Showing posts with label mechanics i want to use. Show all posts
Showing posts with label mechanics i want to use. Show all posts

Monday, April 9, 2018

Sub-Hex Crawling Mechanics - Part 2, Minicrawling

This post is a continuation of an earlier look at how to explore inside wilderness hexes. You can read the first two posts in the series here and here, and you can read Tales to Astound!'s commentary on them here and here, respectively.

My goal is to think about how to model adventuring sites that are too big to represent with 10-foot squares and too small to represent with 6-mile hexes. One method is to use a pointcrawl to map the site in terms of landmarks and paths rather than to any kind of scale. The other method, and the one I want to look at today, is just to use a different scale. If 6-mile hexes are too big, then use smaller ones. This technique doesn't really have a distinct name, but I'm calling it "mini-crawling," short for "mini-hex crawling," because the hexes in question are miniature versions of the 6-mile hexagons used for wilderness exploration.

There seem to be relatively few published adventuring products that use this in-between scale. (Certainly far fewer than the ones that use building maps or continent maps.) Among the products that do use an intermediate scale, it's my impression that pointcrawls are more common and more well-known than minicrawls. While writing about pointcrawls, I kind of convinced myself that pointcrawling is an incredibly flexible mapping technique, and that it's probably underused, meaning that the way it models space probably would be appropriate to use more often than it actually is. I don't know that minicrawling is under-used, but I think it does a very good job of facilitating a particular type of play, and I think that understanding that style of play might make both that style and minicrawling more popular.

I think that minicrawl maps are good for facilitating the exploration of an adventuring site - a ruined city would be my archetypal example - where the referee and the players will use randomization procedures to generate the contents of the site at the table during play. The products I'm familiar with that use minicrawl techniques almost all use them in this way, and almost all use them in ruined cities.



First, a counterexample, and then I'll move on to introducing my main examples. In Discourse & Dragons' original Barrowmaze, the graveyard above the dungeon was represented as a not-to-scale illustration that showed the major tombs as landmarks - the kind of map that (I would argue) functions as a pointcrawl even if it doesn't exactly look like one. You can see the original map below in Figure 1. By the time Barrowmaze Complete was released, the old pointmap had been replaced by a new minihexmap, shown in Figure 2 below. The scale is listed as 50 feet per hex (which is awkward, as I discuss below) which means that characters should move about two hexes per turn.

I don't know for certain the reason Greg chose to switch from a pointcrawl to a minicrawl, but I suspect it was to allow more rigorous tracking of movement rates, something that gets a fair bit of attention inside the Barrowmaze dungeon, and in his follow-up product, The Forbidden Caverns of Archaia. This is one thing minicrawls can facilitate. In a relatively open environment, where movement is unrestricted, it would be time consuming to draw all possible paths between the nodes, and labor intensive to calculate all the travel times and distances. What's tedious in a pointmap is trivial on a hexmap. This mapping technique allows Greg to vary the distances between different tombs without handwaving them away (say, a single exploration turn to move between any two adjacent tombs) and without needing to employ the Pythagorean theorem or draw up a transit timetable.

Fig. 1 - Barrowmounds pointcrawl from Barrowmaze I

Fig. 2 - Barrowmounds hexcrawl from Barrowmaze Complete

My first encounter with minicrawling was in Faster Monkey Games' Lesserton & Mor. Mor is an ancient ruined city, and Lesserton is neighboring trade town, whose residents venture into Mor to recover treasure. The judge uses procedures to first determine terrain type (open, building, vegetation, or rubble), then determine whether "weirdness" is present (2-in-10 chance of weirdness, additional 1-in-10 chance of double-weirdness). If the terrain is buildings, the judge then rolls to determine the number of buildings, to determine the number of floors in each building (including a separate roll to check for basements), then checks to see if each building is occupied, and if so, by a wandering monster, by orcs, or by weirdness. There are 22 weirdness options on a d100 table, ranging from the beneficial (food source, water source) to the hazardous (open pit) to the dangerous (ambush zone, monster lair, orcs again) to the truly weird (haunting, wild magic zone). Almost all of these options require an additional roll to determine the specific form of weirdness (which food, what kind of water) and almost all of them allow the possibility of a wandering monster encounter as a result of this additional roll (which is on top of the ones like "monster lair" that guarantee it). Outside of encounters caused by weirdness, wandering monster checks are once an hour, and there are several lists depending on where the monster is encountered. The mini-hexes are organized on the map into "sept-hexes" or "florets" of one central hexagon and its six neighbors, which I'll talk more about below. The city map contains a handful of landmark buildings (the citadel, the palace) and a handful of territories controlled by larger orc gangs. You can see a section of the map in Figure 3 below. I've actually been using Lesserton & Mor as the basis for the ruined city in my occasional Redlands/Rotlands game. You can see my judge's map of the same section in Figure 4.

Fig. 3 - Selection from map of Mor from Lesserton & Mor

Fig. 4 - Selection from my judge's map of Mor

Probably the best know example of minicrawling is Dreams in the Lich House's Black City campaign. The basic idea is that the Black City is a ruined alien city on a far northern island. Every summer, a group of vikings and traders sail up to the site to try to extract any treasures they can find. There's a map of the city and its surrounding environs shown in Figure 5 below. The city is divided roughly in half by a glacier, the northern half is more dangerous than the southern, and the city itself is more dangerous than the surroundings. Hex stocking uses d10 rolls on tables with 12 entries. Add 1 to the roll in the southern half of the city and 2 to the roll in the north. Since the entries are ordered from beneficial to dangerous, exploring outside the city avoids the worst hazards, and exploring in the north leaves no chance of the greatest benefits. When the players enter a hex the judge first rolls for the major feature (excavation, no feature, building, lair). There's a 25% chance of the major feature having a complication, and if not, then roll again for a minor feature (stash, campsite, battle site, ambush, artifact, no feature, hazard, special, predator). In addition to the low entries being beneficial and the high entries being dangerous, the low entries also represent signs of previous (or current) human occupation, while the high entries represent the risk of monster attacks. The mechanic of adding to the roll is an elegant way to model the effect of moving away from humanity and into danger as you move between the regions. When buildings are present the judge first rolls 1d6 to select a geomorph (I presume this means an arrangement of buildings) and then another 1d6 per building to determine the number of floors from a list. There are also 17 named locations with fixed points on the map, some or all of which are dungeon-sized spaces for the players to enter.

