Saturday, July 3, 2021

Dungeon Dioramas - In the Light of a Ghost Star & Earth Expedition One

 
 
In the Light of a Ghost Star is an ultralight ruleset that includes a mini campaign setting, sample hexcrawl, and sample dungeon. It's written and illustrated by Nate Treme of the Highland Paranormal Society.
 
I bought Ghost Star because I was drawn in by the cover art, and by its compelling opening description. I recently had a chance to play the sample hexcrawl, Earth Expedition One, and to give the entire ruleset a close reading. I played with Joshua LH Burnett, Leighton Conner, and Peter Kisner, who served as the referee. 
 
  
The Setting 
 
The opening description, the one that drew me in, paints an evocative image of a dead Earth beneath a dark sky, tells of the last bastions of human civilization on Mars, and outlines both the structure of the campaign and the role of the player characters. 
 
"Earth was abandoned ages ago during the red giant expansion. Now, dimly lit by the ghost light of a dead white dwarf, it lies layered with eons of forgotten civilizations. From the warmth of Martian reactor cities, scavengers hire illegal transportation to earth to delve into its depths, looking for ancient treasures. There they must deal with ghosts, machines, and the strange life that has evolved on humankind's abandoned home planet."
 
The economy of words is impressive. The imagery is strong, and I can easily imagine the world's being described. But the setting I imagine when I read this paragraph, and the setting described in the rest of Ghost Star are not the same place. I see an Earth like the ocean floor - filled with rusted wrecks, weird plants, alien life - inspired by William Hope Hodgson's The Night Land and Chris Beckett's Dark Eden
 
Nate writes something different. We get a world of war apes, humanoid cockroaches, space slugs, and robots straight out of Looney Tunes, Futurama, and The Jetsons. For me, the dissonance between expectation and reality was almost jarring, but I don't know if others would experience the same gap. 
 
As we'll see when we look at the sample adventure, the campaign is exactly as described. From the start, you know who you are, what you're doing, and why.
 
Aside from the introduction, Nate's setting emerges from lists of treasures and artifacts, the hexmap from the sample adventure, a handful of named NPCs, especially from the encounter tables. This is a world where an astro-lich assembles a library inside a perpetually levitating flying saucer, where war apes worship a giant slug amidst the ruins of an ancient city, where you are as like to discover Twinkies and crayons as you are functioning pre-Martian artifacts like a hologram generator or gravity reverser. 
 
 The elements fit together to create a rather gonzo mini-setting, one that's more Gamma World than I expected, but none the worse for it. The limited number of setting elements probably limit the replayability of the game unless you are prepared to either accept a great deal of repetition, or write your own setting for each subsequent expedition.
 
 
The Rules
 
Just as with the setting, the actual rules of the game are described in many places throughout Ghost Star. As an ultralight game, there are very few rules, and relatively little guidance on how and when to use them. I suspect there's an unspoken assumption that everyone involved will be playing D&D with modifications. There is only one paragraph devoted to "gameplay", and it isn't actually enough to play the game. 
 
"The referee describes situations then the players get a turn to move up to 30 feet and perform an action. If an action’s success is uncertain then the player rolls the appropriate stat die. A 4 or higher succeeds. At referee’s discretion, special circumstances such as tactics or disadvantages give +1 or -1 to the roll."
 
There are three stats - Fighter, Explorer, and Scientist - and players initially assign d4, d6, and d8 dice among them. The phrase "if an action's success is uncertain" is doing a lot of work here. People who are basically playing D&D will likely have ideas about when to roll, although players from different traditions might make different assumptions, and Ghost Star offers little advice about how Nate would recommend resolving those disagreements. 
 
From the equipment list, we learn that using weapons to attack requires a successful Fighter roll, and using the Cell Patcher device requires a successful Scientist roll. From that, I infer that using Ancient Alien Tech found on Earth also requires a Scientist roll, although that's an assumption on my part, since the text doesn't address the issue.
 
The "example of play" is an important source of rules advice here. This kind of text is notoriously difficult to write well, but in Ghost Star, it provides invaluable insight into how the designer thinks the game should be played. In the example, nearly every action the players attempt calls for a roll of the dice. My one critique of this text is that of the six rolls, only one fails, and the lone failure comes one of the two characters attacking the same monster, who is defeated by the single success. We get no idea, from this example, how Nate thinks the referee should handle failed dice rolls. 
 
