Monday, April 15, 2019

Mechanics for Resource Management - part 3, Types of Resources

The purpose of this post is to try to enumerate all the different resources people try to manage in D&D (or at least the most common ones). One reason for doing this is to take stock of exactly what we - collectively - are trying to accomplish when it comes to resource management. Another is to begin thinking about what goal managing each particular resource is supposed to achieve, how well that goal is currently being met, and if there's any untapped potential for making the resource do more than it currently is.

I'm not going to talk a much about other people's solutions to these problems here. I want to give each major solution its own post (lists, hazard dice, and usage dice are the first three solutions I plan to visit). I'm also not going to finish thinking about any resource here. This is an ongoing thought experiment; I already have some thoughts about encumbrance in particular that deserve their own post, but looking at the classic approaches (and how often they're used, or not) seems like a good starting point to build my own ideas off of. Even if I plan to reinvent the wheel, I should at least take a look at what I'm copying!

I've ordered the resources below so that the top of the list is made of the resources that more or less define what "resource management play" looks like, and the bottom of the list contains resources that are almost always managed, even in "non-RM play". The list also kind of goes from resources that are likely to be partially used up in play, to resources that are relatively static, and then to resources that generally accumulate over time. Aside from my knowledge of the rules of various editions of D&D and other OSR games, I'm basing my sense of what other people do on my reading of play reports and session reports on people's blogs. People tend to mention if they tracked how long torches burned, rolled for wandering monsters, etc, so my ideas about the practice of the game, the game as it is played, is based on what other judges and players say they do.


Encumbrance - One of the most fundamental resources - how many other resources you can carry.

Encumbrance is inherently a trade-off: every item you carry potentially means not carrying something else. Deciding just how much characters can carry, then, is ultimately a decision about how often players will have to make those choices. If the limit is very low, every new item they find becomes a painful choice about whether to pick it up, and if so, what to leave behind. If the limit is very high, then in practice, the limit doesn't exist, because players will never be forced to decide to give anything up, or the choice will be trivially easy ("Do I want to keep this bag of gold or this bag of all-purpose flour? Hm...")

Making resource management important then probably requires making encumbrance limits relatively low. Make them too low, though, and players will feel like their characters are being forced to leave themselves vulnerable, by not being allowed to carry the supplies they need to protect themselves, or worse, they'll feel like there's no point in exploring, because they won't be able to take back anything they find anyway. Players probably shouldn't feel like they have to choose between carrying a sword and carrying some treasure unless they find Scrooge McDuck's money vault, about which I'll say more below.

In most versions of the D&D rules, encumbrance is also in a constant trade-off with movement rates. Players can choose to carry more weight and move slower, or choose to carry less and move faster. This is only a meaningful trade-off if the judge is tracking movement rates. If the penalty for carrying additional weight isn't enforced, then in practice, there is no penalty. Even for judges who track movement rates, keeping track of multiple weight thresholds and slight reductions in character speed seems like something that's difficult to implement, and thus something that is rarely or never done in practice.

A great deal of the creativity the OSR has put into making resource management work has gone into fixing encumbrance. Since it is a kind of ur-resource, this makes sense, and I'm going to address the solutions other people have come up with, and some of my own thoughts, in later posts in this series. The most common OSR solution that I've seen enforced is the idea that characters can carry one "significant" item for each point of Strength or Constitution (so an average character can carry 10-11 items).

One thing that's badly needed is some system for leaving things behind without losing them completely. Right now, it feels like the standard is, you're either carrying it on your person, or you throw it away (or sell it for half-price in the marketplace). But if we really want players to limit what their characters carry with them in their inventories on their character sheets, then we need something for them to do with all the stuff they're not carrying besides chucking it in the garbage. In the same way that we need a good system for spellcasters to record the spells they know but don't have prepared right now, we need a good system for all characters to record the equipment and treasure they own but aren't carrying. If such a system currently exists, it hasn't been widely adopted, and it's certainly far from de rigueur, even in resource-management-heavy games.

Encumbrance is probably the ultimate managed resource. You probably can't make resource management part of your game unless you limit how many items characters can carry. It's also already the perfect trade-off with itself - it already means you leave behind one thing to carry another. Whether encumbrance needs to do more than that - whether it needs to interact with movement rates, for example - is a different question. I think many OSR encumbrance rules are still too complicated, and thus end up never getting enforced, because they still attempt to interact with fine-grain movement rates, or because they trip over themselves trying to make exceptions for in-"significant" items. Non-OSR encumbrance rules are even worse, so much so that I can't imagine that anyone really uses them. If you're "supposed" to track pounds and tenths-of-pounds of equipment, rather than just tracking the number of items of equipment, then forget it, you'll never do it, it won't happen.

Exactly how much characters should be allowed to carry is also a question worth asking. Do we actually want the number to be different for every character and to vary as widely as 3-18? If not, we may have more thinking to do. The existence of special supplemental encumbrance systems - Stars without Numbers' items-at-hand, the "magic items slots" of D&D and Pathfinder, and the number of numenera each character can carry in Numenera are all backup encumbrance systems that set much tighter limits of how much characters can carry of certain important items. The fact that these supplemental systems are relatively common suggests they might have something to tell us.