Fig. 5 - Black Ciy hexmap from Dreams in the Lich House

Stormlord Publishing's Brimstone Mine megadungeon from Black Powder, Black Magic, volume 4 uses minihexes to create a sprawling ruined mine, rather than a ruined city. The mine had multiple levels, each with their own name, theme, and a level-specific wandering monster. Each level used the same hexmap template, which then got filled in with detail as we explored. You can see what the blank template looks like in Figure 6 below. When the players enter the hex, the judge makes five rolls. (When I played with Carl, he actually had the players make the rolls, something I copied in when I ran my Redlands game. It worked a little better for Carl though, because it was always the same five rolls for him; I kept having to ask for different number of rolls with different dice each time.) The first roll determines the type of passageways in that section of the mine (typically natural tunnels, mine shafts, and corridors, all of different sizes). The second and third rolls are both features selected from a list of 20. Three of these connect to higher or lower levels of the mine; one is a dead end that cuts the hex off from its neighbors (except the one you came in through). There are a couple of "chasm" entries that could also effectively cut the hex off from one or two neighbors while leaving the others open. There are some water sources, geographic features, hazards, and a 1-in-20 chance of encountering a "point of interest," which could be a demon shrine (for which there's a random-generation table) or any other minidungeon the judge wants to slot in. The fourth roll determines complications, about half of which are hazards or encounters with the level's featured monster. Finding dead bodies, live animals, and running into factions mostly rounds out the list. The fifth and final roll is for treasure, everything from mundane equipment, to cash, to gold ore, to magical demon ore, to finished magic items. As a player, it seemed like this procedure moved fairly quickly, and in the time I played, generated enough variety to keep things interesting. (Carl also used a kind of alternating format - our default action was to explore the mine until we found something - like a dead body, or demon ore - that gave us a quest to complete up on the surface. Then we went on our quest, and when that was resolved, we returned to the mines.)

Fig. 6 - Brimstone mine from Black Powder, Black Magic vol. 4

In a comment on this blog, Alistair pointed out two final examples of minicrawling, both in intact cities rather than ruined ones: Blood of Prokopius' series of posts about the city of Portown, and Graphs Papers & Pencils' post about a nameless city that I think of as Portown's sister-city. Portown is shown in Figure 7 below, it's sister-city is in Figure 8. Portown consists of districts like The Port, Olde Town, The Monastery District, and others including the Upper and Lower Guildhalls and Upper and Lower Slums, both named for their relative elevation above sea level. Dave has an encounter chart for each neighborhood. If the players enter the district with no plan in mind, roll 1d6, and on a 6, they're lost. If they go in searching for a particular landmark (every district has 5) roll 1d6 and check against the landmark's chance of encounter. In each district two are relatively easy to find (3-in-6 chance), two are more difficult (2-in-6), and one is rather hidden (1-in-6, no easier to find by searching than it is by wandering). In Robb's unnamed city, there are districts like Common Temples, The Wizard's College, The Artisan's Market, and the Guardhouse. The hexes here are explicitly acknowledged to be of different sizes, although travel through them is as abstract as passing through a section of Brimstone Mine or Flux Space.

Both Portown and its sister-city operate more-or-less like pointcrawls, as I argued all neighborhood-maps of living cities do in my previous post. And both cities are pre-drawn by their creators, not procedurally generated at the table. So why include them as examples here? Because they help point out a way you could use a blank map to procedurally generate a city. Both Cörpathium and Dunnsmouth employ a kind of minigame for the judge to play as they generate each city, but it's a game that might be too slow to play at the table with your players watching. One way to speed it up is to standardize the footprint of each neighborhood on the map; the framework provided by a blank hexmap provides exactly the standardization you need to place a district (and its boundaries, and its neighbors) quickly, so that you can keep on gaming. It's the same advantage in speed that Brimstone has over the Ruins of the Undercity or the Mad Monks of Kwantoom - because it uses a hexmap as its framework, generating Brimstone is faster than generating the sewers under Cryptopolis or the 1001 Pagodas of Doom. Filling in blank hexes with fixed locations is probably always going to be faster than open-ended procedural mapping in open space. If the stocking procedures for filling in the hexes can be a little slow, having the mapping procedures for drawing them in the first place be lightning fast is a good way to make up time.

Fig. 7 - Portown by Blood of Prokopius

Fig. 8 - Nameless city by Graphs, Papers, & Pencils



The examples I've chosen don't present any kind of consensus on time and movement, but looking across them, I think it's possible to recognize some best practices. In the ancient ruined city of Mor, each hex is 120 feet across. This is the same as the characters' regular B/X movement rate in the dungeon, although for some reason, none of the movement rates in the text (for regular movement, fast movement, regular exploration, and exhaustive exploration) correspond to the obvious, elegant, one exploration turn per hex. The regular movement rate corresponds to 120 yards per turn or 360 feet, while the fast movement chart allows for 120 feet per combat turn. The size of the hexes in the Black City isn't specified anywhere I saw, although John Arendt mentions that it takes 8 hours to explore a hex. Depending on his view of the proper relationship between travel time and exploration time, he probably enforces either 1 hour per hex or 8 hours per hex to cross them as well. In the mines under Brimstone, each hex is 1 mile across and takes 2 hours to move through carefully or 1 hour to move through quickly. Carl is also the only author I saw to explicitly address how much travel can be accomplished in a day (something people seem to disagree about for wilderness exploration as well) and he recommends using the average of the characters' Stamina scores to determine the number of hours they can spend exploring before they have to rest (so in practice, 10-12 hours, covering either 5-6 hexes carefully or 10-12 hexes quickly). Portown and its nameless sister-city have variable travel times within each hex, depending on whether the hex represents a full neighborhood, a single block, or even just one building.

My strong recommendation for anyone considering minicrawling would be to use 10-minute hexes (either 120 foot / 120 yard, whichever you prefer for outdoor travel) or 1-hour hexes (either 1 mile, or whatever size seems plausible to you). Both simplify time- and record-keeping enormously, and difficult terrain or intensive searches can still always take longer. (In fact, if we take Portown and its sister-city as an example, the travel time of a hex can be a variable characteristic that's set as part of the proc-gen.)



When I started my Redlands game using Lesserton & Mor, my goal was to play something where I could procedurally generate the terrain right there at the table, in real time as my players explored it. For the most part, it works, but I think ideally the procedures would be more streamlined. Let's start with the terrain. There's no necessary relationship among the terrain types, which means that filling in one sept-hex requires rolling for terrain seven times (and my back-of-the-envelope calculations suggest there are something like 16,000 different sept-hexes that can be generated this way). You could reduce seven rolls down to two by first determining the dominant terrain type, and then rolling on a visual menu of sept-hexes for that type (or down to one by making all the hexes in one florets share the same terrain, or by having a single menu of possible sept-hexes). This would reduce the variability of the terrain, but dramatically speed up generation. (This matters because the players should at least be able to see the terrain in the hexes surrounding the one they're currently in; if visibility across hexes weren't a consideration, there wouldn't be much advantage to streamlining.)

The nested nature of a lot of the weirdness rolls also adds time. For example, if the weirdness present is a "Food Source," you next roll 1d6 to choose three different possibilities. Each carries the risk of an encounter, so roll 1d6 again to see if there is an encounter, and if there is one, you either roll 1d100 on the "Water Encounter" table, look up the "Hunting Ground" weirdness and then roll 1d12, or roll 1d100 on the "Daytime" or "Nighttime Encounter" tables. Most encounters are stipulated to be lone individuals, but if you got Orcs or Raiders, you would then go to a subtable, roll to see which group of orcs or raiders you're dealing with, then roll to determine the number of individuals in the group. When rolls "explode" like this, it can take some time to move from seeing that the players have encountered weirdness to figuring out exactly what's going on. Two procedures could streamline this. The first is a "roll all the dice" approach where all the rolls happen simultaneously using different dice types and combining information (rather than nesting it) to create the encounter. The other procedure would be to have more weirdness types, so that each type requires no more than one or two extra rolls to resolve. (So, in this example, "Safe Food Source" and "Food Source with Monster" could be treated as two separate entries on the weirdness table, eliminating the need for an independent monster check.) I made the encounter look-ups sound a little worse than they are. Most encounters come from a single table, where you roll d100, look up that number in a column that corresponds to the location (such as "Excavation Weirdness Site" or "Nighttime Wandering Encounter"), and then follow the row over to the far-right column listing the monster you've encountered. It's a very well-done piece of information design.

