Showing posts with label procedural generation. Show all posts
Showing posts with label procedural generation. Show all posts

Thursday, October 15, 2020

Let's Read Barbarian Prince - part 3, Character, Followers, Encounters, and Combat

In part 1 of my review of the game Barbarian Prince, I looked at the map and the rules layout. In part 2, I looked at the main actions that the player can take. In this current part, I plan to look at who the player character - Cal Arath, the eponymous barbarian prince - at the various NPC followers and allies you collect, and at the rules encounters and combat. This will probably be the last part of my read-through. Next I'll write a play-along as experience the game in action, and then I'll suggest ways to change - and perhaps improve! - the rules if you wanted to write your own solo adventure game that somewhat resembled this one.
 
After my last post about this, I happened to find Hex Junkie's sandbox setting using the Barbarian Prince map by searching on the OSR Discord server. 
 
I've mentioned that I kept hearing rumors about a mobile phone app version of the game. Travis Miller pointed me toward Paul's Gameblog, where there's a link to one such app for Android devices, called Road of Kings. I should note that I haven't tried downloading the app, and I can't verify if it still works.

Also, Kitchen Wolf shared a link to issue 47 of the magazine Space Gamer, where there's both a contemporaneous review of the game, and an interview with designer Arnold Hendrick about the design decisions he made while writing Barbarian Prince. For example, it seems that he was thinking about computer programming when writing the rules - and it was his intent for this format to make playing the game easier. The idea, apparently, is that you wouldn't have to memorize all the rules, because the reference codes would point you to them at the appropriate time, and because numbering the reference codes would mean you'd know exactly where to go look. Political maneuvering by seeking audiences at the temples and castles is intended to be the primary way to win the game. And something that I found baffling during my initial read (the multiple versions of surprise embedded in the combat rules) are intended to prevent the game from being overly predictable. It's a worthwhile read for anyone who's following along with this series of posts.
 
 
Barbarian Prince cover art by Frank Cirocco, copyright Reaper Miniatures
 
Player Character - In the game of Barbarian Prince, you play the character of Cal Arath, the crown prince and rightful ruler of the Northlands. Unfortunately, a usurper has killed your farther and taken your throne. You've been exiled to a foreign country to the south. You have 70 days to acquire 500 gold pieces to finance an army, or otherwise reassert your rule over the Northlands. Otherwise, the usurper will solidify his claim on the throne, and your quest will be lost.

Cal Arath is basically unmatched as a human physical specimen, although some monsters are stronger and more deadly. You have Combat Skill 8, Endurance 9, a named sword "Bonebiter" that doesn't count against your Carrying Capacity, and between 0 and 2 starting gold coins.

As a quick reminder, every character in this game has an initial Carrying Capacity of 10. It goes down by half each day you don't eat, falling to 5, 2, 1, then 0. One unit of Carrying Capacity can hold one meal, 100 gold coins, or an object you find as treasure.

You also have an attribute called Wits & Wiles, which is akin to the Skill rating in Troika, it's basically how good you are at all non-combat tasks. It's determined randomly at the start of the game, and so ranges from 1 to 6. (I've seen complaints that getting stuck with Skill 4 in Troika is punishingly bad - I can only imagine what Wits & Whiles 1 is like!) Notably, the non-combat tasks where your Wits & Wiles score matters include virtually all social interactions. One subset of my ideas for modifying the game are devoted to ways to make the growth of your Wits & Wiles rating either an in-game achievement or a reward for replaying, rather than simply randomizing it every time.
 
 
Barbarian Prince's treasure rules, copyright Reaper Miniatures
 
Followers and Allies - My biggest surprise when I started reading Barbarian Prince was the abundance of NPCs. It's a single player game, but not a single character game. You'll always control Cal Arath, but he won't always be alone. You can hire followers in town, and recruit allies as you encounter them on the road. There's a special type of follower called a Guide who can help with hunting and navigation, and I've noticed that among your potential allies, Priests and Magicians are often relevant. Depending on how you play, you might have a small adventuring party, a large company, or a veritable warband accompanying you.

Which I guess also goes to a larger point about how this game surprised me, because for that people talk up the game's sword & sorcery credentials, this isn't really a game of individual heroism as much as it is a game of politics and leadership. You might be a barbarian, but more importantly, you're a prince, a leader of men, and you'll probably win by acting like a prince and engaging in diplomacy, finding a foreign leader to form an alliance with or bankroll your mission. Remember, that 500 gold you're seeking isn't for you, it's to pay for an army to stage a counter-coup. That countryside you're exploring isn't wilderness, it's a country, somebody else's country, and it's plenty well explored already as far as the locals are concerned.

Even Cal Arath's barbarian-ness is situational. I think the gameplays up the idea that the Northlands must be a harsh land full of rough and rugged peoples to make it seem like you're Conan wandering around the Shire. The farmed areas at least are full of elves, dwarves, halflings, and yokel sheriffs eager to organize a torches-and-pitchforks brigade to round you up for hunting livestock like they're wild game - but there's a caveat that Cal Arath is only living off the land because he's fallen on hard times. He knows how to fight and hunt because that's what princes do. In his own country, he probably isn't stealing a lot of pies off of windowsills, or poaching on other peoples' land, and you have to think that if he happened upon a tower full of orcs on his own frontier, he'd come back later with an army rather than being forced to stage a daring commando raid with whatever handful peasants happened to be on-hand at the moment. He isn't sleeping rough, wading through swamps, and fighting off crypt-guarding skeletons because he's a foreigner, he's doing it because he's homeless, penniless, in exile, and desperate to raise a king's ransom quickly enough that he won't be forced to remain that way.

The point is, I was originally expecting something akin to a boardgame version of the original Legend of Zelda, and this isn't that at all.

Anyway, the NPCs you meet also have Combat Ability and Endurance scores. They also all have "wealth codes" to determine how much treasure they own, but in my reading of the rules, you can only take possession of an NPC's treasure if they die. I think this means you get their treasure if they're killed in combat. I also think it means you can't force your followers to spend their own money on food - they'll either choose to stay with you while going hungry, or run off to go buy a meal, but apparently they'll be damned if they're going to pay out of their own pockets while you, the boss, are supposed to be covering their per diems.

Your ranks of followers can grow as you meet more people. There's also a couple ways they can shrink. First of all, you can dismiss any follower at any time for any reason (with the exception of your True Love, if you have one - there will be no divorce!) Hirelings with an agreed-upon wage will also defect if you can't or won't pay their daily wages.

Next, if you don't have enough food to feed your entire entourage, you risk them defecting from your group. I interpret that to mean that if can't feed everyone, you either have the choice to dismiss followers until you can feed everyone who's left, or you can share the available food equally, but then each follower gets to decide individually whether or not to defect. Depending on your Wits & Wiles score, you might actually lose more people by trying to keep everyone.

And finally, you might choose to leave some of your followers behind when you're making an escape. If you're running away from an enemy that's chasing you, you're much more likely to escape if everyone in your party is on horseback or, better still, flying. Which they can be, if you're willing to abandon everyone who used to be a member of your party who's not on horseback!

I suspect that the primary benefit of having a large party is the advantage they grant you in combat. I'll discuss combat more below, but what's important here is that every NPC and monster behaves the same way as Cal Arath. Each character can attack one opponent, so if your followers outnumber the enemy, you can gang up on specific targets while limiting losses on your own side.

Barbarian Prince doesn't come with any kind of character sheets, or party record sheets, or anything like that. If you start acquiring a lot of followers, or if the composition of your party keeps changing because you continue to add and dismiss people, I would imagine that it can get a little messy tracking the whole group on scratch paper. I don't know if this is actually a problem, per say, but it does seem like an area where improvement is possible. This is another area where I have a few different ideas for maybe modifying the rules, or maybe even just adding props, to make things run a little smoother.
 
 
a representative encounter from Barbarian Prince, copyright Reaper Miniatures

Encounters - When traveling each day, there's a chance of having an encounter. Many of those encounters are with intelligent NPCs where you have the option to talk, evade, or fight. (There are also monstrous encounters where the creature's behavior leaves you with no choice about how to approach them.)