Time and movement - Time is another fundamental resource. How long does it take your characters to do things? How much can they get done before events triggered by the passage of time force them to retreat to safety? In principle, movement rates are closely connected to time.

Timekeeping is probably D&D's closest nod to any kind of boardgame roots. Every significant character action takes one unit of time, whether that's one combat round, one exploration turn, one downtime week, or something else. Your movement rate tells you how far you can move for one action. Characters use up other resources over time. In the dungeon, bad things happen automatically as a result of time passing, so the longer you spend in there, the more bad things happen to you.

Time in D&D is measured in abstract units. Within the game, a turn, for example, corresponds to 10 fictional minutes passing. But for the players, time is directly related to actions. And frankly, thank goodness for that. AD&D used ideas like "weapon speed" and "combat segments" to subdivide the combat round into even shorter fictional units, and to allow characters to make attacks at rates like 3 attacks per 2 rounds. One action per round (or turn, or week, or whatever) is much simpler. It may be that "you cannot have a meaningful campaign if strict time records are not kept", but no one's going to be keeping any time records whatsoever unless it's quick and easy enough to do while still playing the game, and the 1-for-1 equation is the easiest and quickest way.

Like encumbrance, time necessarily includes a resource management dilemma within itself. Each unit of time is a "payment" used to "purchase" one action. Each time you "buy" one thing, you've used up the currency you'd need to also buy another. You can't do two different things at the same time. Of course, not being able to do two things at once is only a dilemma if there's also some reason you can't do one thing after another. Being forced to go slowly is only a penalty if there are things you want that you can only get if you go fast.

Some other resources are automatically depleted by the passage of time. Torches and rations come to mind. In the original version of D&D and in the Torchbearer game, there's a certain logic to resource management, where you enter the dungeon with a backpack full of torches and rations, burn up and eat up your cargo as you go, then refill with gold right before leaving. Gygax was right about one thing: you can't have resource management in this very original sense without time records to show when your resources get depleted. Classic resource management also depends on wandering monster checks, which ALSO also depend on the passage of time. Resource depletion and wandering monsters are your twin penalties for going slowly, and they give you a reason to move quickly, find the treasure, and get out. The thing you want, that you can only get if you go fast? It's staying alive. The dungeon will kill you if you move too slowly. Maximizing treasure while minimizing the passage of time and its twin dangers is more or less the original resource-management game within D&D. If both those twin dangers are removed, then there's no reason your characters can't take all the time in the world searching for every trap, secret door, and hidden treasure in their path.

As I said, in principle, movement rates are supposed to be related to time. In principle, there's supposed to be a resource management trade-off between encumbrance and time, because carrying more weight reduces your movement rate, which causes you to spend more turns in the dungeon. Except that in practice, I don't think it works like that. Dungeon doors are close together. Even if you were heavily encumbered, you'd still probably only need a fraction of your move to get from one room to another. And travel between rooms is the only time your movement rate is supposed to affect how long it takes you to do something. Once you're in a room, the passage of time is determined by how many actions you take.

Now, if you only ever need to spend one turn at a time moving, no matter what your movement rate is, then in practice, your encumbrance will have no effect on how quickly you move, and more generally, no effect on the passage of time. There will be no trade-off between speed and preparedness, and no need to worry, for example, that if you carry some torches you'll move quickly and stay lit the whole time, but if you carry too many torches you'll be slowed down so much that you run out and go dark before the end. This whole much-vaunted mini-game of balancing the risk of traveling too light against the risk of traveling too slow comes to naught, inside the dungeon at least. (The wilderness may be a different story, because the nature of the distances involved is different. In the wilderness, the distance between two points is never shorter than the distance you move in one time unit, which means that reducing your movement rate really does slow you down out there.) But if your time in the dungeon is unrelated to your movement rate, then what is the point of linking encumbrance and movement? It seems like a lot of bookkeeping to dynamically adjust your character's movement rate as you pick up and shed items, if the actual number of turns it takes you to get from one place to another never changes. It also doesn't seem like there's any real penalty to "going slow" because you're carrying a lot of treasure if "going slow" turns out to be the same rate you were going to voluntarily move at anyway.

I have some more thoughts about movement that will need to go in a separate post, but for now, it's enough to notice that time, like encumbrance, can offer an interesting trade-off with itself, but only if bad things happen because of the passage of time. It's also worth noting that while movement rates have no effect on the aspect of the game they're supposedly written for, there are other situations - like chases! - where movement rates, as written, are of little or no help in adjudicating the outcome.


Torches - Light sources are used to allow exploration in the darkness. In principle, a party without light sources should be trapped in the dark. Torches are one of the classic resources, so famous the Torchbearer game is named for them.

Torches burn down at a predictable rate, typically 1/hour. If characters know in advance how long they're going to be in the dungeon, they can pack as many as they need, with a healthy margin for error. Torches are so cheap that they're essentially free, so aside from encumbrance, the only restriction on how many torches you can carry is the limit of your own imagination. You would only run out of torches, essentially, if you failed to plan properly, and stayed in the dungeon longer than you thought possible.

I have also literally never heard of a game session where the characters actually ended up trapped in the dark, truly unable to see anything for the rest of their delve. There's probably a reason for that.