Streamlining is not an absolute good, not a goal unto itself. Streamlining is a trade-off, and it comes at the expense of variability. Right now, Lesserton & Mor has a good mix of variety and similarity; it's cohesive without too much sameness, it presents novelty without turning into a funhouse. (Like streamlining, neither variety nor similarity are absolute goods. Both entail trade-offs. To get them, you have to give something else up.) Rolling several dice allows for more permutations of things that can happen (like 16,000 different terrain configurations), while condensing down to fewer rolls reduces that variability, and risks monotony. However, if your goal is to be able to run these procedures at the table, during actual play, then some amount of streamlining is probably necessary. On the whole, the procedures in Lesserton & Mor aren't bad. I've used them at the table, and for the most part, they work fast enough to be used in play. The exploding "Food Source" scenario I outlined above is as extreme example. Most of the time, the mini-hex will be stocked much quicker. Remember, only 30% of hexes even have weirdness, the rest are essentially empty - except for the ones with buildings.

Buildings are a problem though, because they're where the procedure becomes too slow to run at the table. Stocking 1-4 buildings with 1-5 floors each (including basements and sub-basements) with monsters, treasure, and weirdness (many of which, you may recall, also include monsters) just takes too long to be feasible during play. When my random terrain rolls revealed a cluster of mini-hexes that all contained buildings near one another, I rolled up their contents between sessions, and it proved to be a good decision, because I never could have done it fast enough to keep the game going. Again, I would think that visual menus, perhaps one to select the arrangement of buildings, and a second to select the layout of each building, would be a quick way to build these clusters without giving up so much variability that they become boring. Mor would probably also benefit from a few setpiece locations like the Black City has - pre-drawn dungeons that go where the old citadel or old palace were on the map.

For thinking about streamlining, it might be instructive to look at how Faster Monkey Games updated their procedures for their next random exploration hexcrawl, In the Shadow of Mount Rotten. The map here is divided up into 8 regions, and each region is presumed to have basically the same terrain throughout. The table for adding occupants to each hex is even better than the one in Lesserton & Mor. Here each region gets a column; the regions are grouped based on harshness; coldness and dryness are indicated through background shading and italics; the terrain is mentioned at the top of the list; and then you simply read down your column to see the result of your d20 roll. Each occupant is a type of tribe, possibly with a herd, possibly living in a ruin or cave, and the number of hexes the tribe takes up is shown as well. This is a great idea, because it means that when you roll to find (for example) "Foot Goblin Emu Herders with Caves (2)", you not only know the contents of the hex you just rolled, you also know the contents of a neighboring hex. It's worth pointing out that the mix of tribe-types, herds, and caves/ruins could have been handled by first rolling occupants, then rolling to check if the occupants have herds, then rolling to see which herd type, then rolling again to see if there are structures, and finally rolling to check the structure type. Instead, those many rolls have been condensed down to one. Any roll of 20 produces an "oddity," which is like the "weirdness" of Lesserton & Mor, but with only 8 major options (although most of these have sub-options as well). In practice, fewer than 5% of the hexes will have oddities, since most of the occupied hexes have tribes that spread over 2-8 hexes. The random encounter tables also have only 20 entries, for day and night, again organized by region. It's a mix of wild animals, herd animals (like emu and reindeer), patrols and raiding parties, natural phenomena (fog, bushes, etc), and a chance (in most regions, only at night) of a spirit encounter, which feels like a great inclusion. In sum, we have terrain organized by regions, hex content listings that include occupants and structures simultaneously (and that typically fill multiple neighboring hexes), and encounter tables that combine mundane events, supernatural visitations, and regular wandering monsters. The inclusion of caves and ruins is also good, since it allows you to pull in a pre-generated structure (the random procedures here still seem a little slow for use at the table) and place it at a random spot on the map.

One thing, I think, that accounts for the difference between Lesserton & Mor and In the Shadow of Mount Rotten (besides applying lessons learned from one to the writing of the other) is that visiting ancient Mor is mostly about exploration, while visiting the Rotlands is much more about interacting with factions. There are factions in Mor. A few orc gangs and their turf are shown on the starting map (although they're distant from the player's start-point) and players can randomly encounter small groups of wandering orc (typically numbering in the 3-12 range) or larger orc clans (numbering 40-160). There's not much advice for assigning names or personalities to orc groups however. Most of the faction attention is given to the stores, NPCs, and power groups back in the "home base" in Lesserton. Lesserton & Mor needs more variability in its exploration tables, because pure exploration is doing the heavy lifting in terms of defining the experience of play. In the Shadow of Mount Rotten has much more information for running factions. Because faction play is much more important in the Rotlands, less emphasis can be put on pure exploration, and so it matters a little less how much variability there is in the exploration outcomes.

In the Shadow of Mount Rotten has ten different types of tribes - and depending on the judge's preference, there could be five species-based factions, ten tribe-type-based factions, or each tribe could be a faction unto itself. Each tribe-type has a standard number of members, complete with a list of the number of members of each type (each Foot Goblin tribe, for example, has 302 goblins, divided into 150 young, 75 tribe-members, 60 warriors, 12 elite-warriors, and so on). It's fine that these are standardized, because different tribes (even of the same tribe-type) are going to be distinguished by their name, their personality, and whatever's preoccupying them at the moment - and not by having different statistics (which would be largely invisible to the players anyway). Each tribe-type gets about a half-page write-up that includes a bolded sentence describing their key behaviors, a short paragraph with tips for how the judge should roleplay them, information about their technology and lifestyle, and the population listing described above. There are lists of suggested names for each kind of tribe, information about how the tribe-types interact, and even a random event generator to see what's going on inside each tribe at the time the players encounter it. Most of the mechanical information is standardized by tribe-type, which reduces variability - but I would argue that the variation that's lost this way is variation that adds nothing to the player's experience of the game, despite imposing a heavy cost on the judge to create it. It's variability that arguably should be removed, for the sake of streamlining, in order to make things run fast enough to run them at the table.

