, I'll be writing a patron to act as the leader and benefactor of the Science Robots.
 
Science Robots by Diogo Nogueira

The obvious starting point is going to be Fletcher Hanks' own comics. I was able to read the first collection, I Shall Destroy All the Civilized Planets, through my public library system. Unfortunately, all the Space Smith comics are in the second compilation, You Shall Die by Your Own Evil Creation, so I'll need to ILL a copy straight away. I'll also want to see what Josh and Leighton have written about the Science Robots.

But I do a few ideas of my own already. I know that for some people, the idea of robot immediately conjures up images of Forbidden Planet or Lost in Space or Robot Monster, but personally, I'm much more inspired by Stanislaw Lem and Star Trek ... and by the delightful Futurama homages to them both.


Stanislaw Lem's Star Diaries are among his funniest short stories. They're the voyages of his naif spaceman Ijon Tichy, as he blunders from one situation he's too foolish to understand to another. In "The Seventh Voyage" for example, he basically re-enacts the plot to Timecrimes, minus the horror and the sexual violence, simply because he's too arrogant and too dumb to get out of his own way.

In "The Eleventh Voyage" an Earth government sends Ijon to spy on a robot planet. He wears a suit of armor that disguises him, and consults an instruction manual on robot society to help fit in. In the end, he discovers that all the actual robots rusted away long ago. The entire robot society is made up of spies in costumes, all of whom are too frightened of being caught out as imposters to notice that their neighbors are just playacting too. It's a really powerful condemnation of the Soviet government, and a veiled call for citizens to realize that they're not alone, and to democratically overthrow the one-party government. Aaand, it's a great inspiration for what the Science Robots might be like!

Futurama actually got a couple episodes out of "The Eleventh Voyage" - both Fear of a Bot Planet, where they travel to a robot planet where the incompetent government of robot elders has all the robots spend all day ritually hating humans as a distraction from their crippling lugnut shortage, and Insane in the Mainframe, where a human is misdiagnosed by a robot psychiatrist as being a malfunctioning robot, and eventually comes to believe it.


Meanwhile, you can't have a society of robots without a giant supercomputer to rule over them. I mean, okay, you caaan, but why would you want to? One of my favorite things about Star Trek is that Captain Kirk has basically two go-to moves to solve any problem. The first is to seduce an attractive woman, and the second is to make a computer go crazy. And in one notable instance, the woman is a robot, and when he seduces her, that makes her computer brain go crazy. Maximum Derek Kirk! In case I thought I was alone in noticing this, nope, other fans have dubbed this the "induced self destruction" phenomenon. Kirk's third go-to move, incidentally, is the double axe handle punch that apparently his stunt coordinators thought was the most futuristic looking fight move possible.

My favorite giant computer episode of Star Trek was the one that for some reason needed to remove Spock's brain from his body to act as a processor. That one was called, um, checks notes, "Spock's Brain". Futurama has their own giant computer episode, "Amazon Women in the Mood", where it turns out that the giant computer is actually just a robot hiding behind a giant facade, and the robot herself is at least as fallible as the people she governs.

The point being that I imagine the Science Robots are directed by a giant supercomputer, that may or may not be what it appears. It's certainly vainglorious, hypocritical, and despite a possible vulnerability to children's logic puzzles, a deeply illogical entity. The Science Robots themselves probably have profoundly inaccurate misconceptions about humans, and might have a few armor-wearing humans living as members of the Robot caste of their society.

Now, you might say "but Anne, what if the Science Robots are ruled by a GOOD computer?" Let me remind you that the Robots keep humans as chattel, and routinely uplift selected humans to act as military units by injecting them with irradiated cat blood and giving them flamethrowers to wear as hats. While the entity who makes this decision MIGHT have good intentions, and be better than its deeply horrible neighbors, it is certainly NOT a paragon of military strategy or any other virtue.