When you encounter an NPC like this, you first choose your approach, then roll the dice. The best way to succeed is to roll well. (Although what counts as "well" can vary. Notice that for the Swordsman, rolling a 1 means you surprise your opponent if fighting ... or that you can only escape if you have horses. Rolling a 6 means they'll let you pass unbothered if you choose to evade ... or that they get the drop on you in a fight.)

Each type of intelligent NPC has their own combination of results, so each poses their own kind of risk. It's worth noting that many of the options to talk or evade can turn into combat if things don't go your way - such as if you don't have horses, or can't pay the 10 gold coin bribe the swordsman sometimes demands. In that case, you default to a generic table of random combat results; against some adversaries the generic table is probably more favorable than their specific fight options, against others I'm sure it's worse. The "converse" result from R341 is itself kind of a generic table of talking results, ranging from them trying to kill you instantly to them offering to join up with your party for free.

The unique combination of outcomes for each NPC means a couple of things. First, it means that some NPCs might be straight up "easier" or "harder" than others. Some people you encounter might be, across the board, easier both talk to, evade, and fight than others. It also means that for some NPCs, you'll do better by talking to them, others by fighting, others by trying to sneak or run away. 

I haven't cross-referenced all the NPC tables to be sure, but my initial impression is that if a given NPC would likely be an ally in Lord of the Rings, you're probably wise to talk to them, and if they seem "scary" or dangerous, you're probably wise to evade. This seems like a nice design touch, because it means that knowledge of common genre tropes can substitute for system mastery. That is, when playing the game, ideally you won't be forced to either memorize the probabilities of all the outcomes of all the NPCs or just guess blindly about the best course of action. You'll be able to make informed choices by drawing on what you know about fantasy literature. 

It's also worth noting that most fight options create a possibility of a particular combat situation, rather than a guarantee. A result that says "surprise" for example, probably means you have the possibility of surprising your enemy, but only one of the four possible "surprise" results actually guarantees it - the others all ask you to roll the dice to find out. One of the two "attack" results offers the chance that your enemy will win the initiative, just as one of the two "attacked" results gives you the chance to strike first. In general, you'll do better on these rolls if you have a higher Wits & Wiles score. (Which means, I guess, that it's both Skill and Initiative.)

When I was first looking through rules, I was kind of shocked that a game that takes so many pains to save space and avoid repeating text had FOUR different versions of Cal Arath surprising his enemies. (I'm still surprised, honestly, that the reminder text about evading your enemies by flying away is reprinted on EVERY enemy entry, although it sure does make me want to find a flying horse when I play.) One version guarantees surprise, on grants you surprise if you roll under your Wits & Wiles score, one grants you surprise if you roll equal to or under your Wits & Wiles score, and one grants you surprise if you roll the dice and currently have fewer party members than that. Reading the interview with the designer kind of changed my mind, as did remembering that the game uses a d6, not a d20. In a d20 game, the 5% probability difference wouldn't be worth the extra text - and the risk of confusion from not having a consistent way of reading the dice might make the extra rule worse than worthless - but in Barbarian Prince, those two rules have a 17% difference in the chance of granting you surprise. I think you could still argue that that's still not a big enough difference to justify the additional rule, but it's not as bad as I originally thought.
 
 
illustration by Cynthia Sims Millan, copyright Reaper Miniatures
 
Barbarian Prince combat table, copyright Reaper Miniatures
 
Combat - Combat here is somewhat similar to D&D. Each round, all the characters on one side attack, then all the surviving characters on the other side hit back. If one side has surprise, they get one round without reprisal, and they get to go first in the subsequent rounds. Otherwise, who goes first is determined by the specific "fight" rule governing the combat. In general, you must match Cal Arath and his allies up one-on-one with the enemy, although if either side outnumbers the other, you get to decide how to distribute the extra characters, and each character only gets attack one opponent per round.

To attack, roll 2d6, add the attacker's Combat Skill, subtract the defender's Combat Skill, apply any situational modifiers, and then consult the Combat Table. Rolling higher is better here. This is seriously one of the worst written and most needlessly confusing rules in the entire game. First there's the issue of how it's actually written. Compare what I just said about the attacker and defender, and compare it to this from R220c: "To resolve a strike, take the combat skill of the striker, and subtract from it the combat skill of the target character." Mind you, that's subtract from it, not subtract it from, which has the opposite meaning.

Then there's the issue of the combat table itself. It's ... I mean just look at it. The basic logic is this - if you roll low, you will probably miss and deal no Wounds; if you roll high, you will probably hit and deal two or more Wounds. But beyond that general tendency, there's no logic to it, it's just a mess. 10 and 12 both deal two Wounds, but 11 only deals one? 16 and 18 deal five, but 17 only deals two? Why does -1 hit anything? Why does 15 miss entirely? Why does 14, and only 14, deal three Wounds? (With Cal Arath having Combat Ability 8, and with the most common roll of 2d6 being 7, this would almost be cool if there was a common enemy with Combat Ability 1 and Endurance 3 ... but there is no such enemy.)

I genuinely don't know why it's written like this. My only guess is that it must have been to ensure that you could never know the outcome of combat just by looking at the dice, you'd always have to do the math and then check the table. A low roll is probably a miss, a high roll probably a hit, but you can't know for sure without looking. A friend of mine has a theory that there are fewer car crashes in England than in the US because the roads there are so winding, narrow, and filled with roundabouts that you have to pay complete attention every second or you'll get in a wreck right away ... so you do. Maybe these rules are like that? They're so situational and specific that you know you have to check the table every time? As you might imagine, I also have some thoughts about how to modify the rules for combat.

There are a couple situational modifiers. If the attacker has any Wounds, they get -1. If the attacker has Wounds equal to half their Endurance, they get an additional -1 (so a total modifier of -2, although it's not written out like that.) There's no bonus for the defender having Wounds, but if the defender has Wounds equal to half their Endurance, the attacker gets +2. This would be easier, I think, if it were truly symmetric, and if you only kept the penalties and bonuses for when a fighter is "bloodied."

You can try to run away from combat. Unlike using the "evade" option before a fight starts, you have to take your entire party with you. To make an escape attempt, your entire party gives up their attacks, and you roll 1d6, hoping to get a 4 or higher. If the attempt fails, I believe you've still lost your attack for that round.

You can also try to make your enemies run away. Each time you kill an enemy NPC in combat, you have the option to roll 1d6, and on a 6, the surviving enemies will all run away. This is totally optional, so I guess if you think you can win the fight, you might not want to scare them off, since they'll take all their money with them. On the other hand, if you're outnumbered and might lose, frightening the rest with a bit of yelling and woad could really save the day. Enemies with Combat Ability 9 or Endurance 9 will never run away.

In Barbarian Prince, your Endurance score never changes, but you do gain wounds from combat, and heal them by spending time resting. If a character has one less Wound than their Endurance (what we'd call hp 1 in D&D), then they fall unconscious and become helpless. If an NPC falls unconscious, you get to decide what to do. If Cal Arath gets knocked out, roll 1d6. On a roll of 1-3, your followers all desert you and steal all of stuff as they go. On roll of 4-6, they'll stay with you, either making camp while you heal, or carrying you somewhere else if you want (although it takes up 20 Carrying Capacity just to haul you, to say nothing of your possessions, so moving won't always be feasible.) 

Presumably this means you can choose to just knock out your enemies instead of killing them, although the rules are not explicit on this point. I think if I were making changes, I'd make unconsciousness something that only happens to the prince.

If a character has Wounds equal to their Endurance (what we'd call hp 0 in D&D), then they're dead. If an NPC dies, whether they're your enemy or ally, you get to desecrate their grave inherit their belongings. (Despite being an outlander, you're everybody's next of kin!) If Cal Arath dies, the game's over and you lose. 
 