I previously mentioned "roll-all-the-dice" tables and "visual menus" as two ways to speed up procedural generation. Figure 9 below is a good example from Sine Nomine Publishing's free The Sandbox zine, in this case actually rolling up an abandoned building at one go. (The one-page setups for stocking random adventuring sites in Sine Nomine's Red Tide and Monsters & Manuals' Yoon-Suin are also good examples of relatively compact procedures, although both are intended to be used outside of play, and so lean toward the flexible and inspirational, rather than offering one-to-one mapping of room contents.) Unofficial Games suggests "seed charts" for stocking hexes. Roll 1d8 for a sub-location, 1d6 for an encounter, and 1d4 for weirdness, simultaneously. If you get triples (1-4) or doubles (5-6), the max value (4, 6, 8), or a run (1, 2, 3, etc) then there's a special extra result. Because of the way Zzarchov generates these special results, his method does require a bit of extra care in ordering the subtables (for example, you have to put three interesting things together in the 1 value to inspire the "special"). Zzarchov's table for generating random books suggests another technique, in line with John Arendt's "roll 1d10 on a 12 item table" approach described above: on a table with 20 options, roll either 3d6 in the "more common" area and 1d20 in the "more weird" area. The "common" results will mostly cluster around 9-12, while the "weird" results will be all over, and will include 4 options that the 3d6 roll can never produce. (As an aside, Zzarchov also has ideas for running an Iron Age campaign that would be worth reading for anyone considering using In the Shadow of Mount Rotten. Among his ideas, all tribes share a common basis of bronze-age technology, and each tribe gets one random piece of iron-age technology - except the players' tribes, who can choose instead of rolling.)

By "visual menu," I mean something like the table for selecting a random room shown in Figure 10 below. The table is something Frivology made by following the Dellorfano Protocols for random room design. (Dyson's Dodecahedron shows how you can assemble rooms like this into a building.) Lizard Man Diaries' recent table for selecting a random cave, showing in Figure 11 below, is another good example of the visual menu approach.

Fig. 9 - "Roll all the dice" table from Sine Nomine's The Sandbox, vol. 1

Fig. 10 - Visual menu of dungeon rooms from Frivology

Fig. 11 - Visual menu of caves from Lizard Man Diaries
 
The procedures for generating chambers in the Brimstone mines are already quite streamlined. The rhythm of five pre-set rolls made by the same players as they enter each new hex makes the procedures predictable and turns rolling the dice for proc-gen into part of the social experience of playing the game together. It's not a coincidence that I got much more interested in this style of play after being in Carl's game; it's because I had fun. There's not even a separate roll for monsters, they're just there on the "Complications" table alongside typical mining disasters like bad air and ceiling collapses. This is something you could bring to other proc-gen minicrawls. A set number of rolls with predetermined dice happening every time the players enter a new hex is something that, in principle, any minicrawl could take advantage of. If any additional rolls need to be made beyond those, then the referee could simply make those quickly behind the scenes. (I think Carl was actually doing this some. If the "complication" was a primeval ooze, he'd need to roll on DCC's random tables for generating one. If the feature was a faction-controlled mine entrance, or the complication was a faction encounter, he'd need to roll on his own list of factions to determine which one. But those rolls happened out of our sight, and disrupted the rhythm of collective creation that he established.) If most of the rolls are the same every time, it makes a little more room for some quick additional rolls to be nested inside them occasionally. The cost of the Brimstone-style is that these tables have some of the least variability of any of the minicrawls I've considered. Brimstone itself also has about the smallest footprint, and thus needs less variety to avoid too-much-repetition within it enclosed space. Lesserton & Mor and In the Shadow of Mount Rotten have much more variability in their tables, and much (much!) larger maps to fill up, where repetition would be more apparent.

Like I did for Faster Monkey Games, I think there's value to looking at the publisher's wilderness hexcrawl to mine for ideas for minicrawling. Stormlord Publishing also put out The Treasure Vaults of Zadabad, an island hexcrawl. Each hex on the island has a keyed location (mostly villages, shrines, lairs, wilderness sites that could be run as pointcrawls or minicrawls if desired, and a few dungeon-type locations) - and each hex also uses the random encounter tables for procedural generation. Whenever players enter a hex, there's a chance of encountering nothing by the keyed location, a chance for an encounter (mostly with monsters, but also with mundane animals, bad weather, and island hazards, with separate lists for each terrain type), and a chance to find a tomb. Three fully-keyed tombs (dungeons) are included as part of the adventure, and the more the players explore, the more chance they have to find others, that will need to be created by the judge. The adventure also includes a single random table for generating treasure whenever its needed. Some treasures of the island can be found in unlimited quantities, others have check-boxes for the judge to mark off, and once they're all checked, no more will be found.

While the whole point of proc-gen play is not to have every hex pre-keyed, there are still some lessons we can take from The Treasure Vaults of Zadabad. First, even proc-gen play might benefit from having some pre-keyed encounters. Like the landmark locations in the Black City, the villages and other sites of Zadabad provide known locations (both in the sense that you know what they are, and in the sense that you know where they are) that the players can use as goals to reach, as a change of pace from regular exploration, even just as landmarks to help them navigate. Second, in both Brimstone and Zadabad, there's a chance to run into a minidungeon, and I think this is a good idea. The buildings in ancient Mor end up being like mini-mini dungeons, like the barrowmounds above the Barrowmaze, and the lairs in Zadabad. Those are good and important too, but sometimes you need something bigger than a 1-6 room mini-mini. Having the chance to run into specific types of minidungeons (caves and ruins in the Rotlands, tombs in Zadabad) means that the judge can draw up a couple of each type (or find some that are pre-drawn) and then pull one out (at random, even) when the players encounter that type of 6-18 room minidungeon. Third, I think there's a real advantage to the treasure tables in Brimstone and Zadabad. There's a significant time savings from having the table right there on-hand, rather than having to flip from the monster section of the B/X books over to the treasure section, and then roll up maybe five or six kinds of treasure while the players are waiting to hear what they found. Having the treasure table built-in also means that the treasure helps communicate the feel of the setting. The treasure you're going to find in Mor or in the Rotlands is kind of the same, because it comes from the same B/X treasure tables. The treasure in Brimstone is quite different from the treasure in Zadabad, because they're drawing on two different lists with two different currencies, implied levels of technology, and divisions between cash and objects. Creating a specific treasure list, rather than drawing on a universal one, presents some advantages.



The final topic I want to address here is the technology for drawing and running mini-hex-maps. The "hexnology", if you will. What I'm about to say isn't strictly necessary, because you can just draw a standard hexmap for your minicrawl. However, there's also something else you can do. You can have one map with "large" hexes that gives you the ability to take in the entire adventuring site at a glance on one page. You can then have other maps that divide up these "large" hexes into some number of "small" hexes for the players to interact with. Besides the advantage of being able to take the summary view, when the players are passing through already-explored territory, you the judge can stay up at the level of the "large-hex" map, and only descend down to the "small-hex" map when they start exploring or otherwise interacting with their environment. (I may be wrong, but I think this is the intention in Lesserton & Mor. The 360 feet per turn movement rate I was criticizing earlier would match with moving through that map's "large" hexes at a rate of one per turn.)

So if you like this idea, and haven't already decided it's more trouble than it's worth, then the question becomes "how many small hexes should go inside a large hex?" As I described before, Lesserton & Mor's answer is 7, an arrangement where a single hexagon is surrounded by its six neighbors, forming a shape we might call a "sept-hex" or a floret. This forms a structure that's 3 hexes (360 feet) wide. You can see a simple floret in Figure 12 below, and an example of a sept-hex from Mor in action in Figure 13.
Fig. 12 - Sept-hex, or Floret

Fig. 13 - Sept-hex from Lesserton & Mor

There's problem with using this arrangement though, if you don't want to map every sept-hex individually, if instead you want to create a map at the "small-hex" level of detail. The problem is that the florets don't stack together in neat vertical columns. Individual hexes do stack together neatly. So if you try to have one large-scale map where each floret is depicted just as a single hex, and one small-scale map where the florets are depicted as seven small hexes, the two maps won't align. You can see the problem illustrated in Figure 14 below. Frankly, even if you just like having legible north-south alignment among your hexes, this arrangement might feel a little dissatisfying.