So those are my personal touchpoints, beyond the works of Fletcher Hanks and the previous writing by Josh and Leighton. If you back the Kickstarter and my stretch goal gets funded, this is the sort of thing you can look forward to from me. You can also look forward to 175-page comic-book sized campaign setting with two other patrons, two introductory adventures, and a plethora of art by OSR luminaries for all your classic dungeon-crawling enjoyment!

Tuesday, October 22, 2019

I am become Strech Goal, destroyer of crowdfunding campaigns

Joshua LH Burnett (Bernie the Flumph) and his writing partner Leighton Connor have announced a Kickstarter campaign for a DCC setting and adventure Leopard Women of Venus!

The whole thing is inspired by a comic by Fletcher Hanks, one of the really gloriously weird artists from the Golden Age of pulp comics. You can see a sample page below:
 
 
The setting and two (or three! stretch goals!) adventures are all based in a science fantasy Venus where there's a pile-up of squabbling factions, including the Science Robots, and their defenders, the titular Leopard Women. To find out more, though, you should read the sales precis on Kickstarter, or look at the free preview.

I've admired Josh's writing before, and enjoyed playing in a couple of his adventures, so I'm excited to be involved in this project.

There's also an exciting list of other collaborators! In addition to Josh and Leighton as the lead authors, the artists include Erol Otus, Matt Kish, Bradley K McDevitt, Evlyn Moreau, Diogo Nogueira, Juan Navarro, James V West, and Joshua LH Burnett again. Fiona Maeve Geist and Steve Johnson are editing.

The project funds at $3000, adds art by Stefan Poag at $3500, adds me at $4000, more art at $4500, and a third adventure at $5000.

You can get the pdf for $15, print-on-demand and pdf for $20, and the above plus pdfs of Josh's two previous zines Sanctum of the Snail and Draugr & Draculas for $30.

This is a project that will likely appeal to fans of DCC, Golden Age comics, gozno science fantasy, and Josh's previous work.

If the project hits its second stretch goal, I'll be writing a mysterious and secret new DCC patron, whose identity will no doubt be revealed later as part of a canny marketing strategy! You can see some of my previous patron writing here. Until then, you'll have to be content with seeing Stardust the Super-Wizard and Fantomah the Mystery Woman of the Jungle become DCC patrons on Venus.

Thursday, June 20, 2019

Links to Occupations

Below is a list of occupation lists I might use in my own DCC games.

I like occupation lists, both for the way they paint an immediate picture of the game world, and also for the way they provide an instant prompt for playing the role of a new character.

The Medievalists:

from Coins & Scrolls:
Actual medieval occupations

from Ten Foot Polemic:
Failed Medieval occupations

from Zenopus Archives:
OD&D NPC occupations

from Into the Dark:
Old School occupations

The Dickensians:

from Into the Odd:
Failed occupations (for the Bastionland city setting)

from Zero Level Blog:
Our World occupations (for the Our World / Lost World setting)
Lost World occupations (for the Our World / Lost World setting)

from Roles, Rules, and Rolls:
Baroque occupations

from Iron & Ink:
Yellow City races, castes, and backgrounds (for the Yoon-Suin setting)

from Pride & Parchment
Scythian / Slavic occupations, goals, and traits

from Tales of the Grotesque & Dungeonesque:
Dark Secrets (and a pdf of the same)

The Weirdos:

from What Would Conan Do?:
Planar backgrounds (for the Troika! setting)
Bonus planar backgrounds (for the Troika! setting)

from Living 4 Crits:
Mouse Guard occupations and character creation
Disney occupations (and a pdf of the same)
Revolutionary War occupations (and a pdf of the same)
Numenera occupations
JRPG occupations
Star Wars occupations

from Giblet Blizzard:
Weird Urban occupations

from Rogues' Repast:
Carcosan occupations (for the Carcosa setting)

Thursday, June 6, 2019

Investigations in DCC

I mentioned before that I'm going to be taking over as the head writer for Discerning Dhole's CRAWL-thulhu zine. I haven't made many decisions about the future direction of the zine yet, but I know I want it to be set in a fictionalized Gilded Age (encompassing roughly the period from 1880-1945) and I know I want it to focus on mystery investigations.