In any position of authority, it's probably wise to make sure that no "punishment" you give out actually hurts you worse than it hurts the person you're punishing. It's probably also wise to never threaten a punishment you aren't really willing to administer. So the problem with torches is, I would rather rule by fiat that all the characters just die than be forced to play out a session where I have to describe the characters feeling their way along the wall and groping blindly through pitch blackness because no one has a light source. I would rather end the session right there, send my friends home, and never run a game of D&D again rather than risk having that happen more than once.

So truly running out of torches, with no possibility of obtaining more, mid-dungeon, is basically a non-starter for me. And I'm skeptical that there are many judges or player groups, even among those who really care about resource management, who would answer differently. Are there any interesting uses for temporary darkness? Maybe. It's a question I'll come back to another time.

Darkness, like death, is narratively interesting as a looming threat, as something the judge can get all poetic while describing, as something that players take pains to avoid. As a thing that actually happens, it's boring, and I'll say it, darkness is worse than death, because if you get trapped in darkness, you still have to keep playing a game that can no longer possibly be fun for anyone involved, whereas at least when you die you get to start over. If torches are supposed to be a resource where if you run out of them, the game's over, well we already have hit points for that. Do we really need a second terminal resource? Do we really want a second terminal resource, especially one where you can buy and carry an unlimited number, unless your asshole GM and their asshole encumbrance rules force you to carry too few just so they can laugh at you when you get stuck in the dark?

Lamps promise an interesting trade-off, because lamp-oil can either be used as a fuel source or a weapon. Do you risk losing the fight to preserve your light source? Or do you risk getting trapped in the darkness to throw a bomb at your enemies? Of course, this is only a dilemma if the threat of darkness is real. Otherwise, this is another false promise, there is no dilemma, and fire-bombing becomes the only real use for lamp oil.


Rations - Food and water, used to stave off the hazards of starvation and dehydration.

Like torches, rations are consumed at a predictable rate, typically 1/day. In principle, water is separate, hence the presence of water skins on various equipment lists, but I think most people treat "a ration" as including both food and water for the day. In almost every game where rations come up, the task of "managing" them as a resource is limited to buying an abundant supply at the start of the adventure and marking them off once per day forgetting about them. I'm not clear on the rules for how starvation and thirst are supposed to work in any edition of D&D, but I've also never heard of anyone's character starving. It's just not a situation that comes up very often, possibly ever.

Rations offer the promise of a few interesting trade-offs, though again, I suspect these promises are rarely fulfilled. The fact that rations are usually listed as coming in fresh and preserved (or "iron") varieties suggests there should be some kind of risk-vs-reward buying one type or the other. The fact that descriptions of the various wilderness skills always list "foraging" as a possible skill use suggests another possible trade-off or mini-game, that again, I've never seen played out in practice.

The greatest opportunity, I suspect, is the possibility of treating rations as an optional reward if you have them, rather than a mandatory penalty if you don't. The idea would be that you assume all the characters have enough to eat normally, but if they eat something special, then they receive some sort of reward. I've seen lots to talk of running culinary campaigns, where the characters are all gourmets out to find, prepare, and eat the rarest-possible ingredients cooked into the most extravagant-possible recipes. That deserves a post by itself, but for now, let me just point out that that kind of reward-seeking behavior, although consistent with the kind of treasure-hunting that usually goes on in D&D, is entirely different from the penalty-avoiding behavior that characterizes traditional resource management play.


Iron spikes - Basically just railroad spikes. Characters use them to hold doors open or closed.

There are really only two reasons you would spike a door. The first is if you are in the sort of dungeon that has malevolent doors that slam themselves shut behind you. You might spike the door to make sure it stays open and you don't have win a fistfight with a door a second time. The second reason is if you are sleeping in the sort of dungeon where monsters bust into your bedroom in the middle of the night and murder you in your sleep. Then you'd want to spike the door to keep it closed. These conditions were common in the original megadungeons in early-edition D&D, but they're virtually non-existent now.

Just like you need a tinderbox to light your torches, you need a hammer to pound in your spikes, but again, I've never heard of anyone being stuck with spikes and no way to hammer them. The existence of iron spikes in later-edition rulebooks is essentially just ritualism. They serve no real purpose divorced from a context where it makes sense for characters to walk around with a bag full of doorstops.


Arrows - Ammunition for ranged weapons. As long as you have arrows, you can engage in (safer) missile combat instead of (riskier) melee combat.

Unlike most of the other resources we're considering, running out of arrows doesn't mean you can't fight, it just means that you have to fight differently. As long as you have arrows, you have a choice between two combat options, when you run out, you're down to one. And since the options arrows give you is the option to fight at a distance, you're "spending" arrows in order to avoid losing hit points. At the start of each combat, you have a dilemma - is this a "harder" fight where it's smart to use up your arrows to avoid getting damaged, or is it an "easier" fight where you should engage in melee (and possibly absorb a few hits) in order to save your arrows for when you'll really need them?