I've come up with an alternative arrangement, shown in Figure 15, that uses 16 hexes instead of 7. It can sub in for a single hex while maintaining the right arrangement, it stacks vertically, with two on either side, just as a single hexagon does. I'm not sure what to call this arrangement. Some simple searching for 16-word analogs to "dodeca-" for 12 or "quadrant" and "octant" for 4-part and 8-part turned up the possibilities "sexdecahedron", "sexdecagon", "sexdeca-hex", and "sedeci-hex".

Fig. 14 - Arrangement of sept-hexes illustrating non-vertical alignment

Fig. 15 - Arrangement of sexdeca-hexes illustrating correct vertical alignment
 
What is this shape? Believe it or not, it's a hexagon. I drew a large hex, 5 small hexes across. Then, instead of allowing any small hexes to be cut in half, I moved them, so instead of 6 half-hexes, you get 3 full and 3 empty. You can see how this works in Figure 16 below.

Fig. 16 - Illustration demonstrating the interchangeability of hexagon and sexdeca-hex

I'm not the only one who's thought about how to subdivide larger hexes. d4 Caltrops has the idea to divide the hex into 12 diamonds, as shown in Figure 17 below. Necropraxis has a different idea for divvying up hexes, this time by using squared laid out like bricks (instead of as a grid), a layout that he notes also mirrors the behavior of hexes. You can see that in Figure 18.

Fig. 17 - Division of hexagon into diamonds by d4 Caltrops

Fig. 18 - Replacement of hexagon with square bricks by Necropraxis

Sunday, March 11, 2018

Sub-Hex Crawling 1.5 - More Pointcrawl Maps

Since writing my post about pointcrawling, I've come across a few extra examples that I didn't include in the original. The first is something I stumbled upon by happenstance, the next couple are suggestions from people who read my post, and the last two are ones that I remembered too late.

First, Melancholies & Mirth uses a pointcrawl diagram to lay out a dungeon inside the belly of a sea monster, as seen in Figure 1.

Fig. 1 - Leviathan Dungeon from Melancholies & Mirth

My friend at Role High recommends I Don't Remember That Move's text-based dungeon pointcrawl generator. You can see a randomly generated example in Figure 2.

Fig. 2 - Random Pointcrawl Generator from I Don't Remember That Move

In a similar vein, Eric Nieudan (author of Macchiato Monsters) recommends the DunGen pointcrawl dungeon generator by Ruminations of a Geek. You can see another randomly generated example in Figure 3.

Fig. 3 - Random Pointcrawl DunGen from Ruminations of a Geek

Those examples jogged my memory about a pointcrawl dungeon generator I'd forgotten all about. It was posted several years ago by Land Of Nod, and it's intended to provide random lairs and hideouts for Golden Age supervillains. A neat feature of this one is that the pointcrawl you're drawing is meant to be drawn out on hex paper. You can see the example Matt Stater made himself in Figure 4.

Fig. 4 - Random Subterranean Lair by Land of Nod 

The final example is one I vaguely remembered when I was writing my first post, but couldn't find and sort of gave up on. When I mentioned that pointcrawl maps could be used for dungeon interiors, I was thinking of the Red Tide minidungeon I posted, but I was also thinking about something I'd seen years ago, where someone laid out an entire megadungeon as a pointcrawl. After poking around a bit more, I finally found it. In My Campaign has a lengthy series of posts designing a pointcrawl megadungeon (although he calls it a node-based megadungeon, which was part of why I had a hard time re-finding it.)

If I understand correctly, there's a relatively simple overview map of the dungeon, depicting each region as a node (shown in Figure 5), then there are maps of each region, depicting each room as a node (an example, showing the region "The Abandoned Tower" is shown in Figure 6), and then finally, there's a much larger map showing the entire dungeon, but with each node still representing one room (shown in Figure 7.) Incidentally, if I have misunderstood, I think it may be the case that even at the finest level of detail, each node represents a grouping of rooms rather than an individual room.

Fig. 5 - Megadungeon Region Map by In My Campaign

Keith Davies wrote a few framing posts, first announcing his intention to design a pointcrawl megadungeon and laying out the region map from Figure 5, then announcing his plan to make a pointcrawl map for the interior of each region. At the end of the process, he also made the large-scale map in Figure 7 showing the entire megadungeon, and drew a new set of connections between the nodes showing the movement of information within the dungeon. (There's also posts showing intermediate steps in the process, some posts where he talks about the computational tools he's using and how long the whole process takes, plus three play reports about running adventurers through the finished dungeon.)

Fig. 6 - Abandoned Tower Region by In My Campaign

In between the beginning and the end, he wrote a series of posts showing the interior of each dungeon region as its own pointcrawl, like the one in Figure, showing the Abandoned Tower. The regions within the dungeon are:

1 The Abandoned Tower
2 Wolf Den
3 Goblin Warren
4 Clockwork Hell
5 Dwarven Safehold
6 Fungoid Cavern
7 Aristothanes' Sanctum
8 Pit of the Misshapen
9 Aboleth Conclave Outpost
10 Fane of Baalshamoth
11 Shalthazard the Pale

Fig. 7 - Megadungeon Map Complete by In My Campaign

Within each regional node, Keith lays out the role that region of the dungeon is intended to play in a character-goal-driven campaign, the kinds of dangers found in the region, the kinds of treasures and rewards found in the region, the important relationships between the region and other parts of the dungeon, a description of what's visually (or other-sensorally) notable about the region, a rough guide placing the region inside the dungeon, and then a brief description of each room / group of rooms / notable feature within the region.

Wednesday, February 28, 2018

Sub-Hex Crawling Mechanics - Part 1, Pointcrawling

Beyond Formalhaut recently wrote about wilderness exploration, and it got me thinking about a pair of posts I've been wanting to write for awhile now, comparing the two major ways I know of to explore adventuring sites within the wilderness: pointcrawls and mini-hex-crawls.

By "adventuring sites" I mean spaces that call for a new scale for mapping. They're larger than dungeons, too large for 10' squares, but smaller than the overland wilderness, too small for 6 mile hexes. The ruined city is perhaps the archetypal "adventuring site" that seems to demand a new scale for mapping, but it could be any (probably outdoor) location that the characters can explore directly, rather than having the encounter hand-waved or abstracted - the exterior surrounding a dungeon, a cemetery or graveyard, a garden, a battleground, perhaps even the characters' own campsite. Adventuring sites call for a new kind of mapping to put them on paper, and a new kind of procedure to bring them into play.

Pointcrawls and minicrawls are two different ways of mapping these new spaces, two different procedures for tracking and running the characters' movement through the space.