Which has got me thinking more generally about the question, how do you conduct investigations in DCC? How do you handle skills? How do you handle clues?

Zine by John Potts, cover and interior art by Todd McGowan

CRAWL-thulhu issue 1 has a mystery investigation adventure, but basically everyone is willing to talk to you, and all the clues are laying out in the open. The core mysteries arise from the fact that a key witness is dead and a key source of danger is invisible. Essentially any character should be equally likely to solve the mystery - deciding where to go, what to look at, who to talk to are all tests of player skill instead.

But often in mystery investigation games, there's an element of character skill involved instead. The basic idea being that not every character should be able to find every clue. Even in Trail of Cthulhu (and related games) where any character with the right skill can find a clue automatically just by asking for it, they still have to have the skill, and they still have to ask if there's a clue. In the original Call of Cthulhu, you not only need to have the skill and ask to use it, you also have to roll the dice to see if you succeed at finding it. This introduces an element of ambiguity - was there really no clue there? or was there a clue but you failed to find it? (I'll talk about some possible solutions to the "what if they don't find ANY of the clues?" problem at the end. Dungeon Crawl Classics HAS a skill system that involves rolling dice already - so I'm NOT going to propose adopting Trail of Cthulhu's diceless skills.)

CRAWL-thulhu issue 2 introduces skills, and the list would look pretty familiar to players of both D&D and Call of Cthulhu.

There are a few other people who've written rules for conducting investigations in DCC, so I'm going to look at Brent Ault's Cyber Sprawl Classics, Stephen Bean's Bloody Hound character class for Julian Bernick's Nowhere City Nights, and Paul Wolfe's Dark Seas. Luckily for us, these are all freely available online, so they're very easy to look at.

In DCC, there are two types of skills - the named, formal skills practiced by Thieves, and the unnamed, informal skills that every character learns from their zero-level occupation. A Thief's formal skills can usually be substituted by an ability score check - although the Thief might roll against a lower DC, and always benefits from a bonus determined by her alignment and level. The informal occupational skills are considered either "trained" or "untrained" - and about a dozen occupations are likely to be considered "trained" for any particular task. Untrained characters roll a d10 to attempt the skill, while trained characters roll a d20. So using a trained skill in DCC is basically the same as making an ability score check.

CRAWL-thulhu's skills build on this framework. All skills start out untrained, and you can roll a d10 to attempt them. You get one trained skill from your occupation, and you can roll a d20 for that. As you gain levels, you earn "skill points" that you can either use to train in untrained skills, or to improve your training in a trained skill - becoming an expert who rolls a d24 or a master who rolls a d30.

There are two really basic ways to find clues in a mystery investigation - talking to people, and finding / analyzing objects.

There are also two really basic dangers to designing skills for a mystery investigation. The first is having too few skills - most people would agree that a single "Clue" skill is too few, and likewise that a "People" skill and an "Objects" skill is still not enough. The second danger is having too many skills. Consider the question of talking to people - if each PC occupation could only talk to NPCs in the same occupation, then surely having 100 different "Talk to Person of the Same Occupation" skills is too many. (A third basic danger is making the skill tests too difficult, which is related to the "what if they don't find ANY of the clues?" problem I'll discuss at the end.)

Zine by Brent Ault, Cover art by Korotitskiy Igor

In Cyber Sprawl Classics (CSC), player characters know Etiquettes that help them talk to NPCs. CSC treats Etiquettes a bit like foreign languages - everyone knows the common tongue, but you need a positive Intelligence modifier, a Lucky Sign, or a class feature in order to learn an Etiquette. If you are smart or lucky enough to know an Etiquette, you get to roll a d24 when speaking to the relevant NPCs, instead of the standard d20. So in this game, everyone is "trained" to talk to everyone else, but if you know the relevant "foreign language," then you become a bit of an expert.