It's an important question, because the players are going to be rolling a lot of failures. With success coming from a 4 or higher on a d4, d6, or d8, each character has only a 25%, 50%, or 63% chance of success on any given task. 25% is miserable - even worse than the 33% so many old school designers insist on making the default in their rules, and that so many old school players complain about. A penalty of -1 to the roll, from hunger or disease for example, lowers the players' chances to 0%, 33%, and 50%. And as I said, in the example of play, nearly every action the players attempt calls for a roll. 
 
In my playthrough, we were predictably, comically awful at all of our skills and failed at most things we tried. The characters are also quite fragile with only 3 hp. If you want to portray characters who are at all competent, I recommend raising the starting stats to d6, d8, and d10. Ghost Star's advancement system allows characters who survive the expedition and recover at least 5 valuable artifacts each to gain 1 additional hit point and increase a single stat by one dice-type, but I don't think there is enough game here to support campaigns of more than a handful of expeditions without doing a lot more writing for yourself. 
 
I have also been spoiled by I2TO's automatic combat damage setting a standard for rules light gaming. Your preference may vary, but I would recommend using the Fighter dice to determine damage, rather than deciding whether an attack is successful. This would take a bit more modification, because you'd need to figure out some reason to wield weapons, and you might want to revisit those hit point totals. 
 
All that said, I actually quite like the merging of stats and skills in Ghost Star. Each common task has a single stat associated with it, and each implies a broad enough array of expertise to make it easy to decide how to apply them to novel situations. They're like a combination the good advice on stats I read recently from Holothuroid and The Viking Hat GM
 
  
Aside from the use of skill rolls, Ghost Star also has rules for inventory and travel. Characters start with 10 inventory slots, and can gain another each time they return to Mars with 5 artifacts. Presumably, items from the equipment list take up 1 slot each, although this isn't mentioned. Ancient Alien Tech is more cumbersome, and each one takes up 2 slots. 
 
Rations are a little odd - each ration feeds you for 2 days, meaning you really only need three rations per expedition. In my playthrough, this created a memory issue. I would recommend a modification here, either making each ration feed you for 1 day, or else using something like The Scones Alone's "expedition resources" so that each ration provides a single meal for the entire party. 
 
"The transport ship lands in the dunes in the center hex. The pilot tells the scavengers she’ll pick them up at the same spot one week from now. Their job is to explore the area and find as many valuable artifacts as they can before it’s time to leave. Five hexes have named locations which are described below. When the scavengers enter a hex without a named location, roll on the encounter table (pg. 6) to see what they find. It takes a day to travel across a hex."
 
The rules for travel appear at the start of the key for the sample adventure. One key rules update between the 1.0 and 1.1 edition of the game was reducing movement from 2 hexes per day to 1 hex per day. The Retired Adventurer and Necropraxis have good explanations for why you might prefer single-hex travel, especially in a rules light game. I think Nate was wise to make that simplification. 
 
 
The Adventure
 
Earth Expedition One covers a small region of 19 hexes with four obvious landmarks and a hidden dungeon that we never found in my playthrough. Peter added some of his own house-rules, but I believe we had substantially the expected player experience. 
 
We began by meeting the astral-lich and volunteering to find books for his library, a task we never accomplished. We scouted the city of the war apes and narrowly avoided being slain by them. We had several random encounters en route to the pylon and the lake. We were unable to make it back to the landing zone in time, but had fortunately found an artifact that allowed us to contact our pilot to set up a new pick-up site. We had enough treasure to pay our fare, but not to "level up" at the end.
 
With so few keyed hexes the experience of this adventure is largely governed by the random encounter table. I like that Nate put effort into facilitating the social element of the game. Each keyed hex offers a named NPC to talk to, someone who wants something or has something to offer you. The faction occupying each random location has a goal they're pursuing. Robot bandits would rather trade insults than get into gun-fights. Not everyone is friendly, but everyone has an agenda you can interact with. It's a nice touch that adds a surprising layer of complexity to an otherwise simple game.
 