These are referee-facing mechanics. For the most part, the only person who will be directly affected by the choice will be the judge running the game, not the players.

There may be some effect on the players. In my opinion, pointcrawls seem to lend themselves to running adventuring sites where all (or almost all) the sub-locations are known, the paths between those locations are limited, and travel along those paths is uneventful. Minicrawls seem to lend themselves to running adventuring sites where there are few (if any) scripted locations, where most content is procedurally generated, where movement is essentially unrestricted, and where travel and discovery are themselves the primary activities within the site. In short, I think pointcrawls work best for more dungeon-like locations (and locations with more keyed encounters), while minicrawls work best for more wilderness-like locations (and locations with more procedural generation.)

That said, a judge should be able to run either map either way. The choice can be primarily one of personal preference, rather than one of necessity dictated by style of play. I suspect that for many judges, the choice will be made based on aesthetics, a preference for maps that look like flowcharts versus maps that look like maps. It might also be made on the basis of artistic talent (the ability to draw a map-like map that is "good enough" to be useful); on the basis of familiarity with and professional expertise at navigating flowcharts, org-charts, computer network diagrams, circuit diagrams and the like; or simply on the basis of owning pre-drawn maps in one style or the other. I think judges should choose for themselves, using whatever criteria they deem appropriate, and run the style they feel most comfortable with.

So the purpose of these two posts is to look at the two methods, in order to understand them well enough to make an informed decision, not to prescribe one technique or the other. I think I prefer minicrawls, but writing this entry has given me a new appreciation for the uses of pointcrawling - especially as my search for examples has led me to see just how much proc-gen can be included in a pointcrawl.

Hill Cantons gives a great overview of pointcrawling in general, talks about the utility of pointcrawling in undercities and in ruined cities. He also discusses the pros and cons of pointcrawling versus hexcrawling in a way that applies as well at the overland scale as it does at the sub-region scale.



At its most basic, pointcrawling is a way of depicting space that maps a set of known locations as "nodes" that are connected by a limited number of "paths." Depending on a judge's time and artistic talent, this diagram could consist of little more than numbered circles connected by straight lines (something similar to the early Scorpion Swamp pointcrawl introduced in the Fighting Fantasy books, seen in Figure 1 below.)

Fig. 1 - Scorpion Swamp from Fighting Fantasy 8

Alternatively, it could be much more detailed, either an artistic rendering or an information-encoding scheme to visually depict the location at each "node," and likewise some method of giving more information about each "path." In Figures 2 and 3 below, Hill Cantons shows a scheme for color-coding and labeling square nodes to show information about each location at a glance, while using different kinds of lines to instantly communicate information about the types of paths. (Really, his whole series of articles on this is an excellent read.)

Fig. 2 - Horizontal Undercity from Hill Cantons

Fig. 3 - Vertical Undercity from Hill Cantons

This is information only the judge sees, and it's shown in a way that's intended to maximize the most important information (what are the locations, and how do the characters get to them?) while minimizing extraneous detail. As much as I love map-like maps, they are full of extraneous detail - or if not, then they likely display the most important information inefficiently. Consider just how much of those diagrams is empty space. On a pointcrawl diagram, that empty space is clearly segregated from the relevant details. On a traditional hexmap, relevant details are more or less indistinguishable from the empty space around them.

One opportunity created by pointcrawling is to radically restrict the possible paths between two locations. Hexes by their very nature always have 6 exits, meaning that two locations any distance apart have a myriad of ways to travel between them. Pointcrawl locations can have any number of exits, meaning that different locations can have different numbers, and some exits (and thus some paths) can be secret, as in Figure 4 from Mazirian's Garden, which depicts both obvious routes and secret passages between locations. This is similar to Super Mario World's use of secret exists leading to secret paths to secret locations, as seen in Figure 5.

Fig. 4 - Zyan from Mazirian's Garden

Fig. 5 - Donut Plains from Super Mario World

Another thing that becomes possible on a pointcrawl diagram that's difficult or impossible on a hexmap (mini or otherwise) is to have two separate paths between each pair of locations corresponding to a kind of "easy-and-long versus hard-and-short" dichotomy. Each step of the way, the players can make a conscious choice to expend more resources to move safely, or to take on more risk to move quickly. There are probably ways to achieve this on a hexmap, but they're not as easy.

Pointcrawling is also fairly flexible as to scale. In addition to functioning at the scale of adventuring sites, an entire overland map can be set up as a pointcrawl, as can the interior of a dungeon. Figure 6 below is a sample dungeon from Red Tide that's drawn up as a pointcrawl rather than as a properly scaled gridmap. This flexibility of scale is something that hexcrawls can't really match. They work fine at the overland scale, and I think they work at the minicrawl scale of adventuring sites, but the abstract interior of hexes doesn't really suit the specific interior geography of dungeons, where gridmapping takes over.

Fig. 6 - Dungeon from Red Tide

Papers & Pencils offers a different method of moving between pointcrawl locations, one that rather radically alters both the map and the procedure. In a typical pointcrawl the nodes are "places" and the "paths" are more abstract connections between the places. Each path connects two (and only) nodes, and time spent on the path is fleeting (in real time, if not in game time.) What Papers & Pencils offers is an innovation he calls "flux space," which changes how characters move between locations.

Fig. 7 - Flux Space from Papers & Pencils

The first effect is on the map. Including flux space inverts the usual relationship between the nodes and paths of a pointcrawl. Flux spaces become the primary nodes, while locations of interest are reduced to points along the paths connecting flux spaces. Characters who exit a flux space can potentially travel to several other locations, while characters who exit a location can only travel to flux space. In Figure 7 above, flux spaces are the large squares, while the regular locations are represented by the small circles.

The second effect is probably a larger alteration to the style of play. It seems to me that pointcrawls that include flux space must feel very similar to hexcrawls. In a traditional pointcrawl, paths are non-spaces; traveling down a path feels like walking down the hallway in a dungeon, if it feels like anything at all. Flux spaces are spaces, though. They're abstract, like the interior of a hex, but moving through flux space to get from one location to another must feel much like passing through a room to get to another room in a dungeon, without entering the hall at all. In addition to their hex-like abstract interior geographies, flux spaces are also filled procedurally. Most locations in pointcrawls are pre-planned. Flux space turns those locations into islands and surrounds them with a sea of proc-gen, just as the planned locations on a hexmap are surrounded by hexes where unplanned content is added procedurally.



Of course, using flux space isn't the only way judges can include procedural content in their pointcrawls. I'll return to address the false equivalence I think I've set up between pointcrawls and planning and between hexcrawls and procedural generation. But first I want to address the other false equivalence I think I've set up, between pointcrawls and diagram-like maps and between hexcrawls and map-like maps.

When I post about minicrawls in part 2, I'll show some images that put the lie to the idea that hexmaps necessarily look like maps as opposed to diagrams. But it's also a mistake to think that pointcrawls can't look like maps. Consider the world of Super Mario Bros 3, shown in Figure 8 below (or the Donut Plains of Super Mario World, in Figure 5 above.) Arguably the map-ness or diagram-ness of any particular map is going to be as much about the talents and preferences of the artist as it is about whether it's for points or hexes. In practice, I think there is an affinity between pointcrawling and diagram-like maps, but I don't think that there's a necessary link between the two in principle.