There are seven Etiquettes - Academic (for talking to scientists and doctors), Corporate (for talking to CEOs and white-collar workers), Gang (for talking to criminals), Security (for talking to police and military), Runner (for talking to hackers), Socialite (for talking to "industrialists" and "the elite"), and Street (for talking to blue-collar workers and people who provide services to criminals.)

If that list sounds familiar to you, it's probably because it's so similar to the list of backgrounds available in 5e and the GLOG. Before looking at what other DCC writers were doing, I made a list of the way I would divide up Gilded Age society, and CSC's list is very similar to what I came up with. It's probably very similar to the list you would come up with, if you were thinking about how to divide virtually any Western society.

If I were to alter CSC's list, I think I would combine the Corporate and Socialite Etiquettes. In the Gilded Age, "society" was basically synonymous with the corporate elite and their families. That might be different in a cyberpunk game - indeed, in such a game, it might even make sense to have two skills for talking to the same person in two different environments, at work and at leisure. I might also do away with the Runner Etiquette, or combine it with Gang, since there isn't really any group analogous to hackers in a Gilded Age setting, and since the motives of any analogous individuals would be essentially criminal.

I like "etiquette" as the name for this kind of skill though. I'd thought of calling them "interaction skills," but I think "etiquette skills" might sound better.

There's also a question of how common these skills should be among characters. In 5e and the GLOG, essentially every character starts with one Etiquette due to their background. In CSC, only a fraction of characters know any Etiquettes. In the heroic fantasy of 5e, character backgrounds are mostly relevant for receiving material support from NPCs, and the support most NPCs provide is food and shelter, and perhaps friendship with a specific faction. In CSC, Etiquettes might have many uses, but they're optional, a bonus. You get along fine without them, you just get along better if you have them. But "etiquette skills" could be treated as a skill like any other, a skill that you could either be "untrained" or "trained" in - but doing that changes something else fundamental about how social skills work though.

If everyone has an "etiquette skill" (or, what amounts to the same thing, if not everyone has one, but nobody needs one) then it's possible to have other social skills as well - separate skills for persuading people, for tricking them, or for intimidating them. Those are the kinds of social skills we're pretty used to seeing. But, if not everyone starts the game with an "etiquette skill" and every NPC needs you to have one, then I don't think you can have separate "traditional" social skills as well. If the party wants to blackmail a robber baron, I think it's too much to ask for them to have both a "corporate etiquette" and a "blackmail skill."

So the question becomes, which is more interesting for a mystery investigation game? Is it more interesting if you have a skill to interact with corporate types in whatever way you please? Or is it more interesting if you have a skill to blackmail any NPC you come across? Which leads to more interesting dilemmas if you don't have the skill? Is it more interesting if you have "academic etiquette" and you have to try to find a scientist who can talk to the robber baron for you? Or is it more interesting if you have "intimidation skill" and you have to find someone you can bully into setting up the blackmail?

Roleplaying games, including D&D, including Call of Cthulhu, have traditionally answered the latter - that it's more interesting to use character skills to define a particular approach and then let the PC use that approach on any kind of NPC they want. But part of me wonders if it might not be interesting to try the former. Perhaps it's more interesting to use skills to define a kind of NPC and then let the players use whatever approach is situationally appropriate - but only on the correct kind of NPC. At least for a mystery investigation game, where (paradoxically) the whole point of skills is to not let every character find every clue. To misquote Maslow, if all you have is a Seduction skill, every NPC looks like a nail. But if the only kind of NPCs you can talk to are workers, then perhaps it forces you to get creative to figure out what happened inside that share-holders meeting.