The random encounter table is focused enough to create a specific setting, but reusing it would start to accumulate a lot of repetitions. I do have a concern about the robots on the encounter table. Both "rumors" and "ghostly apparitions" appear as sub-tables nested within the main encounter table. First you learn that there's a rumor, then you roll again to learn what it is. But each robot is on the top level of the encounter table. The robots are all well-thought out, humorous, and highly specific. They would be perfect for keyed encounters, or for a sub-table, but I think they're not quite right for the top layer of a random encounter table. 
 
To see how random tables would function over the course of an entire region, I created my own 19 hex mini-setting using the hex stocking rules from Ghost Star. Since I'm generating this for review purposes, I used the exact results of each table, rather than creatively modifying anything as I might if I were prepping a session as a referee. If you were to run this adventure, you might want to replace some of the duplicates the birthday paradox gives us. This region seems to me to be the site of a robot carnival, perhaps set up to celebrate a rare sighting of the Legendary Space Whale. 
 
Earth Expedition Two - click here to view
   
 
This post originally appeared on Bones of Contention.

Friday, June 18, 2021

Bones of Contention

I recently joined the Skeleton Crew of a new blogging enterprise - Bones of Contention.

  
The overall goal of the blog is to serve as a repository of reviews written by a group of people who have at least somewhat similar taste in RPG adventures.

Individual motives for participating probably vary from person to person. My motivation is to take a closer look at the kind of adventures that interest me most, to understand how they work, and to think about how they could be improved.

My initial plans are to focus on adventures that use procedural generation, and to look at some of the new "heartwarming" rulesets that are being released. I may expand my list as I go. These are things I've been meaning to look at more closely anyway. So for me, joining Bones of Contention was originally mostly  an excuse and a motivation to actually go forward with that intention.

That said, I think there's something valuable about creating a miniature community of reviewers, and I'm curious to see how our tastes will evolve over the course of the project. Will they converge? Will they grow apart? Will any of our reviews produce valuable aesthetic or game-design insights? I'm excited to find out.

You can read the introduction, and meet the other Skeleton Crew members, here.

Wednesday, May 19, 2021

Gygax 75

There's a worldbuilding challenge called Gygax 75 that's been making the rounds on the blogosphere. I decided to try to look its origins and follow the people who undertook it, as is my way.
 
 

The earliest origin of the Gygax 75 challenge is an article written by Gary Gygax in the April 1975 issue of the Europa fanzine. Gary lays out a 5 step process for building a new fantasy campaign. I think it's fair to say that this 45 year old piece of ephemera isn't the immediate source of most blogger's participation in the challenge, though.
 
 
 
 
Initial credit goes to Charles Akins from Dragons Never Forget. Charles is the one who found the long-forgotten Gygax article on the Internet Archive and shared the link with the blogosphere. Charles is also the one who called this worldbuilding method "Gygax 75" and threw down the gauntlet to make it into a blogging challenge.

 
The Gygax 75 challenge is a 5 step process that's supposed to take place over 5 weeks. Dragons Never Forget describes these in much better detail than me, laying out the parameters of the challenge, but permit me to at least briefly outline them.

Week 1 - decide on the thematic basis of your campaign and pick out some inspirational materials that you can refer to whenever you need help populating your campaign with details

Week 2 - draw a region map of the wilderness adventuring sites that will surround the dungeon that will form the heart of your campaign.

Week 3 - draw your dungeon! in one week! Gary recommends starting with some overview planning to pick themes, monsters, and architectural oddities for each dungeon level, and then setting out to draw and key the first few levels. in a week! I would argue this should be an 8 week challenge, with week 3 devoted to planning and perhaps mapping, and weeks 4-6 given to keying levels 1, 2, and 3.

Week 4 - design a "home base" for your players, replete with factions, NPCs, and rumors so your players can engage in social intrigue in between trips to the dungeon.

Week 5 - design the larger world around the starting region. you don't need a detailed map of the whole world, but you should know the other regions that can be reached from the current one (either by overland or magical travel) so that you can start writing rumors to entice your players to travel to them.
  

The Gygax 75 Challenge Introduction - Charles links us to the original Europa article and provides links to his other posts in this series.

1 The Setting of the Campaign - summarizes Gygax's worldbuilding advice and lays out his own campaign inspirations, setting the stage for post-apocalyptic science-fantasy.