This actually strikes me as a great resource management dilemma, and it could be driven home in two ways. The first is if quivers were smaller, the second is if arrows did more damage. First, if you have enough arrows that you'll never run out, then there's no decision to be made, of course you'll use them every time. (Too high a limit also trains you not to mark them off as you use them - why bother tracking them if you'll never run out?) A smaller quiver would either force you to weigh the consequences of choosing arrows over melee, or force you to truly weigh your commitment to missile fire against the encumbrance cost of carrying an extra quiver. Second, if arrows deal more damage, then it's more clearly advantageous to use them in a dangerous fight. If all your melee weapons are more deadly than arrows, then you'll only use them for easy fights, while hard fights will require that you get in there and take damage so you can actually kill the damn thing. That's also a tactical dilemma, but not one that makes it worth the effort of counting arrows. If arrows are something you can run out of, then they should be something you care if you run out of, which you won't, if they're your worst weapon.

The fact that you can recover arrows is also interesting. Most rules I've seen allow a 50% chance per arrow to recover it. I would apply the same odds to recovering a dagger if you threw it. (Should daggers do more damage if they're thrown? It might tempt you then - throw it now, go without it for the rest of the fight, and only maybe get it back? or hold onto it but deal less damage?) You can also conceivably recover enemy arrows the same way, which means even if you run out, you might be able to get more without leaving the dungeon.

Guns have an additional resource management issue when it comes to ammunition, because you could run out of bullets in your gun mid-fight, even if you haven't actually run out of bullets.

Single-shot weapons - whether crossbows or cannons - don't present much of a dilemma in terms of conservation. The fact that you can only use them once per fight means you're not going to run out of ammo, and thus that you have no reason to sometimes hold the weapon in reserve. (Unless your supply of these special missiles is much MUCH less than your supply of arrows.) The more typical question with a one-shot weapon is deciding which opponent to use it against. In a fight with multiple combatants, using your one-shot weapon against this opponent and not that one IS a dilemma. There could also be a second dilemma if single-shot weapons could be reloaded, both quickly enough to use more than once in the same fight, but also slowly enough that it's only worth reloading against an enemy where another missile shot is safer or more effective than dropping the weapon and hopping into melee.

Torches, rations, and iron spikes were starting to get me down regarding the viability of interesting and novel resource management play. But arrows actually offer me some hope for this thought experiment. Having them as a resource is beneficial, but using them up isn't deadly. And thinking about what trade-off arrows are supposed to represent (spend arrows to save hp? or spend SOME hp now to save arrows and hopefully save MORE hp later?) offers some very easy insights about how the rules could be altered to encourage that trade.

What's more, arrows still offer an interesting resource management dilemma even if you don't count them and don't let them get used up. In that case, you'd want arrows to deal LESS damage so that you get the following choice - use arrows and have a longer fight while staying distant? or use melee and have a shorter fight while getting up close? This is the same dilemma, incidentally, that you get when trying to decide whether or not to reload a high-damage single-shot weapon. However, I stand by my statement that if you count arrows, then arrows should deal more damage than melee weapons. The trade-off between stronger defense versus stronger attack is a good one, but not good enough to justify the extra work of tracking your supply. If you have missile weapons that deal more damage than melee weapons and unlimited ammo, then expect everyone to carry a gun and melee combat to be rare. (Which is fine, as long as you're aware of what you're doing and you're okay with it.)


Ropes - 50 feet of rope, typically used to travel from one dungeon level to the next (unless your GM is an asshole and makes them 100 or 200 feet apart just to spite you.)

Ropes let you access otherwise-unavailable areas of the dungeon. Sometimes these are "optional" areas - places that it might be nice to go, but aren't strictly necessary for "completing" one's exploration of the dungeon. Other times these are "mandatory" areas - places where going to them is the whole reason for going into the dungeon in the first place. When it comes to "optional" areas, not having a rope just means that you miss some cool stuff, but have the option to try again if you come back later. For "mandatory" areas, not having a rope means you need to leave the dungeon, go back to town, and buy one.

The resource management of ropes is purely a now-or-later dilemma. Do we spend the rope now to try to find something cool? Or do we save it for later in case we really NEED it to exit the dungeon? Actually implementing this dilemma in play probably requires thoughtful dungeon design. There would need to be more than one clearly "optional" place to use a rope, plus some way of communicating the risk that you might need a rope to access a "mandatory" area later.

It's not clear to me how often players are forced to manage their ropes though. In principle, if a rope is tied off safely enough that you can climb it, it's also tied too well to easily retrieve it, making each rope a single-use item. I can't really tell how often judges actually hold players to that standard though. Also in principle, unless you have a grappling hook, you should only be able to use your rope to go down, not up. But like matches for your lantern or a hammer for your spikes, I think this requirement might get handwaved most of the time, because no one wants to spend the game time navigating going to town and coming back just because your character sheet says "rope" and not "rope and grappling hook." (If return trips to town for other reasons were more common, then I suspect everyone would be more willing to allow for the possibility of running out of rope.)

Also if you have a grappling hook, then your rope becomes reusable. Even strict encumbrance rules wouldn't solve this, because at most, a grappling hook weighs as much as a rope (and it might actually be less bulky), which means that you'd be smarter to carry one rope and one grappling hook than two or three ropes. In fact, if you're going to assume that your player characters are competent at what they do, then maybe you should assume that they have a grappling hook tied to the end of every rope. You could reintroduce the dilemma though, by making climbing a hooked rope more dangerous than climbing a tied-off rope. Then the resource management question is more like - Do we SPEND this rope to make this current climb safe? Or do we accept a dangerous climb in order to KEEP the rope, and keep the possibility of using it again later?
 