Nowhere City Nights by Julian Bernick, Bloody Hound by Steven Bean
The "Bloody Hound" character class (BH) is an investigator character that Steven Bean wrote for Nowhere City Nights and published in the 2017 Gongfarmer's Almanac, volume 7. BH includes six skills for mystery investigations. The Bloody Hound character class gets all six, every other character gets a single skill based on their background.

BH's skills are Search Scene (for finding clues within a crime scene), Analyze Physical Evidence (for learning information from objects), Analyze Medical Evidence (for learning information from dead bodies, primarily), Interrogate - Charm (for making people want to talk to you), Interrogate - Intimidate (for making people talk to you even though they don't want to), and Conduct Surveillance (for staking out a person or location to see what happens.)

In terms of the effects of skills, BH distinguishes between finding a clue (with a "clue" here meaning an fact from an interrogation or an object discovered at a crime scene), making a deduction (which means analyzing the fact/object to learn what it tells you), and discovering an answer (which refers to piecing together several deductions to solve the mystery, or at least an important part of it.) So for example, finding a shell casing next to a murder victim would be "finding a clue," figuring out what kind of gun fired that bullet would be "making a deduction," and realizing who the shooter is would be "discovering an answer." Note that to discover the answer, you would need another strand of the investigation that tells you what type of gun a specific person has, so that you could later discover that that person is the shooter. BH also awards XP for each of these activities.

So BH makes a few key distinctions. First, it distinguishes between finding a clue and learning something from the clue. Those are two separate steps, and it's important for anyone adopting this approach to keep in mind that adding a step increases the chance of failure, especially if adding a step means adding a dice roll. Difficulty Classes that look intuitively too low individually can easily become too high collectively if you make ultimate success contingent on succeeding each roll in sequence.

Second, BH distinguishes between clues from objects and clues from talking to people. It does this in two ways. First the obvious - you use one set of skills to find and analyze objects, and a second set to learn information from NPCs. But second, and less obviously, you only have deductive skills related to objects. You make one roll to find an object at a crime scene, and a second roll to learn something from it. But when conducting an interrogation, you make one roll to learn a fact, and then ... It's possible that you make a second roll on the same interrogation skill to get the person to tell you what you deduce from the clue. It's also possible that making deductions from verbal clues is a player skill, and not a character skill.

I agree that "discovering an answer" - that is, finally solving the mystery - should be a player skill that doesn't rely on rolling the dice. I'm not sure if I agree that "making a deduction" should be a player skill, or at least, not always. Some information NPCs give you is going to be clearly useful. It will either already be a deduction, or it will clearly point to a deduction that the players can make. But if an NPC tells the players something, and they just have no idea what to do with that information, it seems like it might be nice to have some mechanism in place to let them ask the judge for help. The danger of that is players relying on that mechanism instead of their own thinking, or judges insisting on that mechanism even when the players are able to deduce on their own. If you don't create such a mechanism, then no one can abuse it. But also, no one can use it in a real emergency. I guess it's the same problem you run into with traps in D&D, where it's inherently ambiguous whether you should find them with player skill or character skill, and where any GM hoping to rely on player skill is at the mercy of the adventure writer to provide enough detail to make that possible(Although we're veering into "what happens if they don't find ANY of the clues?" territory here, so let's come back to this.)

What I find especially useful in the "Bloody Hound" class description is the idea that learning from clues in a mystery investigation is a two-step process, and that it might be profitable to separate those steps.

Dark Seas by Paul Wolfe

Dark Seas (DS) is a mini-setting with it's own fairly complete set of rules modifications that Paul Wolfe wrote and published in the 2017 Gongfarmer's Almanac, volume 4. 2017 was a good year for DCC mysteries! DS doesn't have any specialized skills for investigation, but what it does have is a really excellent interpretation of clues and how to use them.

Let me start with what I consider to be the key takeaway, and then back up. Every clue is an object. You might find some clues by talking to people and other clues by looking around the environment, but what you GET when you find a clue, what you KEEP once you have it, is a physical object. Like any other object, it goes in your character inventory.