2 The Map Around the Dungeon - Charles creates his starting region, the Valley of the Three Forks.

3 How to Build the Gygax 75 Dungeon - summarizes Gygax's dungeon-creation advice. pick your themes, place your setpiece treasures and encounters, then write or borrow random tables and procedurally generate the rest.

3 Dungeon Level 1 - the top dungeon level is a ruined, abandoned temple

3 Dungeon Level 2 - the next level features a hall of statues and a giant chamber full of pools

3 Dungeon Level 3 - a prison level, with an exit leading down to allow for further expansion

4 The Local Town and All the Trouble - Charles goes over Gygax's town-building advice and comes up with a list of neighborhoods and the most important shopkeepers in each one.

5 The World Plan - describes three important factions that will be encountered outside the Valley

0 Conclusion and Links to Other Challengers - Charles once again encourages us to take up the Gygax 75 challenge, and points us to Viridian Scroll and Beyond the Gates of Cygnus.
 
 
 
 
As is often the case in these kinds of situations, the person who created the challenge and the one who popularized it are not the same person. Credit for successfully spreading the word goes to Ray Otus of Viridian Scroll. If you've seen another blogger taking on the Gygax 75 challenge, they've likely been directly inspired by Ray. If you've seen a single-link version of the challenge, it's probably been to Ray's free pdf version on itch.io. Ray fully credits Charles, but Charles inspired a couple bloggers, while Ray inspired at least a dozen. I should note that Ray's pdf contains both more detailed instructions and a workbook to follow along in, so the work he put into the presentation might explain his greater success in popularizing the challenge.

As we'll see in a minute, Ray and JJ from Beyond the Gates of Cygnus did the challenge at the same time and recorded several episodes of the Plundergrounds podcast about their experiences.

0 The Gygax 75 Challenge - Ray describes the premise of the challenge and links back to Dragons Never Forget and Europa.

1 The Gygax 75 Challenge Week 1 - gathering together inspiration, Ray envisions a world where Iron Age humans in city-states reside uneasily alongside communities of monstrous humanoids.

2 The Gygax 75 Challenge Week 2 - Ray sketches and then finalizes a vibrantly-colored map of a desert region, Timuria, the Land between Two Rivers.

3 The Gygax 75 Challenge Week 3 - more iterative sketching results in a single dungeon level based loosely on a Hindu temple. 

4 The Gygax 75 Challenge Week 4 - released more retrospectively than the others, this one covers setting up the town of Addak, which matches the vaguely Babylonian naming scheme of the other cities.
 
 
 
 
Over at Beyond the Gates of Cygnus, Cinderella Man JJ used the Gygax 75 challenge to create a setting for a Delving Deeper campaign.

0 Creating a Delving Deeper Campaign in 5 Easy Steps - JJ announces the start of the challenge, which he's completing simultaneously with Ray Otus from Viridian Scroll.

1 The Overall Setting - in addition to using the Delving Deeper rules, this setting will be inspired by the band Rush.

2 The Starting Area - a town called Willow Dale, a Necromancer's tower in the heart of dead forest, and the River Dell leading to the Down Mountains.

3 The Dungeon - JJ creates the most important details for the Necromancer's tower dungeon.

4 The Home Base - the basic features of the town of Willow Dale.

5 The World - more Rush albums are brought in to help define nearby regions of the gameworld.
 
 
 
 
The Plundergrounds podcast is a collaboration between Ray Otus and JJ. In addition to taking the challenge at the same time, Ray and JJ met once a week to compare notes and talk about their worldbuilding progress.

1 The Gygax 75 Challenge Week 1 - introducing the challenge and comparing sources of inspiration.

2 The Gygax 75 Challenge Week 2 - drawing the starting area maps.

3 The Gygax 75 Challenge Week 3 - starting dungeons that will continue being updated over the next couple weeks.

4 The Gygax 75 Challenge Week 4 - working on the starting villages.

5 The Gygax 75 Challenge Week 5 - thinking about the wider worlds, and looking back on the challenge.
 
 
 
 
Not everyone who starts the Gygax 75 challenge decides to finish it. Most people, in fact, seem to stop after a couple weeks. The next person I found who started the challenge was Italian blogger Omnia Incommoda Certitudo Nulla. They were apparently inspired by a post by Shane Ward on a message board called OSR Pit

1 Gygax 75 Challenge Week One - the starting pitch here is for a campaign world inspired by The Hobbit, but also by Dracula and The Rocky Horror Picture Show.