Poles - The classic 10-foot pole. Used for finding traps. Like torches and iron spikes, poles are practically a calling card of original-style play.

If it's a little unclear whether using a rope uses it up, it's even more ambiguous when it comes to poles. The idea is, the thief is at the front of the marching order, the thief is tapping the floor out ahead of the party with the pole, and if there's a trap, the pole sets it off at a safe distance, and no one gets hurt. But does setting off the trap break the pole so you have to stop using it? Or do you just get to keep preemptively setting off every trap in your path, as long as the thief goes first? And if it's the latter, then what, exactly, is the point of having traps in the dungeon? Why have a piece of equipment that says "let's just ignore this part of the game we don't like"? If that's what you want, you don't need equipment to give you permission - just ignore the thing you don't like.

If finding the trap does break the pole, then it gets you out of one trap (unless maybe you get a saving throw to try to save it?) and hopefully buys you enough information about what traps in this dungeon are like to make up for the cost of replacing it. (Although like torches, they're practically free.) Why not carry a bundle of 10-foot poles through the dungeon to use on every trap? Aside from not wanting to look silly? One solution could be to fix encumbrance. Unlike torches, which aren't much bigger than arrows, so you can pretty much carry as many as you want, poles are big. In fact, poles aren't just big, they're so big that you can't carry more than one, or carrying them requires that you pay some other cost that's high enough that you're really committing to the decision if you do so.


Holy symbols, thieves tools, spellbooks - Tools that permit the character to use one of their class powers. Traditionally, having the tool alone isn't enough to let a character without the skill use the power - but even characters with the right skill can't use their power if their tool gets stolen or broken.  (So for example, a fighting-man can't cast spells, even if he HAS a spellbook, but a magic-user can ONLY cast her spells as long as she has her spellbook in her possession.) 

This sort of two-factor authentication for skill usage - you need both the skill AND the tool - lies at the heart of D&D's approach to character abilities. Clerics need holy symbols to cast spells, heal wounds, and turn undead. Thieves need thieves tools to do pretty much anything other than listen at doors. Bards need musical instruments to bard with. Everyone needs weapons to fight and armor to defend themselves, AND they need to know how to use them. D&D's answer to the question of why wizards don't carry battle axes and wear plate armor has traditionally been because wizards don't know how to use them. A wizard can carry a polearm, but only knows how to fight with a staff. They could haul around a suit of armor in a backpack to put on after they run out of spells for the day, but allegedly they don't know how to wear it correctly to get any benefit from it.

D&D's two-factor approach is so ingrained, in fact, that I suspect most of us forget about it most of the time. Intellectually, you maybe sometimes remember that you need certain items to use your powers, but most of the time, you simply expect to be able to use those powers whenever you want, whatever you happen to be carrying. This expectation is what makes threats like the Rust Monster so frightening - you expect to run out of arrows, you don't expect to run out of swords. The fact that we expect to use our powers at will can also make it feel unfair on those rare occasions when a DM actually enforces the rules and denies you the use of a power just because you don't have the right tool to use it. But that's the point of two-factor authentication - if you can only mobilize one of the factors, you don't get access to whatever it is you're trying to do. Whether that should be the purpose of any game mechanic, let alone the core determinant of character abilities, is another question.

There's real potential to alter the way resources work by breaking the two-factor approach in half, and requiring ONLY the skill OR the tool, but not both. Torchbearer still makes you buy armor, carry a sword, and is hyper-focused on counting rations and, well, torches, but when it comes to the equipment you need to use your other skills, it's blithely assumed that if you have the skill then you have the equipment too. "We assume that your character has the bare minimum supplies and tools needed to use his skills ... The inverse is also true. If you lack a skill, you do not possess the tools for it ... The inventory system is for carrying expendable supplies, extra items, weapons, and armor. We assume that you're carrying another 40 pounds of junk in addition to your adventuring gear." In fact, this assumption is part of the justification for why your encumbrance in Torchbearer is so limited.

Among other consequences, this means that you can't just set down your mapping supplies to make more room for treasure in your backpack. It also means that the skill list can grow unchecked by the encumbrance rules - you will never have so many skills that encumbrance prevents you from using them all. And, in turn, encumbrance limits can be very tight from the start of the very first game, with no need to allow characters to carry more treasure in the early game so that they'll be able to use more skills in the late game. D&D takes a similar approach to its spellcasters by not actually requiring them to carry material components for each of their spells - in a game that really tracked encumbrance and really required spell components, it would be impossible for a top-level wizard to cast anywhere near their full complement of 40 spells per day.

Games like Into the Odd and Knave break this "rule" in the opposite way - in those games there are no skills, only equipment. If you can find a tool, you can use it. Torchbearer kind of epitomizes what old-school, resource management play is like. I2TO, in turn, feels like an excellent example of a new style of play, one that cares about resources, but quite differently than in the past. Discussing those play-styles will be the next post or two in this series.
 