The daily actions provide a framework for exploring the south lands. The most common kind of random event that happens while you're exploring is an encounter with an intelligent south-lander, and the most complex outcome of an encounter is combat. If you understand those three sets of rules, then you understand enough to start playing. Next time, I'll play through a couple times, once trying to act like a barbarian, and again, trying to act like a prince. Then I think I'll be ready to offer some ideas for modifying the rules to make your own game of solo exploration.

Tuesday, September 15, 2020

Let's Read Barbarian Prince - part 2 Main Menu

In part 1 of my Barbarian Prince review, I looked at the map and the overall presentation of information within the rulebooks. This time I want to look at what I'm calling the game's "main menu" - r203, the list of daily actions.

The first part of my review inspired a few people to give Barbarian Prince a try (or to speak up about how they'd enjoyed it in the past!) Throne of Salt has a really thorough (and almost successful) play through, along with his thoughts about how to improve the game. Dire Grizzly Bear has a more narrative write-up of his play through. Alex Schroeder and Rended Press also spoke up with their positive feelings about of the game.

From those four, and a few other people who comments on the OSR Discord, I learned that Save vs Total Party Kill has a copy of the Barbarian Prince hex map that's been partially keyed as a community project. The Boardgame Geek page for Barbarian Prince hosts a number of new layouts for various parts of the game rules. BGG also has a page for a game called Barbarian Vince that seems to be inspired by Barbarian Prince, and plays using a special set of cards, which are available to print and play.

(Regarding these files - as I understand Reaper Miniatures' distribution agreement for Dwarfstar Games, it's okay for anyone to post a digital copy of the games, as long as those copies are free, and a copy of the distribution agreement is displayed prominently. So that would seem to permit both sharing the original files and sharing new versions with more modern layouts, as long as all the terms of the agreement are honored.)


Barbarian Prince's "main menu", copyright Reaper Miniatures

If Barbarian Prince was a video game, this would be the main screen you'd return to at the start of each day. If someone released a reprinted, boxed-set version, this would be printed on a separate sheet of cardstock that you could set out next to the map to consult every turn. This is the player's summary of the game - everything you can do unless some special event grants you a special action.

Time in Barbarian Prince is measured in days. Every day, you can take one action of your choice, then deal with the necessities of survival, and then the day ends. Each action you take leads you to a separate "sub-menu" of different possible outcomes. Let's start by looking at the actions, and then at the rules for survival.


Traveling - Each day, you can attempt to travel one hex in any direction on the map. If you have a horse, you can travel 1-2 hexes, and if you have a winged horse, you can travel 1-3. (Note that you need enough horses for your entire party to benefit from riding, and enough winged horses to benefit from flying. Also note that even  if you attempt to travel 2 hexes in one day, events may force you to stop after only 1.)

Your goal in Barbarian Prince (which I'll talk more about next time) is to find money. In pursuit of that goal, you'll spend most turns traveling. When you travel, there are four possible outcomes. First you enter the new map hex without incident. Second, you get lost and remain in your current hex. Third, you enter the new hex and have an encounter. And finally, you could get lost and have an encounter! (Even if you have horses, you might get lost and remain in your original hex, or you might travel the first hex successfully but get lost before you make it to the second. And even if you have horses, if you have an encounter in the first hex, that will usually stop you from traveling to a second hex the same day.)

Your chance of getting lost depends on the terrain type of your starting hex. You roll 2d6, and try to roll low. You have only a 3% chance to get lost while flying, and you're still likely to find your way successfully when traveling through farmland (17%) or open countryside (28%). After that, things get tricky. You have a 42% chance of getting lost in a forest, hillside, or while crossing a river, and you're more likely to get lost than not in the mountains (58%), deserts (72%), and swamps (83%). When moving through those terrains, you'll probably spend several days lost and trying to find your way into the next hex. Traveling along a road or taking a raft on a river eliminates the chance of getting lost.

The chance for an encounter depends on the terrain of your destination hex. Even if you get lost, you still use the encounter table for the hex you tried to enter. No, this doesn't really make sense, and no, I don't know why the rules insist on it so strongly. If you're traveling on a road, crossing over or rafting down a river, or if you're flying, there are special encounter tables that override the underlying terrain. The chance of an encounter happening are more consistent across terrain types. They're most common when you move into farmland (42%), less so on the road or in forests, mountains, or open countryside (28%), and they're relatively rare when you're on a hillside, in a desert or swamp, when you're crossing or rafting a river, or when you're flying (17%).

In addition to the chance of an encounter, or what the game calls a "travel event", the terrain type also determines what type of encounter you might have. There's essentially a d66 table for each terrain type, although crossing a river and rafting on the river have different tables, and the rafting encounter table is set up as 2d6 instead. The rules for Barbarian Prince are divided into two books, one for rules and one for events, and the entire event booklet is filled with the possible outcomes of these encounters while traveling. (And the possible outcomes of outcomes - many events will send you forward to a new event that can't be encountered directly. For example, 8 of the 36 possible farmland encounters are to come across a farmstead. That event listing, e009, then asks you to roll 2d6 to determine which of seven possible farmsteads you've discovered. This is part of what I mean when I say this has the feel of the "sub-menu" system in an early 1980s era video game.)

Since most of the map is ordinary terrain, a very large part of the game is traveling using the travel action. Random encounters while traveling are also the only encounters you'll have while moving across the map. Most hexcrawls in D&D are written up just like dungeons, with a division between the landmarks that are keyed to specific locations and the encounters that show up at random. Even the Judge's Guild rules for procedurally generated hexcrawls draw a distinction between "features" which are physical objects that remain permanently located in the hex, and "encounters" which are meetings with monsters or other explorers.

Barbarian Prince doesn't really make this distinction. There are castles, ruins, temples, and villages located in a few of its hexes - but while you can choose to interact with those sites, simply entering the same map hex as one doesn't trigger any kind of automatic event. You still default to the local table defined by the local terrain. And the "travel events" themselves are a mix of discovering locations and encountering people, with no obvious split like we see in D&D. One kind of cool thing is that it's possible to discover hidden ruins, hidden towns, and hidden temples while traveling, adding brand new locations to the map.


Resting - Your other main option in most hexes is to spend the day resting. There are two possible benefits to resting. First, each day that you rest, every character in your party gets to heal 1 wound. Your character, the eponymous barbarian prince, starts the game with 9 Endurance, meaning you can suffer up to 9 unhealed wounds before you die. The followers and allies who might join your adventuring party are universally weaker than that. (Pushed onto a new page, where you could easily miss it, is a note that poisoned wounds never heal from resting.) You can rest as many days in a row as you want, healing 1 wound each day, but various forms of time pressure that the game piles onto you turns the slow pace of healing into another source of tension.

The second benefit to resting is that you can send your entire adventuring party out hunting. On traveling days, only you, and perhaps a single guide, can go out on an evening hunt. I'll talk more about the rules for food later in this post, and more about the rules for hunting and starvation next time, but the important thing to know for now is that more hunters likely capture more food.

Each day you choose to rest, you still have to check for random encounters, just like if you were traveling. Having an encounter doesn't necessarily eliminate the benefit of resting, but notably, you can only heal wounds on a day when your party did not participate in combat. You can still organize a large scale hunt, though, even if you were in a fight earlier in the day. I'm a little curious to see this in play, because it seems like it would be weird to encounter a stationary location when you've spent the day resting. (For example, it'd be weird to keep running into different farmsteads with different owners on the same hex of farmland over the course of several days when you're ostensibly not moving around. I'm not sure there's a good way to implement it in this game, but something like Blog of Holding's generic encounter table would be nice here - roll d6 when you're camping and d12 when you're on the move.)


Searching for Treasure - This action isn't actually possible most of the time. You can't, for example, just enter a map hex by traveling one day and then search it for treasure the next. Your goal in Barbarian Prince is to accumulate a fortune in gold, but you do that by talking to the native inhabitants of this land where you're a foreigner, not by wandering around digging up the countryside with a shovel.