Fig. 8 - World 1 from Super Mario Bros 3

In fact, I think that pointcrawling techniques have a real utility for putting predrawn maps quickly and easily into play. Think of all those predrawn maps of fantasy worlds, full of landmarks and not at all to scale. (Like the pixel-riffic map of the Nightland, shown in Figure 9 below.) Or consider something like a classic (and public domain) landmark map of Paris, shown in Figure 10 below. It would be much easier to print off a copy in grayscale, number the monuments and parks and draw lines between them, than it would be to try to superimpose a hex-grid over it.

Fig. 9 - The Nightland, source unknown

Fig. 10 - Paris Monumental et Metropolitain from Robelin

I'll go further and say that I think pointcrawling is the correct procedure for running travel within a city. Each neighborhood acts as a "point," and has "paths" to the neighborhoods that adjoin it. This is not the say that cities have to be (or even should)  be drawn looking like point diagrams, but rather - like objects in physics problems that can be approximated as point particles with the appropriate mass - that irregularly-shaped city neighborhoods can be treated as pointcrawl nodes for the purpose of character movement within and between them. Using pointcrawls to represent cities probably does a better job of matching how we think about urban travel in living cities than trying to overlay them with grids or hexes.

I hit upon this idea while thinking about pointcrawls and cities, but I don't think I'm the first to think of it. Both Last Gasp (in his city of Cörpathium, seen in Figure 11 below) and Unofficial Games (in his village of Dunnsmouth, seen in Figure 12 below) use pointcrawls to represent urban travel, with each node representing one neighborhood or one household, respectively.

Fig. 11 - Cörpathium from Last Gasp
 
Fig. 12 - Dunnsmouth from Unofficial Games

In Figures 11 and 12, Cörpathium and Dunnsmouth are depicted as traditional pointcrawl diagrams, but it's not difficult to imagine a traditional city-map of Cörpathium, looking like Paris in Figure 10 above, with the neighborhoods spreading outward from each node to meet at their borders, or Dunnsmouth with each household shown using a drawing of a house, with dirt footpaths connecting them. Torchbearer depicts its archetypal town (shown in Figure 13 below) using a logic that is also essentially that of a pointcrawl.
Fig. 13 - Town from Torchbearer

Looking at Cörpathium and Dunnsmouth also returns us to my point about filling pointcrawls with planned or procedurally generated content - because both are exemplars of how a pointcrawl can be filled procedurally. Both Last Gasp and Unofficial Games use dice-drops to first generate random positions for their nodes.

For Cörpathium, Last Gasp goes further and uses the dice-corners to determine the paths between nodes as well. He uses a list of 20 neighborhoods and landmarks; the value showing on each dice determines which location it represents (so lower numbered locations have a greater chance of appearing.) He has addition lists of possible neighborhoods that can surround landmarks. Also, the type of dice that showed a particular value sets some other random aspect of the neighborhood. (So the number 1 location, the Artist's Quarter, has a different star artist with a different masterpiece depending on whether the 1 was rolled by a d4, d6, d8, etc.) There are other procedures as well, for locating the town gates, and determining characteristics of the city as a whole.

For Dunnsmouth, Unofficial Games rolls mostly d6s. A d4 locates a magic item, a d8 locates a church, two d12s locate special buildings, and there are rules based on the dice locations for placing a pair of important NPCs and the town entrance. The value on the dice generally shows the household's relationship to the town mystery (except the d12s, where the value determines which building they represent.) He also deals a single playing card for each household, with suits determining which of four main families the house belongs to, and the card value determining the residents.

Hill Cantons also offers tables for procedurally filling locations in a ruined city, essentially lists of building types that might be found at each node. In all three cases, procedural generation of the pointcrawl seems to take the form of preparing a list of possible locations, then using randomization procedures to assign locations from the list to the pointcrawl's nodes. Two of the cases also use randomization to generate the node-map to begin with. I think it's fair to say that these procedures are well-suited to module design (where the many readers can gain the full benefit of the longer lists) and somewhat less-well suited for the lone referee, who might find herself prepping several times as many locations as even make it onto her map (let alone that her players actually visit.)

As we'll see when I write part 2 of this series, this kind of procedural generation is quite different from the proc-gen that typically goes into hexcrawls, although again, I think this is an affinity, not a necessity - there is no special reason why hexcrawls couldn't be populated this way, just as there's no special reason pointcrawls have to be filled using the random placement of pre-written content. It may be that the nodes of a pointcrawl invite us to imagine them as landmarks, while blank hexes invite us to imagine more general spaces. Or it may be that one or two exemplars have set a tone that the rest of us have continued to follow.

Aside from the possibility that we've been overly influenced by the prior artistic decisions of a few trendsetters, I think that pointcrawls probably better model the way we think about traveling between known locations, while hexcrawls and minicrawls better model the way we think about exploring unknown spaces. I wake up in the Artist's Quarter, say, and plan to pass through the Temple District on my way to grab lunch in Bathory. Or I'm a tourist, visiting the Eiffel Tower, and thinking of crossing the river to go to the Arc de Triumph. I'm not particularly thinking in terms of north-south, or in terms of distances beyond far-near. I'm thinking in terms of landmarks and the known, usually direct, routes between them. This, I think, is the source of the affinity I've mentioned for using pointcrawls to accomplish certain tasks. As we've seen though, a judge who's interested in doing so can use them for pretty much everything, and as long as that's how they're comfortable running it, pointcrawls offer a flexibility that makes it relatively simple.

Thursday, November 30, 2017

Death & Dismemberment Table for DCC

In Dungeon Crawl Classics, there are two ways to save a dying character.

First, a character who drops to 0 hit points starts bleeding out, and continues bleeding out for a number of rounds equal to their character level (so a 0th-level character bleeds out instantly, a 1st-level character bleeds out for 1 round, a 2nd-level character for 2 rounds, and so on.) If a character receives healing while they're bleeding out (either from a cleric's lay on hands ability or from the new fleeting luck mechanic) then they lose 1 Stamina and wake up with however many hit points they regained. Healing a character who's bleeding out requires another character to step outside combat to administer aid (unless fleeting luck allows characters to heal themselves, I'm not completely sure how this new mechanic works.)

Second, a character who drops to 0 hit points might get saved if their friends roll over the body. The idea of rolling over the body is that maybe the character got lucky - maybe they weren't really dead with 0 hit points, maybe they were actually just unconscious with 1 hit point. The character who seemed to be dead rolls a Luck check - if they roll less than or equal to their Luck score, they get lucky, and they're just unconscious (if they roll over their Luck score, then they're unlucky, and they're really dead.) If a character is rolled over, they lose 1 Strength, Agility, or Stamina (at random) and they get -4 to all Action Dice rolls for the next hour. Like healing, rolling over the body requires another character to administer aid. Unlike healing, there's no time limit built into the rules for rolling over the body. You can attempt to roll over the body of a character you failed to heal who just bled out before your eyes - maybe they'll get lucky and it just looks like they're dead. You can also attempt to roll over the body of a character who got left behind when everyone else ran away from the monster that seemed to kill them, or a character who got dragged away to one monster's lair while the other monsters prevented the other characters from following - as long as you eventually find the body, no matter how much time as past, you can attempt to roll them over and see if they're really alive. (As a judge, I would probably still rule that 0th-level characters who seem to die are really dead and can't be saved. And I wouldn't let the other characters find the body of a fallen comrade unless I was willing to let them try to roll over the body and save them.)