Holy water, scrolls, potions, grenades - Single use items of all types. Two features about them are especially notable. First, they typically have effects that are unavailable from any reusable item, or that are more powerful than the reusable version. (Grenades deal far more damage than swords, for example.) Second, in contrast to every resource we've looked at so far, people actually track them and erase them from their character sheets once they're used up. While my impression is that it's rather rare for anyone to really keep track of their rations or arrows, I think almost everyone marks off their potions and explosives as they use them up.

So here, then, we finally have a resource that players will actually manage, and we know that they do, because we've all seen it, even in games where resource management is otherwise fairly absent. Which means that a very simple strategy for making resources more important in your game is to make more resources into single-use items. Which is exactly the strategy that Numenera uses, by filling up its world with single-use cyphers, and then challenging players to decide "now versus later?" or "this monster versus that monster?" or even "this purpose versus that purpose?" over and over again.

Notably, these items aren't usually just single-use, they're also typically instantaneous-use. What I mean is, torches provide light over the course of 6 exploration turns, and lanterns last for 12. A grenade, however, is blown up and used up in a single combat round. You don't need to remember when you lit the fuse, or track how long it's burned. It doesn't make any ongoing demands on your attention. And because you probably only have 1 or 2 grenades, rather than a quiver of 20, it's reasonable to erase each one once you've used it. The moment you've used it, you've used it up. It will definitely matter later if you used it earlier or decided to save it, whereas, contra Dirty Harry, you're never going to care if you fired 6 arrows or only 5 this session. And because grenades are usually not completely trivial to replace, you're also not going to have to sit down after the session's over and un-cross-off all the arrows you fired and then re-bought for a penny apiece.

What this means (and I'll talk about this more later too) is that so-called non-resource management play might actually care quite a bit about resources, just not the "right" resources, the poles, torches, ropes, spikes, and rations that define so-called resource management gaming. While it's possible that the two play styles care more and less about resources, it's also possible (at least some of the time) that they care equal amounts, but about different resources.


Spells - Character abilities that are reusable, but only after some delay, typically a night's sleep. Usually magic, and usually restricted to spellcasting classes, in 4e, D&D offered every class "daily powers" that worked similarly. 5e also has a number of abilities spread across the classes that require "a short or long rest" before they can be used again. Also note that cantrips - spells that can be cast an unlimited number of times - are NOT a resource that needs to be managed.

Spells share some similarity with grenades. They're another resource that players really do keep track of, and the fact that they can only be used once a day means that each time they could be used is another opportunity to decide if they should be used. (The fact that they replenish automatically overnight makes spells a bit more forgiving than grenades though, and much more forgiving than unique single-use items.)

The original version of D&D spellcasting is the simplest, from a resource management perspective. Wizards and clerics memorize a certain number of spells each day, and then cast them one at a time, "forgetting" them as they go. Although this has literary origins in Jack Vance's Dying Earth stories, it plays out exactly like the wizard's player having a hand of spell-cards and then discarding them one by one as they're cast. Making each spell single-use each day is a very simple way of tracking which spells a wizard can't cast anymore. Unfortunately, the distinction between the spells a wizard "knows" in the sense of currently having them memorized (that is, "known vs forgotten") and the spells a wizard "knows" in the sense of having them available to memorize (that is, "known vs unknown") is a little fuzzy right from the start. Technically, any spell written in their spellbook is "known" in the second sense, but not every character sheet provides a space to make this distinction.

The original D&D spells are kind of interesting in terms of just how much they show off their role in resource management play. You have a light spell to replace your torches, create food and water to replace rations, knock to replace a door-opening check. (The doors in early D&D are seriously a force of evil unto themselves.) Almost all the low-level spells from the original version of D&D replace one resource or another, of allow you to do something with certainty instead of having to roll the dice making an attempt. The prosaic nature of these spells probably disappointed a lot of people who wanted their magic to feel, you know, magical, but they did fit hand-in-glove with the style of play the original rules was promoting.

Beyond expanding the spell list to include all kinds of new things, later versions of the game and any number of houserules documents introduced more complicated rules for managing spells. The two that are probably most worth noting are spell points and spell slots. In the spell point system, the wizard has a "pool" of magical energy that refills once per day, and each spell costs 1 or more "spell points" (the units used to measure the amount of energy in the "pool") to cast. The 3rd edition D&D psionic rules used points like this. The two effects are that you can cast the same spell more than once per day, and that you can choose to cast a larger number of low-level spells or a smaller number of high-level spells. This is actually a pretty decent resource management dilemma. Pathfinder uses "pools" and "points" for a lot of its newer class abilities, like the "grit points" that limit a Gunslingers special shots or the "panache points" of the Swashbuckler. (Pathfinder also adds the extra complication of letting these classes regain some points midday by pulling off cool but risky tricks, another resource management wrinkle. Most moves that use grit or panache only use 1 or 2 points though, while in D&D's psionics, 2nd level spells cost 3 points, 3rd level cost 5 points, 4th level 7 points, etc.)