2 Gygax 75 Challenge Week Two - a starting map, largely without features, and a wandering encounter table emphasizing human antagonists like duelists, cultists, and bounty hunters.
 
 
 
 
Shane Ward from 3 Toadstools Publishing was the first person I saw who took up the challenge because of finding Ray Otus's itch.io. He got scooped from being the first person to start it without a personal connection to Ray because he managed to inspire OICN to try the challenge before starting it up himself.

0 The Gygax 75 Challenge - Shane announces the challenge and starts brainstorming, drawing on ideas from Piers Anthony and fantasy botany.

1 The Gygax 75 Challenge Week 1 - a more developed start to the setting, inspired by Xanth, Shanara, and Disney's Robin Hood.

2 The Gygax 75 Challenge Week 2? Sorta - Shane begins drawing a region map, listing possible encounters, and thinking about character classes
 
 
 
 
Verbum Ex Nihilo also briefly attempted the challenge.

0 The Gygax 75 Challenge - about the potential benefits of structure and deadlines in worldbuilding, with the challenge as one way to impose them.

1 The Gygax 75 Challenge Week 1 - about the process of selecting a notebook, creating a mood board, and attempting to conquer writer's block by looking for structures to build one idea off another.
 
 
 
 
Dave from Blood of Prokopius was the next to complete the challenge. Dave comes in with his own ideas and methods for creating sandboxes, keying dungeons, etc, so an interesting part of his commentary is about trying to set his own approach aside to try it Gary's way (as interpreted by Charles and Ray).

1 The Gygax 75 Challenge - introduces Dave's inspirations, science fantasy pitting the forces of Heat & Light against the forces of Cold & Dark.

1 Laser Guns and Plasma Swords - defends adding scifi weapons to this particular fantasy setting.

2 The Gygax 75 Challenge Part 2 - Dave draws a fantasy map loosely inspired by Kyrgyzstan, starts stocking his sandbox, and creates a very Lost World random encounter table full of dinosaurs and cavemen.

3 The Gygax 75 Challenge Part 3 - a general plan for a dungeon of caves atop a glacier atop a crashed alien spaceship.

3 The Gygax 75 Challenge Part 4 - keying the dungeon with monsters and treasures, and writing a wandering monster table.  

4 The Gygax 75 Challenge Part 5 - Dave names his starting city Darkport.

4 The Gygax 75 Challenge Part 6 - Dave creates a random name generator to name two shops, and observes some differences in the equipment lists of Basic and B/X.

4 The Gygax 75 Challenge Part 7 - human and elven factions for Darkport.

5 The Gygax 75 Challenge Part 8 - Dave builds out his world by adding three more factions and developing a key NPC for each.
 
 
 
 
King Brackish actually attempted the challenge twice, first starting it on Tomb of the Wandering Millennial (apparently inspired by Verbum Ex Nihilo), and then restarting and finishing it on Brinehouse.

1 Gygax 75 Challenge Week 1 - Brackish proposes a setting inspired by Berserk and Dorohedoro, among others.

2 Gygax 75 Challenge Week 2 - the city-state of Evangelos, surrounded by the Blackmange Forest and the Sancana Steppe, and a random encounter table full of megafauna, necromancers, and skeletons.

1 Gygax 75 Challenge Redux Week 1 - Brackish restarts the challenge with a similar, though not identical list of inspirations.

2 Gygax 75 Challenge Redux Week 2 - a new region map with the port city of Dis on the coast of an ocean, surrounded by three distinct forests. the new random encounter table emphasizes boars, wolves, dragons.

3 Gygax 75 Challenge Redux Week 3 - Brackish outlines the three-level Temple of the Swine God.

4 Gygax 75 Challenge Redux Week 4 - the village of Mun, along with 10 shops and 5 NPCs.

5 Gygax 75 Challenge Redux Week 5 - more worldbuilding, including a sun god, rumors of dragons and falling stars, and religious-themed magic treasures.
 
 
 
 
Andrew Sawyer from Seven Deadly Dungeons is the last person on my list to finish the challenge. 