But what that means for a mystery game, is that when you want to take stock of your investigation so far, you don't have to wrack your brain trying to remember every detail, you just look through your inventory and see which clue-objects are there. If you need help remembering what a particular clue told you, you just ask the GM to describe the object again. All this is probably easier than tracking ephemeral bits of information that are untethered from any specific reminder. I think this is brilliant, and I definitely plan to take Paul's advice.

So technically, in DS, Paul doesn't talk about "clues" but rather about Secrets. As mentioned, each secret takes the form of a physical object. Players collect Fragments like treasures as they explore - and 10 fragments combine to form one secret. In the example adventure, characters can collect fragments by doing things like searching a dead body, gathering rumors in a bar, inspecting magic items, questioning NPCs, they can be acquired like treasure from defeated monsters, and they're a reward for finding islands. The number of fragments acquired at one time is generally random, and is usually somewhere on the order of 1d10 fragments per investigative activity (although sometimes you get a full secret at one go).

I don't know if I would use this approach, but it encourages players to search as many places as possible, and it means that you don't need to know the meaning of every fragment, only the meaning of the final secret (clue) once it's assembled. And, you get to pick which secret you give them, which could maybe avoid the problem of finding a lot of clues hinting at one thing, while missing all the clues hinting at something else. Some examples of secrets in DS are port reports and charts of the sea, but also ghost stories and chess moves. Each character begins the game with a "starting secret" that grants them one boon, so for example you can have a political pamphlet that gives you an NPC contact, a last will and testament that gives you money, or a racy novel that gives you a bonus on certain saving throws.

I'm not completely convinced the experience system in DS would really work in practice the way Paul seems to want it to. When characters find fragments, they divvy them up, each character gets their own secret at 10 fragments. Characters earn XP for secrets - although not for finding them, but rather for divulging them to an NPC confessor. I think you're supposed to need a new NPC for each secret, although that could add up quickly. Raising 4 PCs from 0th level to 1st level would take 40 secrets and 40 NPCs ... which feels like kind of a lot. Starting secrets also need to be divulged in order to earn their benefit, which seems more appropriate. I'm quibbling over details at this point though - the big takeaway that every clue is an object is still absolutely brill.
 
Zine by John Potts, cover and interior art by Todd McGowan
 
Finally, as promised, let's address the question "what happens if they don't find ANY of the clues?" How are you supposed to run a mystery if there's a chance that the players won't find, or won't be able to interpret, ANY of the clues that are left for them?

1) First, and most obvious, give lots of of clues. The Alexandrian famously recommends including a minimum of 3 clues for any conclusion you want your players to draw.

The point is that in order for there to be ENOUGH clues for the players, there need to be what feels like TOO MANY clues from the perspective of the judge. The judge can see everything, the players will only ever experience a fraction of it. The judge also knows all the answers from the outset, and so can instantly see how each clue points to each conclusion. The players are assembling a mental image piece-by-piece, and it's not always immediately clear where each piece goes.

2) Second, provide multiple sites of investigation. Give the players several distinct places to go look for clues. Following the Alexandrian's advice again, at every site, leave clues pointing to the final solution AND clues pointing to the other investigative sites.

Realizing that there's another place to go look can feel like a discovery in itself, and leaving one site to go to another can feel like forward progress is being accomplished. Movement between sites also passes some time that gives the players a chance to think, and creates opportunities for new information to become available.

3) Third, use the random encounter table to provide breaks in the case. Mysteries don't necessarily need wandering monsters the way other D&D adventures do, but random encounters are still useful for pacing and for marking the passage of in-game time.