I've written a Death & Dismemberment Table for DCC. (As far as I can tell, the idea and name of a "death and dismemberment table" originally comes from Robert Fischer's "Classic D&D Injury Table" and was popularized to reach a wider audience in Trollsmyth's "Playing with Death and Dismemberment." Since then, the idea has diffused and proliferated into numerous versions and rule systems.) To roll on this Death & Dismemberment Table, a character still has to be saved from death by being healed while bleeding out or by having their body rolled over to discover they're really still alive. Healing still requires clerical magic or fleeting luck, and rolling over the body still requires a successful Luck check. However, this table replaces the automatic ability score loss that accompanies healing or rolling over. Instead of automatically losing 1 Stamina (or automatically losing 1 Strength, Agility, or Stamina) the character instead experiences random ability score loss. On average, the results of this table are equivalent to the automatic 1 point loss in the DCC core rules - but only on average, any individual roll might produce results that are worse, the same, or better than the result listed in the core rules. Also, the way I've suggested deciding what dice to roll means that low-level characters are likely to get worse results than the following the core rules, while high-level characters are likely to to experience better.



DEATH & DISMEMBERMENT TABLE

Roll on this table after a character has been saved by healing magic, fleeting luck, or rolling over the body. The dice-type for the roll is determined by the character administering the life-saving aid, and the roll is modified by the Luck score of the dying character.

Most characters are untrained in medical care, and so roll a d10. Characters with the following occupations are considered trained, and so roll a d20 - alchemist, barber, butcher, dwarven apothecarist, elven sage, halfling chicken butcher, healer, herbalist, shaman. (Judges using alternative occupation lists should determine which occupations are considered trained in medicine.) Clerics always roll d20 + CL. Unless granted a superior dice-type by their occupation, thieves roll the dice-type indicated by their "cast spell from scroll" ability. (At the judge's discretion, thieves could recieve the dice-type determined by their occupation and add their "handle poison" bonus to the roll, but this decision should be consistent across all thieves.) Wizards who have an arcane affinity for necromany use the dice-type indicated by their occupation, but they may improve it by +1d for each one spell their affinity grants them the ability to cast using a higher die. (For example, a necromancer who got result 14-15 on the arcane affinity spell rolls a d12, while a necromancer who got result 26-29 when casting arcane affinity rolls a d16. The maximum benefit of this training is to roll a d30, which would require both a trained occupation and an arcane affinity result of 16-19 or higher.)

Roll    Result
 
0 or less    Internal bleeding / cerebral hemorrhage. Your injury is much worse than it initially appeared. Outwardly you look unscathed, but your insides are shattered and pulped. Despite all efforts to save you, you bleed out and die.

1    Stroke. You blacked out, and when you came to everything was dark and quiet. You are blinded (by a cutting attack) or deafened (by a bludgeoning attack) until healed and you permanently lose 2 points of Personality (if cut) or 2 points of Intelligence (if bludgeoned).

2    Spinal injury. You heard a terrible snapping sound, and now you can't feel your body or move it except to make it twitch or spasm. You are paralyzed until healed, and you permanently lose 2 points of Stamina.

3    Shattered elbow. You landed hard, and your arm bent at an ugly, impossible angle. Your broken arm is useless until healed, and you permanently lose 2 points of Strength.

4    Mangled hand. You broke your fingers, snapped your wrist. You'll never make such precise, steady movements again. Your broken arm is useless until healed, and you permanently lose 2 points of Agility.

5    Concussion. You passed out, you threw up. Your head is spinning, your vision is blurred, you can hear people talking but you can't understand the words. You permanently lose 1 point of  Personality (if cut) or 1 point of Intelligence (if bludgeoned), and until your organ damage is healed, you cannot engage in strenuous activity (combat, running, jumping, swimming, climbing) without making a DC 10 Will save or else getting dizzy passing out.

6    Heart attack. For a moment your heart stopped and you couldn't draw breath. You vomited and shit blood. Even now it feels like your chest is being crushed in a vise. You permanently lose 1 point of Stamina, and until your organ damage is healed, you cannot engage in strenuous activity (combat, running, jumping, swimming, climbing) without making a DC 10 Fortitude save or else hyperventilating and fainting.

7    Slipped disc. Your spine twisted and your hip fell out of its socket. Your leg is numb and you can't feel your toes. You feel pins and needles when you feel anything at all. Until your broken leg is healed, your movement rate is reduced by half, and you permanently lose 1 point of Strength.

8    Shattered knee / broken ankle. You went down hard and now your leg can barely support your weight. You'll never be as nimble or as light on your feet as you were before. Until your broken leg is healed, your movement rate is reduced by half, and you permanently lose 1 point of Agility.

9    Nasty headwound. You have an ugly scar on your face now. It makes you stupid; it makes you mean. You permanently lose 1 point of Personality (from a cutting attack) or 1 point of Intelligence (from a bludgeoning attack.)

10    Broken ribs. Your chest made horrible cracking sounds as you slammed into the ground. You'll never draw a full breath again. You permanently lose 1 point of Stamina.

11    Dislocated shoulder. Your arm was knocked from its socket. You can put it back, but it'll never bear weight like it used to. You permanently lose 1 point of Strength.

12    Sprained wrist. Your hand got bent back too far, at an angle it was never meant to turn. It will always feel stiff and shaky after this. You permanently lose 1 point of Agility.

13    Success! You are revived without permanent injury.

14    Success! You are revived without permanent injury.

15    Success! You are revived without permanent injury.

16    Success! You are revived without permanent injury.

17    Superior healing! You moved faster than you've ever moved before trying to dodge that last blow. You failed then, but you won't fail again. Permanently gain 1 point of Agility.

18    Superior healing! You never saw such perfection in the techniques of violence until you saw the blow that almost killed you. Now that you've seen it, you'll fight more perfectly too. Permanently gain 1 point of Strength.

19    Superior healing! All your life you've had a crick in your spine; your bones clicked when arched your back, flexed your hips, turned your wrist, stretched your jaw. Somehow that last blow knocked everything into place, suddenly everything just fits and nothing is out of place. Permanently gain 1 point of Stamina.

20    Superior healing! You used to be callow and naive. Nearly dying has changed all that. You have perspective now. Permanently gain 1 point of Intelligence or 1 point of Personality (your choice).

21 or more    Divine intervention / patron bond. Your recovery is nothing short of supernatural. Some powerful being had a hand in keeping you alive. It might have been your cleric's deity, your wizard's patron, or another supernatural entity trying to recruit you. You recover all hit points and permanently gain 2 points of Luck. In addition, roll 2d4 + 10; you gain that result in Divine Aid or from the appropriate Invoke Patron spell. You can gain this Aid or Invocation at once, or later at a time of your choosing. The entity owns you now; it saved your life, and you owe it a favor in return.