There are only two occasions when you're allowed to search. The first is when you yourself left behind a cache of gold and loot, which you might do because of encumbrance, which I'll talk about later. The other time you can search for treasure is when you've previously learned a secret that tells you there's definitely a treasure in this map hex. You learn those secrets by going into the various castles, towns, and temples on the map and gathering information. If there is a cache or buried treasure, you have a 4-in-6 chance to find it on the first try. If you roll a 5 you can't find the treasure but you can search again; on a 6 you can't find the treasure because someone else already took it.

When you find a cache, you just get back whatever you left behind before. When you find a treasure though, you get to roll 2d6, about half the results will send you directly to one of the entries in the treasure "sub-menu" within the events book, and about half will send you to a "sub-menu" of various tombs. Some of the tombs are haunted by some sort of undead guardian, and also offer a reward of gold or items after the guardian is defeated. Other tombs are the site of an immovable magic item like an altar or a magic gateway.


Exploring Ruins - Aside from the various settlements that show up on the map (castles, villages, and temples), the map also has ruins. Unlike when you're searching for treasure, there's no need to check first to see if you find anything. The other difference is in the result of the 2d6 roll. The "ruins" sub-menu is different from the "tombs" sub-menu, and in general, it's much more dangerous. The tombs might have a treasure, but they might also be empty, cursed, trapped, or guarded by a monster (and unlike in the tombs, there's no extra reward for getting past the monster). There's also a chance that the ruin contains a magic altar or gateway just like some of the tombs do.

All of the tombs and ruins in Barbarian Prince are strictly one-room affairs. Each one is essentially just a single random encounter. It would be kind of cool if there was a possibility of exploring a larger complex, for the ruins especially. I can think of three possible reasons why it's not like that. The first is that writing enough ruin locations to make underground exploration possible would have required a lot of text, and this was a sacrifice to keep the game terse. The second potential reason is that the game wants to maintain a fairly strict equation of "one encounter = one day", and multi-room ruin complexes would violate that 1-to-1 correspondence. The final possibility is the stylistic choice to limit the "depth" of wilderness locations in order to reinforce the importance of returning to a settlement to gather more information. The best way to find treasure isn't to spend more time among the dead, it's to go someplace where people live and interact with them.


Seeking News & Rumors - Traveling and resting are the only actions you can take in absolutely every map hex, but there are several actions you can take in hexes that contain settlements. The first of these is seeking out news and rumors. There are a number of possibilities, most of them positive. You roll 2d6 and add a bonus if you spent some cash. Weirdly, although higher numbers are generally better than lower, not every result is better than the one below it, so you might regret spending money that pushes you into harms way.

You might find a discount on food an lodgings, you could happen upon a caravan or a friendly magician, you might have the chance to rob the local thieves' guild or join them on a heist, you might get along well with the locals or get in good with the nearest temple (both of which give you bonuses on actions there), or you might learn a genuine secret. The possible secrets are a way to sell drugs to the priests in the temples (another bonus!), blackmail information about the lords of the three castles of the region, or the location of a buried treasure.

The possible negative outcomes are getting robbed by those darn local thieves, and attracting the attention of the local police. The lowest outcome on the table is learning nothing. Racking up bonuses on your roll might ironically be the thing that gets you robbed or arrested. Despite that possibility, there's clearly a multi-day minigame here (and even moreso when seeking an audience) of trying to accumulate enough bonuses to get the best result before moving on.


Seeking an Audience - In an otherwise extremely economical ruleset, seeking an audience really stands out for its variety. There's one table for trying to meet the mayor of a village, one for trying to meet the head priest of a temple, and three tables for trying to meet the lord of a castle, one each for the three castles on the map. The best possible outcome on each of these tables is to succeed in actually getting your meeting.

Seeking an audience is kind of risky. The local leader might sic the cops on you. You're also pretty likely to have some bureaucratic intermediary interpose themselves between you and the leader, in which case you'll need to pay a bribe, or likely suffer the consequences. If you actually do get your audience, you'll have about a 50% chance of something good happening. The "something good" in question is probably money, and in large enough amounts to actually give you a chance at winning the game. But you're equally likely to be thrown out or have them release the metaphorical hounds against you. Having blackmail info helps, but doesn't guarantee success.

(Also, it's worth pointing out, Count Drogat is clearly just Dracula. Anyone making up their own custom encounters for a game like this could easily lean into that and make it more explicit. Maybe replace Baron Huldra with Frankenstein's Monster, maybe add the Wolfman and the Creature from the Black Lagoon to the wandering encounters. Of course, that's only one possible way to adjust the flavor of the setting without really tinkering with the underlying rules.)


Hiring Followers - Like seeking rumors and seeking an audience, this is another 2d6 table. This one is somewhat skewed toward better results at low numbers, but unlike the other two, there aren't any really bad outcomes here. There is still one outcome where you don't get a hireling but do get a bonus (a -1 bonus, in this case) that makes your future rolls here better.

The results include hirelings with various Combat Ability and Endurance stats, available at prices that reflect their relative merit, a couple of horse dealers willing to sell you mounts, and a few chances to pick up hangers-on without needing to hire them. (The fact that you accumulate an adventuring party was definitely the biggest surprise about the game to me, and I'll talk about how it works another time.)

For whatever reason, you can hire followers in villages and at castles, but not at temples. Barbarian Prince kind of has a lot of exceptions like that, things that violate an otherwise general rule. They maybe make a little bit of narrative sense, but the cumulative effect is to make the rules more complex and harder to remember. I feel like ideally there would more general rules with fewer exceptions, and special or exceptional information would be confined to encounters and events.


Making Offerings - Spend money to pray at a temple, and only a temple. This is another minigame where you're hoping to build up some bonuses via several days of praying in order to achieve a good outcome. Good outcomes involve learning a secret (including the location of a treasure), having someone from the temple join your adventuring party, or having a god bestow an artifact on you that wins you the game if you can carry it to the correct part of the map. There are only a few bad outcomes, although those include being arrested for blasphemy, every day of prayer costs you more money. Again, it kind of makes sense that you can only spend money on offerings at temples, but it's still a little frustrating that no religious services are available in villages or castles.

Actually, I guess what I really think is that either all three types of locations should be more similar, or they should be more different. Making them more similar would be having the same basic actions available at each kind of site - though perhaps with different tables of possible outcomes depending on where you perform your task. Making them more different would mean that each kind of location had unique actions that can be performed only there. Right now, Barbarian Prince has an awkward mix of these two options, and I think it would be better if it committed one way or the other.

In the Firefly boardgame, some planets have markets, and some have patrons. Each market and each patron has a unique deck of cards associated with it, but they all work basically the same way. You go to the planet, look through the cards that have been dealt, and then take what you want. At a market, that means buying equipment or hiring a crew member. With a patron, that means accepting a job offer. But the variety comes from the contents of the cards in each deck; the actions "go shopping" or "look for work" are essentially universal. In Shadows of Brimstone, each day in town, you pick a particular location to visit. Each location has its own unique goods and services. You can buy weapons one place, receive medical care at another, get blessed at a third. There's little to no overlap, so the choice to go to the market versus the shrine is a meaningful one.

A final point of frustration about settlements comes from what happens when you rest there. When you travel, rest, or search for treasure in the wilderness, you have a chance of a random "travel event" each day. When you search ruins, seek information, seek an audience, hire followers, or make offerings, the "events" are whatever happens as the result of you rolling on the relevant tables. When you rest in a castle, temple, or village though, you'll have a chance of a "travel event", but it'll be determined by the terrain type the settlement is built on, not by the type of settlement, or even by the face that you're in a settlement instead of the wilderness. In a game where there are different encounter tables depending on whether you're rafting a river or just crossing it, this feels like a major omission. Having either a single "settlement" encounter table, or different ones for each of the three major types, would also help increase the unique feel of these places.


illustration by Cynthia Sims Millan, copyright Reaper Miniatures

So, every day, you take one action of your choice, then you deal with the necessities of survival. Survival in Barbarian Prince means food to eat and shelter to sleep in. If you don't have already have food by the end of your action, you are (fortunately) allowed to gather food before the end of the day. You could imagine an even more hardcore survival game where gathering food was an action unto itself, and took up entire days. Although I suppose if your hunting needs are severe enough that you need to rest in order to allow your entire adventuring party to join in the hunt, then Barbarian Prince already is that hard.