Each day that passes with no solution to the mystery, allow events to be in motion. Maybe the criminal keeps committing similar crimes. Maybe the criminal gets spooked and engages in some kind of cover-up. Maybe new witnesses come forward. Maybe new sites for investigation are revealed. Maybe an NPC investigator got killed but left a diary behind. These random events provide verisimilitude, they can be a way to just GIVE the players a clue they might need, and they should almost always open up some new avenue for investigation that wasn't available before.

4) Fourth, speaking of just giving the players clues, sometimes just GIVE the players clues. Sometimes don't require a skill check. Sometimes just let the clue be sitting right out in the open, so all the players have to do is say they want to look at it. Sometimes let the witness be perfectly willing to talk, so all the players have to do is say they want to talk to them. Sometimes, the barrier of the players having to notice that they want to look at something or talk to someone is going to be enough without getting the dice involved at all.

Alternatively, if you're going to require a skill check to find the clue, then consider just TELLING the players what it means. You want to be a little careful with this, because you don't want to rob your players of the chance to exercise their player skill at solving mysteries, BUT if you're going to require a skill check to FIND the clue in the first place, then maybe don't require a second check to discover the meaning of the clue.

Always be careful not to set your skill check DCs too high, and be DOUBLY careful not to make the checks too difficult by requiring multiple rolls to succeed. What sounds like "this is an appropriate test of skill" to a person just READING the adventure will often turn out to be too difficult to people actually playing through it. What sounds like "this is way too easy" to someone who's just reading will often turn out to be appropriately difficult for actual players. Set your DCs for players, not for readers. And wherever you set your DCs, make the reward proportionate to the difficulty. If you need one check to find the clue and another to research it, then the reward for those paired successes had better be a REALLY GOOD CLUE so that the players' efforts are worthwhile.

5) Fifth, give the players multiple opportunities to find and interpret each clue. If they fail once, give them a second try. If one approach comes up short, let them attempt another.

Use these multiple attempts to create the narrative of the adventure. Maybe the first time the PCs search a room, they try just looking around very carefully during a house party. If that fails, they can try searching a second time, but they have to try a different approach. Perhaps they try breaking in and tearing the room apart looking for secrets. Perhaps they hire a professional burglar to search the room for them. Make sure there are narrative consequences for whatever approach they choose. The first attempt requires getting invited to the house party and roleplaying interactions with the other guests. The second attempt is sure to tip off the house owner that somebody's on to them. Hiring a burglar is going to require using criminal etiquette to make contact with the local underworld.

If a character can't interpret the meaning of a clue, let them try again if they can get access to a library or a lab. Or let them find an NPC who can interpret it for them. NPCs don't need to make skill checks. Picking the right NPC to ask, and using your etiquette skill to ask them, is difficult enough. There's no reason to add another chance of failure by making the NPC roll the dice as well.

The point is, failing once shouldn't mean failing forever. Players should have multiple clues they could find, multiple ways to get information out of each clue, and multiple ways to "get help" if they find they can't do it alone.

6) And finally, what happens if they can't find any of the clues? Let them fail. Give the whole mystery some kind of time limit. Create consequences for failing to solve it. And if the players fail, let them fail. The killer keeps on killing. The burglar pulls of their heist. The sorcerer summons the monster. The monster destroys the city and slinks back into the ocean.

If you've provided lots of clues, made them easy to find and easy to interpret, allowed second chances for anything the players want to try again at? Then let them fail. Just make sure their failure is legible. At least let them understand the solution to the mystery when they see what happens as a result of them not stopping it. Nothing's going to be less satisfying than having the mystery end and STILL not understanding what happened. If the players don't stop the villain, then at least let them watch the villain take their mask off, or gloat in triumph, or commit one final crime right before their eyes.

At that point, you've created a recurring villain, and a chance for your players to shout "I'll get you next time, my pretty!" When the villain DOES recur, the players have a much better shot at stopping them the second time around. Or, if they're very proactive, they can start planning to bring the pain directly to the villain's doorstep. Either way, failure in one case can be made to simply raise the stakes and make another case more interesting.