1 Gygax 75 Challenge Week 1 - Andrew's plan involves creating a fantasy postapocalyptic Meso America.

2 Gygax 75 Challenge Week 2 - the region contains an active volcano, a ruined city, and several places where ghosts are on the haunt.

3 Gygax 75 Challenge Week 3 - Andrew has a pretty cool dungeon concept here. the whole complex is a superweapon meant to kill angels. the top level is filled with ghosts, the middle is a star chart that functions as the weapon's targeting system, and the bottom level is a site for the blood sacrifices needed to power the weapon.

4 Gygax 75 Challenge Week 4 - NPCs from the character's home base, all of whom have terrible injuries, which is presumably meant to communicate something about the danger of this place.

5 Gygax 74 Challenge Week 5 - encounter tables for three terrain types.
 
 
 
 
I've noticed religious themes, and especially postapocalyptic settings have come up in several of these challenges. Justin Hamilton from Aboleth Overlords picks a decidedly Biblical apocalypse to set his game in the aftermath of.

1 Gygax 75 Challenge Week 1 - human civilization has returned to a late bronze age in the aftermath of a Deluge that drowned the world.

2 Gygax 75 Challenge Week 2 - the setting gets a name, Umbroea, along with a list of villages, geographic features, possible dungeons, and encounters. 
 
 
 
 
I'll admit that Liche's Libram's Tlon setting is the one that excites me the most out of all of these. It's one that they were working on before, and seemed to use the Gygax 75 challenge as a way to continue building out their setting. Tlon reminds me of Dying Earth fiction, but transplanted from Earth to a Dying Mars.

1 Tlon Week 1 Gygax 75 Challenge - an overview of the setting's themes. everything is old, civilization is crumbling, water is the most important treasure.

2 Tlon Week 2 Surrounding Area - a visually compelling map, accompanied by descriptions of two cities, a couple geographic features, and a necropolis.
 
 
 
Rob Magus from Penny Ventures decided to make a setting in the aftermath of a cyberpunk apocalypse. I like the image he conjures of whole forests of solar-panel trees.

1 Technoccult Gygax 75 Challenge Week 1 - the opening setting pitch. images of demon-haunted computers and ghost towns of still-functional neon lights.

2 2d6 Electric Devil Skeletons Gygax 75 Challege Week 2 - locations for the Technoccult setting and a random encounter table with a number of undead cybernetic monsters.
 
 
 
Like Liche's Libram, The Eternal Slog was already working on their Zorn setting when they discovered the Gygax 75 challenge, and started it as a way to do a bit more worldbuilding on an ongoing project.

1 G75 Challenge Week 1 Zorn - the setting here is a previously undiscovered island that rises out of the ocean in 1936 on the even of WWII. various countries send explorers to the island to plunder its ancient occult treasures to use in their war effort. a pretty solid pitch!
 
 
 
 
Jim from d66 Classless Kobolds is an interesting case to me. He published his Weird North game in August 2020, then started the challenge in October to start making a campaign setting for the game.

1 The Conceptual Beasts of the Weird North - human Vikings on an alien planet that resembles Earth's arctic north, full of ancient tech and extradimensional visitors.

2 The Dank Morass A Swampcrawl for the Weird North - a rather nice-looking pointcrawl map and a random encounter table full of dinosaurs and robots.
 
 
 
 
Mihau from Fractal Meadows of Reality started the challenge to work on a far-future alien world setting. One interesting thing about going through these challenges is getting a chance to see where the current campaign setting zeitgeist is at. Science fantasy, post apocalypses, aliens instead of demihumans, and magitech meets stone-age all seem to be en vogue right now.

1 Attempting the Gygax 75 Challenge Week 1 - inspiration from videogames and an online art book that looks very cool to me. humans and aliens on a distant world ruled by satellite gods.

2 Gygax 75 Week 2 Plains of Eyes and Hands - the Ascendancy of Teal arcology sits aside the Plains of Salt, and an encounter table full of megafauna and cavemen.
 
 
 
 
Phoe of Magic Trash is the most recent person I've spotted to start the challenge. His proposed setting is inspired by extremophile biology and vernacular architecture - a winning combination as far as I'm concerned!

1 Gygax 75 Week 1 - no humans, no humanoids, only talking animals and extremophile aliens, each building unique cities.

2 Gygax 75 Week 2 The Legend of Gygax's Gold - a few points of light in the wilderness, with attention given to the architectural style of each place.