Gathering and Eating Food - Food in Barbarian Prince is awkwardly denominated into "units" instead of, you know, "rations" or "meals". Every character needs to eat one meal per day, or two in the desert. Horses need to eat two meals per day, or four in the desert, but they only need to eat meals at all if they're unable to forage. In farmland, open countryside, in forests, and on hillsides horses are self-feeding. Your animals also can't forage in a settlement, so you'll have to either provide food or pay for their feed.

If you're not already carrying enough food to eat your evening meal, you can go hunting. The hunting rules are terrible, and they're written confusingly. It's difficult to emphasize just how bad they are. You add your Combat Ability and half your Endurance (minus wounds, rounded down). Unhelpfully, this number is never given a name, but we can think of it as your Hunting Ability. Roll a couple dice so that you can subtract Hunting Ability minus 2d6, and that's how many meals you get. The way this is written in the original rules really makes it sound like subtract the other way, which would mean stronger characters hunt worse.

With a starting Combat Ability of 8 and starting Endurance 9, your character's starting Hunting Ability is 12, although obviously this will get reduced as you get wounded. If you have a guide, you can take them with you for a bonus, and if you rested, you can bring the entire adventuring party along, with extra bonuses if you have additional guides. Also if your 2d6 roll was a 12, you get injured on the hunt, take 1d6 wounds, and you might die.

If you go hunting in on farmland, there's a 2-in-6 chance that someone comes after you with torches and pitchforks, presumably because they're sick of foreigners showing up and bragging about the time they slew a Holstein Deer. Hunting in the same map hex as a settlement is impossible, so you'll either have to buy food (1 gold = 1 meal) or go hungry. Oh, and for some reason you can't buy food the first night you arrive in the settlement, only after you've started the day there. Just another charming exception hidden in the rules.

The rules for going hungry are also a little bit terrible, but mostly they're just punishingly hard. If you go without a meal, your Carrying Capacity drops by half and your Combat ability drops by 1. As the rules note, you can't actually die of starvation, because it doesn't affect your Endurance, you just become useless due to hunger. Your Carrying Capacity starts at 10, so after four days without food, you can't carry anything at all. If you have any followers or allies, they're likely to desert your party if they go even a single day without food. Horses won't desert, but they actually will die if you let their Carrying Capacity drop to 0. (Horses start with a Carrying Capacity of 30, and a human character carrying nothing weighs 20. This means that after a single night without food, the horses are too weak for anyone to ride them. If a horse goes five days without food, it'll die. There are no rules for eating your horses.)

After going hungry, eating a meal the next day removes one day's worth of hunger effects. If your fortunes have changed dramatically enough, you can eat double rations to remove two day's worth of hunger effects at a time, though no more than that. If you have any food at all, you can't selectively withhold food from some party members and not others, yourself included. You can choose to have everyone go without, or you can use up all your remaining food to "share" - which means that no one goes hungry, but they do still have to check morale or run away. Personally, I find that rule really non-intuitive, and I would either reverse it (so that "sharing" food protects morale even though everyone goes hungry) or drop it entirely (so that if you have fewer rations than party members, either everyone goes without for a night and checks morale, or you can feed some at the cost of those who went without deserting automatically).


Camping or Lodging - Compared to the rules for food, the rules for having a place to sleep at night are blessedly simple. If you're in the wilderness, you and your adventuring party will make a camp and sleep there. This costs you nothing, and requires no special effort.

Staying in a castle, temple, or village will cost you. You pay by the "room" not by the character, so it's 1 gold per night for yourself and any priests, wizards, other fancy types, and 1 gold per night for rooms that up to 2 non-magical followers can share. (Plus 1 gold for each of your horses, in addition to the 2 gold per day per animal it costs to feed them.)

You aren't actually required to pay for lodging, and there are no ill-effects to sleeping outside, but if you do, you'll have to check the morale for each follower to see if they desert, and each animal to see if it's stolen. After the rather complex rules for what to do if there's some food but not enough for everyone, I'm surprised to see that the text is silent about what to do if there's some money for lodging, but not enough for everyone. I'm tempted to extrapolate from the rules for hunger to say that you can't choose to shelter some of your party but not others. (Since there's no other penalty for not sleeping indoors, there's no reason to imagine that you spend the last of your money packing everyone into whatever hotel rooms you can afford, knowing that some might still desert despite your efforts.) Again, if I were making my own rule, my inclination would be to say either everyone sleeps outside and everyone checks morale, or only some characters sleep outside, and the ones who are left out desert automatically. (In a sense, you could choose to gamble with everyone's happiness, or voluntarily release some members from your party in order to ensure the others stay.)

In the next part, I'll talk about who your character is, what you're doing when you're wandering around looking for money, how the game manages all the followers it wants you to accumulate, and the terrible, terrible combat system. That will probably conclude my read-through, but I'll also write-up at least one play-through as well. At the end, I'll share my thoughts on modifying the rules and/or content of Barbarian Prince to make your own solo adventure.

Thursday, September 3, 2020

Let's Read Barbarian Prince - part 1 Map and Layout

I recently read a really glowing review of the boardgame Barbarian Prince that got me curious about the game - both what it's like to play it, and also at a more basic level, how it works.

You may have noticed I have an interest in using procedural instructions to generate a game experience, and learning from other games that use instructions, like the roguelike genre of computer games, and the Choose Your Own Adventure series of game books.

So consider my interest in Barbarian Prince to be part of a broader interest in how to use game rules to create a certain kind of experience, either in the absence of a gamemaster, or with a gamemaster who's more like an interpretive guide than someone actually directing the action of the game.

Fortunately, since 2003, the Reaper Miniatures company made six games originally published by Dwarfstar Games available as free downloads, including Barbarian Prince, so it's very easy for us to experience, despite the game being out of print from something like 30-40 years at this point.


Barbarian Prince map by Cynthia Sims Millan, copyright Reaper Miniatures

Let's start by looking at the map. It's really gorgeous, and it's fair to say that the beautiful map is the only reason I ever heard of Barbarian Prince before reading that review.

The Dwarfstar games were a bit before my time. Same with Avalon Hill's Outdoor Survival and Magic Realm and TSR's Divine Right. But the maps are so evocative that people still post about them from time to time. Like many of you, my first knowledge of the existence of those games was seeing one of their maps online.

The first Dwarfstar game I ever saw was actually Demonlord. I learned about it, roughly at the same time, from People Them With Monsters (where it was being used as the map for his Outland campaign) and from Dungeon Skull Mountain (where it was being used for his Demon Verge campaign). Following the link to learn about Demonlord first introduced me to Barbarian Prince, although at the time, the map was the only part of the game I was interested in.

In thumbnail, the thing I notice most about the map are the colors, the soft lovely shades of green and purple that help distinguish the terrain types. If you look at the enlarged version though, there are details I didn't initially see. The cross-hatched fields of the farmland, the numerous towns, temples, castles, and ruins. This isn't, as I thought at first glance, particularly a wilderness map, like in Outdoor Survival, it's a map of a settled and interconnected region.