In the spell slot system, the wizard has a certain number of "slots" in each spell level, and can spend a "slot" of a certain level to cast any spell of that level or lower. So "slots" are kind of like spell points but they can only be spent in very specific ways. In particular, there's a hard limit on the number of spells you can cast per day. Suppose you have only a single 2nd level spell slot remaining - you can only cast one more spell, whereas with spell points, you could cast multiple 1st level spells for the same cost as one 2nd level. With both spell points and spell slots you can also engage in over-casting and (sometimes) under-casting. To over-cast a spell with spell points, simple spend more points than the minimum required, and the spell produces some additional effect. With spell slots, over-casting means spending a higher-level spell slot, and again, produces an additional effect. Since 3rd edition, Sorcerers in D&D have used spell slots instead of the "memorize and forget" casting wizards use, and almost every new spellcasting class in Pathfinder uses spell slots as well.

All this is more complicated than the simple form of magic that original D&D started with, but it also introduces a new type of resource management for spellcasting characters to engage with. Instead of being limited to deciding to cast a spell now or later, they now have to decide how to use each point or slot to its best advantage. Both spell points and spell slots also eliminate any ambiguity about what it means for the caster to "know" a spell. Either it's in your head, and remains there forever, or it's not.

At various times, D&D has also toyed with making spell-knowledge into a kind of alternative encumbrance system. There are a few "spells" like find familiar and sword magic that let you "spend" one of your spell-memorizations, essentially giving up a fraction of your ability to cast spells in exchange for some other resource, like a pokemon or a lightsabre. This seems like it could be part of a more general "psychic encumbrance" system, where spells known, skills, martial arts, fighting techniques, weapon proficiencies, and even languages all become interchangeable "mental items" that you can "slot in" to your "psychic encumbrance." However, outside of 4e (where, if I understand correctly, each class got exactly the same number of at-will, daily, and etc powers) D&D is NOT actually set up to accommodate such trades, and there currently is NO "mental encumbrance" system in D&D or any of its variants that I'm aware of. Certainly a challenge for creating one is the question of character growth - what do you do when your brain is "full" but you don't want to stop learning new things? Are you forced to just forget less valuable "ideas"? Your fighter can choose to take one of their many magic swords with them on a quest and leave the others back in their stronghold, but they can't exactly leave any of their swordfighting techniques behind too, can they?

The cleric's ability to turn undead works a little differently, because it can be used multiple times per day, but it can only be used again if you use it successfully. Try to use it and fail, and yeah, you're stuck doing without until tomorrow. In principle, I guess this could tempt you to avoid using it against more powerful undead monsters to avoid losing the ability for the day, but I sort of doubt any cleric player every said "but I CAN'T try to turn away Dracula! I might fail, and then what will we do if we run into a skeleton later?" Spellcasting and clerical healing in DCC both work similarly, where a successful spell can be cast again and again while a failed spell is probably lost for the day. (It's a little more complicated than that, but in a way that would require another post, and doesn't substantially deepen the underlying RM dilemma.) It is worth noting that when magical healing works like this, it actually does present more of a dilemma than when it's an offensive capability at stake. As a DCC player and judge, I can attest that you do find yourself questioning when an injury is serious enough to risk losing your healing ability by using it, and when there are multiple injured characters, you find yourself debating how best to prioritize.


Hit points - A measure of how much more damage your character can endure before they'll die. If ever there was a resource that people were willing to track dynamically as it went up and down throughout a single session, it would be hit points.

Hit points are, in some sense, the ultimate character resource, since nearly every other decision about how to spend time, materiel, and other equipment comes down to a decision to spend resources to save hit points, or spend hp to save resources. They're also the "ultimate" resource in the sense of being that last resource, the terminal resource, where, if your character runs out of them, you stop having that character anymore.

In fact, the necessity of keeping enough hit points to keep your character alive means that the decision to sacrifice virtually any other resource in order to retain that last, lone hp isn't really even a dilemma, per say. While some players might choose to trade their character's life to preserve the party's ownership of some particularly valuable treasure, what prevents that exchange most of the time is the fact that players are hardly ever given the opportunity to make that trade. Despite the popularity of Trollsmyth's "shields shall be splintered" and other related mechanics, when most characters meet their ignominious end, there simply is no opportunity, within the context of the rules, for the player to trade anything to save their character's life. The DCC adventure "The One Who Watches from Below" lets the characters find an endless treasure chasm, haul off as much of it as they can carry, and drop bags of cash as they run away to avoid hp loss - but in all those respects, it's the exception rather than the rule. The opportunity to give up something your character values in order to save your character is a great trade-off, but one that players only rarely have the chance to make. (Although I suppose that the proliferation of "death and dismemberment" tables COULD BE considered an example of this trade-off. If we accept the premise that our characters are something we value, then "death and dismemberment" rules give us the chance to trade away a bit of our characters "coolness" and long-term badass potential in return for keeping them alive in a somewhat reduced capacity. Taken to an extreme, "dismemberment" becomes a fate worse than death - within the game world ONLY, I hasten to add - because it transforms your character, while still "alive," into someone who is no longer any fun to portray.)