Wednesday, April 28, 2021

My Earliest Comic Issues

On Discord, From the Sorcerer's Skull posed a question about people's earliest memories of owning comic books. I believe his questions were about the first comic you ever read, the first comic that was ever bought for you, and the first comic you ever bought with your own money.

I'm not following his prompt exactly, but I decided to poke around on the Great Comic Database and try to find the earliest comics issues I ever owned. Today, most of my media consumption is pretty purposeful. I rarely watch or read anything that hasn't been recommended to me by a friend, or that I haven't read about first by browsing reviews. But as a kid, I was far more beholden to what was available at the time. As a result, many of my first issues are the final part of a multi-part storyline.

I only ever had the one issue of Amethyst, and maybe a couple of Transformers. I collected perhaps a half-dozen Alf issues over the next few years, and the same with What If? I got maybe a dozen or so issues of Spider-Man before moving on to other things. I somehow never bought another Superman or Flash or Captain America, although that's how I learned about Daredevil, and Guardians of the Galaxy and Daredevil became the main two comics I collected after that, along with Generation X when it showed up. I never had anything like complete runs of any comic though. There were always gaps where we didn't make it to the bookstore that month, or for whatever reason there was no new issue available.

Looking back on them now, I notice how beautiful the art in Amethyst was, and what a terrifying body-horror villain Skyhook made in Superman. I wonder about Circuit Breaker's war against the machines in Transformers, and what it was that made the world go mad in The Flash.
 
Amethyst #4, Feb 88
 
What about you? What were the earliest comics you remember reading or owning or buying?

Tuesday, April 13, 2021

The Class Alphabet for DCC RPG

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

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

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

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

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

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

The Forgotten Rites of the Moldering Dead

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

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

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

Thursday, April 8, 2021

Hit Points as Bullet Wounds

How much damage does a hit point represent?

For some time now, the official standard in D&D and Pathfinder has been that starting characters get the maximum hit points at 1st level, based on class. So typically 6, 8, or 10 - maybe 12 for certain fighting types or 4 for certain magicians, depending on the ruleset - plus a bonus for a high Constitution, which is pretty common.

You gain about half that amount, rounded up, plus the Con bonus again, each level. So it would be fairly normal to see an adventuring party with hp totals of 7, 10, 13 at 1st level; 12, 17, 22 at 2nd; and 17, 24, 31 at third. 

I would also say it's standard that these hit points are treated as representing real, physical damage. In most games I've run, played in, or observed at an FLGS, the Game Master says something like "you hit!" and "you miss!" to describe combat results. They describe damage as being "just a scratch" or "a really bad wound". Characters recover lost hit points with the help of healing potions or healing spells, because those lost hit points represent bodily injuries that need to heal before the hit points can be restored.

(Let me digress for a moment to acknowledge that there are people who'll talk until they're blue in the face and you're blue in your soul about how well actually Gary never intended hit points to indicate anything so concrete as bodily health, etc, they have always and everywhere represented an abstracted reserve of luck, martial skill, fighting spirit, elan vitae, and character morale that gets depleted during combat, etc etc, anyone who says differently is playing the game wrong and ruining the hobby with their scurrilous misinterpretation of the founders' intentions, etc etc etc. I'm actually sympathetic to the argument that we could describe combat differently, but I think I'm on solid footing about how the game is usually played, and I don't find it useful to pretend that one's own preferred playstyle has some deep rooting in custom and tradition just to facilitate a rhetorical appeal to faux-historical authority.)

Most weapons use d6, d8, and d10 dice to deal damage, plus of course a likely bonus for high Strength. That means that depending on the match-up of character and monster and weapon, most starting characters can sustain maybe 2-3 hits before they run out of hit points, and can probably endure another 1-2 hits each time they level up.

So returning to my original question, how much damage does one hit point represent?

The Alexandrian argues that the answer is on a sliding scale. Suppose getting hit with a short sword deals 4 damage - how much bodily injury that 4 damage represents depends on whose body it is. For a 1st level thief with 7 hp, that 4 damage is over half their total. That's a pretty grievous injury. Another hit like that and they'll either be dying or just plain dead. For a 3rd level fighter with 31 hp, it's not so bad really. They could get hit 6-7 more times like that before it would kill them. The severity of the injury isn't determined so much by the number of hit points as it is by the proportion of the total.