The dimensions of the map are unusual, 23 hexes down by 20 across. Its scale reminds me of Save vs Total Party Kill's repository of crowd-sourced hex maps, but the most common size there is 20 by 20. Outdoor Survival has a big map made of 6 smaller ones, and each of those is 17 by 14. Divine Right's map is oriented the other way, and it's 31 by 34. The Land of Nod's maps of, well, the land of Nod are even bigger. Even the Demonlord map is 22 by 23. I would say that 20 by 23 is a size that never caught on, but I think the fairer assessment is that there simply is no standard size for large hexmaps.


original layout, copyright Reaper Miniatures
   
layout by jumbit, copyright Reaper Miniatures

While the map is beautiful and informative, the appearance and layout of the rules is ... not. I'm not going to throw stones at what was - for all I know - the cutting edge of information design in gaming in 1981, but I will note that by contemporary standards, it is maddeningly poorly laid out, and that's just my reaction as a reader. I have to suspect that these problems would be amplified in play. If ever there were a document that cried out for the loving touch of a skilled layout artist, this would be it.

The rules of Barbarian Prince are divided into two booklets. e000 - e199 are events and covered in the Events Booklet, and r200 - r399 are rules and covered in the Rules Booklet. No, I don't know why the rules come second. These numbers correspond to sections rather than pages (they could as easily be labeled §000 - §399, like you see in some works of philosophy) and their purpose is to facilitate easy lookup. That's how the Choose Your Own Adventure books work too, (though with page numbers instead of sections) but what it really reminds me of is computer programming using the BASIC language. All that's missing are the GOTO statements.

(I spent a couple years in high school learning to program in BASIC on Apple IIE computers. This was some time around the turn of the millennium. My high school was ... not good. In college, I gave up on computer programming in favor of finally learning to understand other people, a decision that has unquestionably enriched my life ever since. I did have one accomplishment to show for my computer classes though. Some of my classmates had copies of Drugwars on their TI-83 calculators. I was never cool enough to have a copy on my calculator, but I did write my own game of trading stocks and avoiding the SEC and IRS that had the same interface and, as closely as I could guess, the same price fluctuations and kinds of random events. The Barbarian Prince rules remind me so much of the dot-matrix printouts of my game code. As I'll discuss in a future post, there's actually a very similar logic at work. You start each day on the "main menu", then select an action, which takes you to new submenus to resolve the consequences of your selection.)

I think I know why Barbarian Prince is written this way, or at least I have a couple guesses. I suspect the primary purpose was to minimize the space required to print the booklets. By never giving more than the 4-digit code number to look up another instruction, and never retyping any text that could simply be referred to by referring to its code number, the game probably minimized the number of lines and pages they needed to print the instruction books - and thus maximized the amount of game content that would fit in that number of lines and pages.

If the designer, Arnold Hendrick, was familiar with computer programming, he might also have felt more comfortable replicating the logic of reference and look-up to organize the game he was writing. In fact, one good question is, why isn't Barbarian Prince a video game? either instead of or in addition to being a board game. I feel fairly certain the Commodore 64 or Apple IIE could have run this program, perhaps with a short chiptune MIDI soundtrack and some rudimentary on-screen graphics to show your position on the map, or the appearance of the nearby village or temple, like you see in Oregon Trail and Carmen Sandiego. A computer would also do a bang-up job of tracking your money, food, and time. I suppose the answer might be as simple as the fact that Dwarfstar wasn't a video game company, but it still feels like a missed opportunity. Maybe an enterprising retrogame emulator will some day fill in the gap.

Aside from the eye strain of trying to scan through so many pages of undifferentiated text though, there are a couple down sides to this organizational approach. The first is that there are some rules that are more important than others, that serve as primary references that do most of the work of directing you to the other sections you need to read. Because you need to look at these rules to play the game, it's something of a problem that playing the game also requires you to continually turn the page away from them.

It would be enormously helpful to have key rules and reminders printed out on separate reference sheets, perhaps page-sized or half-page for certain tables, playing-card-sized for monsters and NPC allies. The top "Travel Events" sheet shown above, I think, was printed on a separate sheet of paper, but a bit more of that would have gone a long was. As would some color, variations in font size, table formatting ...

To give only the simplest example, compare the original layout above to one fan's attempt at an improved layout right below it. The second layout does take up more space, it's true, but look at how much easier it is to read, and how the addition of section titles alongside the section numbers already helps to orient you to what's coming next. Notice also the way the sample hex illustration and larger title fonts helps guide you to the correct terrain type, and how the inclusion of the rules for getting lost, for triggering an event, for hunting, and for finding animal fodder actually reduces the amount of flipping around you'll have to do, even though you will have to turn a page to find the correct table.

Another problem with using references and look-ups instead of repeating text is that it makes it that much easier to run into the "infinite regress" problem that can strike any game that uses procedural generation tables. Basically this is a problem where you look up a rule or event, and it has you roll on a table, that then directs you to another rule or event, which has you roll on another table, that then takes you ... and on and on and on.

Infinite regress can be difficult enough to cope with in a really well-organized document, but the additional page-flipping and booklet-switching here seems like it has the potential to really get you lost. Short of never having one table refer to another, you probably can't completely avoid the risk of too-much-page-turning in any game that uses procedural generation, but I think the takeaway for anyone wanting to design such a thing is that these cross-references can add up quickly, and that the total will always be more than the sum of the parts. I can't know without playing it (which I will!) just how much Barbarian Prince suffers from infinite regress, but the way it's written certainly appears to create a risk.

This time I focused mostly on appearances, but I'll start diving into the actual rules next time.

Monday, December 9, 2019

Roguelike Advice for Tabletop Games from @Play and Golden Krone Hotel

John Harris of the @Play blog and @Play column writes about "rougelike" videogames. Since I am somewhat interested in procedural generation in tabletop gaming, there are a few of his columns that I particularly like. There are also a couple contrarian pieces from Jeremiah Reed of Golden Krone Hotel, and some ASCII art I like from Uncaring Cosmos and Imminent Demon Engine, and some links at the end for resources for making ASCII and pixel art.

image by Uncaring Cosmos

image by Uncaring Cosmos

Purposes for Randomness in Game Design is about reasons to use procedural generation instead of "set" content in a videogame.

- to make multiple playthroughs of the same game interesting
- to offer a game some resistance against "spoilers"
- to challenge players' skills by asking them to deduce things about the gameworld
- to create emergent narratives that wouldn't arise any other way
- and to create emergent complexity by randomly combining basic elements

In tabletop gaming, I would add the reason that it allows the gamemaster to discover the world at the same time as the players. I would also add that one of the challenges of procedural generation at the tabletop is that proc gen makes it harder to offer players a meaningful, clue-filled environment where they can successfully deduce what's around each corner - so it's quite interesting to me that he lists that as a strength.


Eight Rules of Roguelike Design is kind of a manifesto for rougelike gaming. Most of these seem like good advice for any dungeon, and a few at the end are especially relevant for resource-management, exploration-style gaming. It's worth remembering that if you want your players to interact with the mysteries of the dungeon, they'll be more inclined to do so if those mysteries aren't usually harmful, and if even the harmful ones aren't instantly lethal.

Some of the advice about unidentified items initially struck me as being kind of narrow and genre-specific, until I remembered that item identification is a kind of mini-game inside Numenera and Mutant Crawl Classics, among others.

- no player character should be immediately killed by a single monster attack
- no player character should be immediately killed by testing an unidentified item
- magic items should require testing to identify, even for players with a lot of system knowledge
- each magic item type should have enough potential effects that testing it during combat is potentially beneficial but also potentially harmful
- magic items should have both benefits and penalties (or at least limitations) so that they present interesting choices
- because magic items have both upsides and downsides, no item should ever be completely useless
- exploring the dungeon should use up a resource so that players aren't able to explore indefinitely
- as you explore deeper into the dungeon, monsters should become more dangerous a little faster than player characters become stronger (so that magic items become more important over time)


Towards Building a Better Dungeon is all about the things tabletop games still do better than computer games. There are a number of experiences and mechanics that I've noticed work better for single players than they do for groups, or that work better when a computer is handling the numbers than when humans are, so it's nice to see someone from the other side praising what works better in our world.