DM David suggests that the abstraction of hit points - the fact that they don't easily map to any particular amount of bodily injury - is the reason for their enduring appeal. He observes that virtually every game that sets out to "fix" D&D's combat settles on some kind of rule to make hit points and weapons damage more "realistic", and that despite these many "fixes", D&D's decidedly un-realistic combat remains more popular. He argues that this is because it's more fun. Players like the positive feedback of actually hitting their opponents, and they like not dying instantly the first time an attack hits them. It's more fun to narrate combat as a trading of blows than as a series of dodges, blocks, whiffs, and misses.

When I first learned about D&D, before I started playing, I thought that 100 hit points per character sounded about right. I suppose I must have been thinking of hp as percents. If you'd asked me how long a fight should last back then, I probably would have wanted something like the duration of combat you get in a round of Street Fighter or Mortal Kombat. For "boss fights" anyway, although I don't know if the rhythm of lesser battles against weaker monsters leading up to the climactic crescendo of a "final boss" would have occurred to me then. 

But some people want something different. They want combat to be short, decisive, and deadly. Or they want combat to be a "fail state", a mistake that you instantly regret making. Or they want it to be more "realistic". Or they want it to be more concrete and less abstract. At the risk of repeating the mistakes of the past, reinventing the square wheel as it were, I have a proposal for how to do that.



You're dying, John.

Hit Points as Bullet Wounds
  • One hit point represents one bullet wound.
  • The number of hit point a character possesses represents the number of times they can get shot before dying.
  • The amount of damage an attack deals represents the number of bullets that hit the target.


Saito's not going to make it, is he?
 
Corollaries
  • Attack rolls truly are "to-hit" rolls. If you roll a miss, that means the bullet misses its target.
  • Your "armor class" represents your ability to dodge or evade. It's affected by your agility and by ducking behind cover, which causes the bullets to miss you.
  • Body armor allows bullets to hit you, and so doesn't affect your "armor class" at all. Instead it provides something like a saving throw after combat to see if it successfully prevent the bullets from damaging you as much as they normally would.

  • Hit point totals are low and will remain low. A non-combat character can survive being shot maybe 1-4 times, a combat-oriented character can survive maybe 1-6. Hit point totals probably don't increase as you gain levels, or only very slightly.

  • If a character with 1 hit point gets shot, they start dying. If a character with 0 hit points gets shot, they're instantly dead. Most civilian NPCs have 1 hp. Having 0 hit points represents an state of illness or frailty.
  • Dying will turn into dead unless you go to a hospital or other surgeon. Any character who gets shot will die from their injuries unless they take the time needed to apply competent first aid to their wounds. 
  • Any bullet wound that isn't treated in a hospital or equivalent will result in the permanent loss of 1 hp. Any bullet wound that is treated still requires something like a saving throw after treatment to recover, otherwise it's lost permanently anyway.
  • Recovery times are long. Expect to spend something like 1 hour per bullet wound on first aid and something like 2 weeks per wound recovering afterward. And those might still be "unrealistically" abbreviated. Translate into your game's relevant "turn" and "downtime" categories as necessary.

  • Most unarmed combat deals 0 damage. You can wrestle someone to restrain them, get in a fistfight in lieu of negotiation, maybe even knock someone unconscious, but your bare hands aren't likely to kill anyone, except under extraordinary circumstances. A critical hit might kill, even by accident, and so might beating a helpless person.
  • Knives deal maybe 1 damage. You get something like a saving throw. If you succeed, you still need first aid, and will suffer the consequences without it, but otherwise you take 0 damage. If you fail your save, you need a hospital, and take 1 damage. Knives can kill, but not as easily as a gun.
  • Most bullets deal 1 damage, but special guns might have special characteristics. A very weak gun, perhaps one that's very quiet or easy to conceal, deals maybe 1 damage, like a knife. A very powerful gun, or one that's firing very dangerous ammo, will definitely deal 1 point of damage and will maybe deal 2. Again, you need something like a saving throw. Armor piercing bullets don't allow you to make a save to prevent their damage, but let's say they only deal 1 damage if you're wearing a vest. Special guns and special bullets are very expensive.