It's also interesting to see which aspects of of D&D he admires. It's many of the same things you see praised on OSR blogs, for example. Although the staircase thing seems like it's an artifact of the way rougelike games randomly generate their maps - it seems so common-sensical to me that I struggled to even write the one sentence summary, but apparently it's an issue for them. There are other elements of old-school D&D that would be difficult to replicate, such as factions of monsters that want to recruit you into their internecine conflicts, but what he focuses on are mostly the elements that would enrich solo play.

- D&D has varied, interesting that are placed deliberately rather than randomly
- monsters in D&D come in different sizes, from small to large
- old-school D&D requires narrative searching to find secret doors
- on multi-level D&D maps, staircases are placed consistently in relation to one another
- despite its difficulty magic item identification is actually easier than in Gygaxian D&D (I suspect roguelike games also don't contain Gygax's, uh, rogue's gallery of look-alike monsters that exist solely to punish his players for adopting the very same playstyle he pushed on them. Also wait, someone is envious of this?!)
- you can't play roguelike games with your friends the way you can with D&D


Meanwhile over at Golden Krone Hotel, we get Things I Hate Sbout Rougelikes: Bog Standard Dungeons, which is, at least kind of, an argument against continuing to imitate D&D and Lord of the Rings in new games. My reading of this isn't that he's criticizing vanilla fantasy per say, but rather, that he's calling for more new games to employ a strong consistent theme that's not the same vanilla fantasy you see everywhere else. Of course, new games like Torchbearer, Dungeon World, and Forbidden Lands all developed large followings by selling "vanilla fantasy but with different rules" - so what's good artistic advice and what's sound marketing strategy might differ here.

There are three parts to his complaint:
- high fantasy is vanilla, and more importantly, it's overdone
- kitchen-sink bestiaries end up full of monsters that feel inappropriate or out of place
- a few "goofy" elements will quickly make an entire setting feel goofy (Which might be an argument in favor of going full-on gonzo. One joke monster just spoils the mood, dozens of joke monsters actually become the mood.)

I actually kept thinking about Jack Guignol's In Defense of Vanilla Fantasy while I was reading this. Because they initially seem like they're going to be in disagreement, but in some ways, I feel like they're two sides of the same argument. After all, when Jack says "they make vanilla so we don't have to", the argument here seems to be "they already HAVE made vanilla, so why do we keep making it too?" James David Nicoll has an ironic version of this plea, when he begs his readers to please, please "give the Tékumel and Gormenghast costumes a rest." Of course, Jack has a rejoinder to that, "vanilla might just be what people actually want" - like I said, there might be sound business reasons why so many game-makers keep making new vanilla games.

Even the Old School Renaissance has only one really weird megadungeon in its top five - Anomalous Subsurface Environment. Three of the others are high fantasy - Stonehell, Dwimmermount, and Castle of the Mad Archmage - and they all start out vanilla at the top and really only end up getting strange near their final levels. Barrowmaze is built out of basically vanilla components, but it has a narrow, consistent theme, and fills up its space by offering variations on that theme rather than a funhouse of new ideas. The biggest change as you go deeper is the slow shift from undead to demons.

Settings with a lot of novelty can run into the problem that "when everything is weird, nothing is weird." But the call here isn't for random weirdness, it's for a consistent theme that's simply a different theme than vanilla high fantasy. If it feels like you have a "kitchen-sink" full of monsters, if a handful of your monsters feel inappropriately "goofy," then the problem isn't that you have too much weirdness, it's that you don't have a consistently applied theme. Real weirdness is weird precisely because it stands out against its background - whatever that background happens to be. You can still have real weirdness even in a setting where everything is (initially) strange, but it will require using only a few stand-out elements (not a sinkful) and making them at least somewhat unique, not "goofy" and not just imported from another well-known genre.

So what games does he like? Unreal World, Cogmind, Hieroglyphika, Sproggiwood, Haque, Sil, Binding of Isaac, Nuclear Throne, Spelunky, and Caves of Qud. And presumably he likes his own game, Golden Krone Hotel.
  
image by Imminent Demon Engine
 
image by Imminent Demon Engine

In Item Design: Potions and Scrolls, we return to @Play to look at good design for these single-use items. Remember, half the criteria for good rougelike gaming are based on good magic items. He argues that magic items are so important for roguelike gaming because exploring the dungeons and fighting the monsters are not, by themselves, enjoyable enough to sustain interest in the game, only the items can do that over the long term.

In both rougelikes and old-school D&D, your character is adventuring for basically the same reason you're playing the game - for enjoyment. Your character explores dungeons and fights monsters to find money and cool stuff. Money (via XP) unlocks cool level-up abilities. Money lets you buy more cool stuff. Cool abilities and cool stuff in turn let you ... uh ... explore more dungeons and fight more monsters. So these things had better be enjoyable, because enjoying using them pretty much IS the entire purpose of the game - and if your game doesn't include any level-up abilities, then the cool stuff had better be especially cool!

He feels pretty strongly that single-use items should be unidentified until they're used, and even then, only if their effect is something that the characters could notice. So if you drank a potion of monster detection for example, and there were no monsters around to detect, the potion would seem to have no effect. There are also potions and scrolls that really do have no effect, just to keep you on your toes! While apparently one of the key pleasures of solo roguelike computer gaming, I think this kind of thing probably gets tedious very quickly in a tabletop game. (Apparently the only way to get Gygax to volunteer what your magic item did was to let a Rust Monster or Disenchanter destroy it. He was happy to tell you what you just lost! Otherwise you had to go into town, hope you could find a sage with the right expertise, and then hope the sage made their skill check. Tedious!)

There are a couple elements of roguelike potions and scrolls that don't show up much in D&D, and might be interesting to try including. The first is alchemy rules that reward you for mixing potions. Unless I'm misremembering, the "potion miscibility table" in D&D basically just says, "don't mix potions, or one of these twenty bad things will ruin your day!" The second element is scrolls that let you enchant your own weapons and armor. I've never heard of someone's campaign where players routinely turn their own mundane equipment into homemade magic items. It might happen occasionally, but it sounds like a common occurrence in roguelike games.

There is one element of D&D that he points out never makes it into the roguelikes - cursed items that are look-alikes for specific magic items. In a rougelike game, you're never going to successfully identify a Bowl of Commanding Water Elementals only to try using it and discover it was actually a Bowl of Watery Death, whereas basically all of D&D's cursed items function like that.


In Objects of Collection, he lays out a whole taxonomy of items that characters can find in the dungeon:

- basic one-use item, such as food rations
- one-use unidentified magic items, such as potions and scrolls
- wearable, always-on unidentified magic items, such as rings and amulets
- multi-use unidentified magic items, such as wands
- basic equipment, such as weapons and armor
- unidentified magic equipment

He notes a few other details about each type that are interesting to me, again primarily because they're a bit different from D&D. One-use unidentified items can also include special food rations that bestow some kind of benefit in addition to fending off hunger.

Wearable unidentified items typically have a very minor effect to compensate for the fact that they're always turned on - without the computer there to remember for you, these sound tailor-made to be forgotten about during play. They can also impose an additional cost in exhaustion and food consumption. A minor increase is too finicky to consider, but I wonder if needing to eat double or triple rations would be a meaningful cost in a resource-management game?

"Basic" equipment has a random component, too. Every sword or piece of armor you can find in a rougelike game will have a secret bonus, just like the simplest magic swords in D&D, which makes deducing each item's bonus another tedious fun mini-game within roguelike play, but again, I wonder how well this would transfer to in-person play.

One thing I think is kind of neat is that unidentified magic equipment always has a predictable mundane use as well. So no matter which random magic power your magic snow boots have, they also always help walk through snow.


His final article in this series Rouge's Item ID In Too Much Yet Not Enough Detail isn't just a description of how magic item identification works in roguelike games, it's also a defense of the gameplay value of having unidentified magic items in the game to begin with. One really important thing to note, in case I haven't been clear enough about it yet, is that these unidentified items all come from a larger list, and you can find multiple copies of the same item during your game. So once you can identify an item, you don't just know "what was that thing I just used?" you also know "what will these other identical things do in the future?" The value he sees in having unidentified magic items would be considerably diminished in a game like Numenera, where theoretically every item is unique, rather than something you expect to find multiples of.

I get the sense that John Harris and other roguelike computer gamers would get along well with some portions of the OSR. He has a deep admiration for Gary Gygax and the original AD&D Dungeon Master's Guide, and he praises a number of design decisions in 5e.

So what does he thinks makes identifying unknown magic items a good part of roguelike play?
- it should be possible to use the item without identifying it first
- there should be some bad items so that using unknown items is a little risky
- sages and spells that identify an item without needing to use it should be rare
- the game needs to be difficult enough that players have to risk using unidentified items. they can't afford to wait until they achieve perfect safety to start unknown items out.
- items shouldn't be automatically identified when you use the. you only find out for sure what it is if it does something unambiguous under the present conditions.
- some item effects should be contingent on the character's status at the time of use
- bad items should have some positive use, even if it's just throwing them at monsters
- it should be possible to deduce what some items do without using them
- there should be more items in the game than can be found in one playthrough


For a contrary view, we once again return to Golden Crone Hotel for Things I Hate About Roguelikes: Identification, where Jeremiah Reed proposes a solution that's oddly reminiscent of his last one - to solve the problem by reducing its complexity. Previously, he argued we could "fix" funhouse dungeons by applying a theme to limit what kinds of monsters can appear. Here, he suggests that we can fix magic item identification by reducing the number of possible types that any particular unidentified item could be. I'll come back to that in a second.

His critique of roguelike identification is probably not that hard to guess, but let's look at it briefly anyway. He starts with a series of examples showing the many ways a player can die while using an unidentified magic item, either because the item was directly harmful, or because it provided no help in a dangerous situation.

- Outcomes like that are especially punishing on novice players. Experienced players should be rewarded for their accumulated system-knowledge, but it shouldn't be impossible for someone without that knowledge to play the game.

- It encourages item-hoarding (more on THIS in a second, too) which both makes the game more boring and makes it harder to survive.

- It makes using unidentified items feel like a trap, even though it's not supposed to be. (There's a similar problem in negadungeons, although there it feels like everything's deadly because truly everything IS deadly and will kill you if you interact with it.)

- And for all that, there are enough meta-game tricks that sufficiently system-knowledgeable players can accurately guess what most items are with in-game identifying them. Which seemingly defeats the purpose of making them unidentified in the first place.

So as a solution, he proposes that unidentified potions come in groups of three - each potion is recognizable enough that it could be one of three different things. As an example, he shows a character considering drinking a potion that might be a ration of honey, an antidote to poison, or teleportation in a bottle. The idea here is to encourage players to take more risks with their characters by limiting the scope of their choices. You still don't know exactly which effect you'll get, but it won't just be a dice roll on a d100 table - it'll be one of three things, and importantly, you'll know the worst thing that could happen when you make your choice.

I genuinely like this idea, and I feel like it could have other applications. You see a monster at the end of the hallway. It's a skeleton, and your cleric is certain its one of three possible undead creatures. Or you find a scroll in an unknown language. Even before you translate, your wizard thinks it could have one of three possible effects. Or you enter a room know that you've just stepped on a pressure plate. Before you lift your foot, your rogue tells you the three possible traps you might just have triggered. I particularly like the thought of applying this approach to Zonal anomalies.

There are only two difficulties with putting this idea into action in D&D. The first is that it would take a bit of preparation to add in this extra potential information into an adventure that didn't already include it. The second difficulty is that without a computer to do the hard work for you, it would really take some preparation to re-randomize these associations after each playthrough. Having DM aids that are essentially worksheets you fill out in advance (like the ones Signs in the Wilderness makes) would certainly help.


Finally, all this talk about single-use items got me thinking about Razbuten's video Consumable Items (And Why I Barely Use Them). After all this talk about identifying items, it's worth thinking about what makes you want to use them. The "barely use them" problem is definitely me walking around with a full complement of missiles that I never fire in Super Metroid, or accumulating dozens of Mushrooms and Tanuki Leaves in Mario 3. Razbuten divides single-use items into two categories - "reactive" items that restore hit points or eliminate status injuries (like poison or blindness), and "active" items that proactively affect the world. He argues that most players will use "reactive" items whenever they need to, but end up saving (and forgetting!) their "active" items.

One reason he thinks this happens is that players can often pretty easily win fights and beat the game without using any items. He notes that he uses more items on harder difficulty settings, where the extra boost is the only way he's able to win fights that he can simply hack and slash through at normal difficulty. I think this goes to @Play's earlier point that roguelike games ought to get harder faster than the hero character gets stronger, which will make equipment more important over the course of the game. Having a few monsters that are much stronger than the others can encourage you to use your items to win those fights in particular - although possibly at a cost of wanting to "save up" for those fights.

Making ALL equipment temporary might also encourage players to use single-use items more freely. Instead of using a permanent item to preserve your single-use items, you might be tempted to use up a single-use item to prolong the lifespan of some of your other equipment. Legend of Zelda: Breath of the Wild does this, as does the old SNES game Brandish. This could be a little hard to track in a game where a computer isn't counting your sword-strokes, but of course you can make the attack roll do the work for you. If even the best items break on a natural 1 (and less durable items break on a wider range) then nothing is permanent, and you need to keep finding new weapons and new armor throughout the game. (That one might be a hard sell for your players though. A bronze age or stone age setting could make it more palatable.)

Making new items easy to find is another suggestion for getting people to use them instead of hoarding them. There's no reason to try to save up your items if you can be pretty sure you'll keep finding more. Perhaps you could combine that with an encumbrance system that does't LET you build up a large supply, which is more or less what Numenera does - its single use items are plentiful and most characters can only carry 3 at a time early in the game, so you have a strong incentive to use them, and little reason to save them, even though each one is unique. You might also just have to accept that most players WON'T use "special" items under "ordinary" circumstances. The key to encouraging their use, then, would be to increase the number of "extraordinary" situations where item use becomes more likely.

Having non-combat puzzles to solve can encourage experimentation, which is a point that Joseph Manola has made before. It's also consistent with my own behavior in using the slightly-harder-to-replenish "boss power" weapons in Mega Man X. When faced with a problem that has no really obvious straightforward solution, I'm more likely to start experimenting with my equipment. Probably this is true of other players as well. Breath of the Wild includes areas that you can only reach by drinking certain potions to increase your abilities, and of course Super Metroid has its various lock-and-key puzzles where specific equipment items open up whole new areas on the map that are otherwise inaccessible. Puzzles and hard monsters, then, present a pair of difficult situations where players will "dig deep" to stay alive and overcome the challenge, and so they're both perfect times to use special items.
 
 
FINALLY finally, if looking at the ASCII and pixel art from earlier got you interested in making your own, here are a few links to free tools. When I posted about ASCII art once before, several people suggested resources to me, and I wanted to share them now. Each of these was recommended by at least one person who seemed to be in a position to know.

advASCIIdraw is a free program for drawing your own ASCII dungeon maps (and presumably anything else you'd like to draw using ASCII characters?)

Oryx Design Lab is not free, but they do sell packages of pixel-art images that you can use in your own games, including ones you plan to sell. Their prices are $25-$35 for an entire collection, and one of their collections is a rougelike tileset, which I believe is what Uncaring Cosmos used for their graphics.

Open Game Art is a repository for free, open-source, and Creative Commons pixel art. All of the art is free to download and free to use, although some artists may have licenses that only allow their art to be used in free products, while others will also allow their art to be re-used in something you're selling.

Lospec has a number of resources for making pixel art. They have a nifty list of artist-submitted color palettes, sorted by popularity, and with a number of search options. They have a free in-browser pixel art program, and a whole list of resources for for making pixel art, finding software, or locating communities of other pixel artists.

Playscii is another free program for making ASCII art. This one can make still images, animation, and can be used to make playable games.