In addition to the more abstract trade-off between hit points and literally every other resource in the game, there are also direct trade-offs between hit points and things like healing potions, healing magic, and time spent resting / camping. There are a couple dilemmas here. First, for powerful effects, timing becomes an issue. Rather than use up your magic the first time you get a papercut or hangnail, you want to save it until you're injured badly enough to benefit from the spell's full potential - but not wait so long that you die from later injuries because you never bothered to heal the earlier ones. Second, since it's possible for pretty much every character in the party to get injured simultaneously, and most healing options besides rest affect only one character at a time, there's a trade-off in deciding to heal one character and not another. Resting or camping takes time, requires a defensible location, and might even require leaving the dungeon itself to do safely - at least in early editions of the game. Indeed, across the board, every form of healing has tended to get easier in later versions of D&D. Healing potions go from rare magic treasure to commercially-available herbal remedy. Healing magic goes from once-a-day spells to something as reusable as the cleric's ability to turn undead. And "resting" goes from an obligatory loss of a turn once per hour to a way to regain hit points mid-adventure without needing to set up camp.

While dying isn't interesting, all the things players do to keep their characters alive ARE interesting, and so it's ultimately, I think, the threat of death, the threat of losing your character, that motivates players to go to the trouble of performing other forms of resource management. If your character CAN'T die, then there's a lot of things it no longer makes any sense to do, because there's no longer any reason to trade any other thing to save hit points. If your hit points aren't ever going to run out, then you can spend them freely in exchange for any other thing you want to preserve. Just like with encumbrance, hit points only a meaningful inducement to put up with the pain-in-the ass hassle of erasing and re-writing numbers on your character sheet all session if there's enough danger of running out of them that (a) you want to keep a close eye on them to make sure they DON'T run out, and (b) you're willing to make otherwise undesirable decisions purely for the sake of preventing hit point loss. If your character is effectively immortal, then why not jump off a cliff, swim across a river of lava, and challenge Godzilla and King Kong to some tag-team wrestling? If you're never going to run out of hit points, the thing you're most motivated to count, then why bother worrying about running out of anything else, and why bother counting any other resource?

Hit point loss serves as a signal that it's time to leave the dungeon, but they're a weak signal at best. Because you "clear out" dangers as you go, the return trip out of the dungeon is always safer than the expedition going in, even if it's not exactly safe - which means that you don't need to leave as soon as you've taken half your hp in damage, and in fact, it feels a bit overly cautious and un-adventurous to do so. Really the only signal hp loss does give you is to let you know when you'll probably die if you get in one more fight. This isn't quite as bad as it sounds, since you're primarily moving through "clear" areas once you turn around, you only need to worry about possible but uncertain wandering monsters. Depending on the roll of the dice, you might not fight any - ooor you might run into two or three more fights... It would help if you could be certain how many wandering monster checks are between you and the exit, at least.

One of the most common rule changes people make regarding hit points is to create two categories - one group of easily recovered points that represent luck, or skill, or fighting prowess, and a second category, more difficult to recover, that represents real physical injury. Under those rules, it makes sense for players and characters alike to be pretty cavalier about using up their "easy" hit points, and much more cautious about losing their "hard" ones. It's a rules change that I almost invariably see described as being "more realistic" than D&D's standard way of treating hit points, although I want to point out that what it mostly does is offer a "more realistic" interpretation of the way that characters blow through and then gain back dozens of hit points across only a few hours of in-game time.

The "hard" hit points that represent real injury are often tied in some way to the character's Constitution score. In fact, sometimes the Constitution ability score itself is used as the "pool" of those points. (See for example the treatment of Strength in I2TO.) Ability scores are tempting to use as a kind of "super hit points" because while they're not only generally capped at 18 or 20, they also typically vary within a much smaller range. Thus, any effect that draws on ability scores as a resource has an egalitarian quality - it affects all party members fairly equally, and remains nearly as dangerous to high-level characters as it is to low-level ones. Ability score loss can be permanent or temporary, but I think players generally accept that it will take downtime, not just short rest, to recover their spent abilities. Whether for these reasons or maybe others, recent games like DCC and Numenera play with ability scores as a "pool" of points that characters can spend to accomplish certain effects - such as boosting failed d20 rolls.


Gold pieces - Cash money! The very thing we're looking for! Like hit points, this is another resource that EVERYONE counts (at least when they take it in, even if not when they spend it, and I'll have more to say about that discrepancy in a min.)

In the original editions of D&D, encumbrance was used to limit how much treasure characters could carry out of the dungeon at least as much as it was to limit how much gear they could carry in. Part of the min-maxing of early edition resource management play was figuring out how to transport out as much treasure as possible. Of course, even without tracking encumbrance, there's already a limit on how much treasure characters can carry - that limit is set by the fact that characters have find the treasure before they can carry it away. If the characters manage to find Smaug's horde or Ali Baba's cave, then yes, perhaps some system should exist to prevent them from strolling out with half the wealth of the world stuffed into their pockets like loose change. Outside that context, however, the limiting factor in how much treasure they're carrying is likely to be how much treasure they can find, not how much treasure they can fit in their inventory. (Also, I don't know, maybe don't even make treasure available in such quantities if you don't want the characters to actually have it? It seems like lots of  adventure-writers want the characters to find the hoard of the Gibbelins, but no one wants to let them take it home.)
 
For treasures caches like that, or heavy chests, or weighty statues, it might be worth asking if the encumbrance system is even the appropriate way to determine how the characters will transport it. Encumbrance is a rule designed to determine how characters carry multiple items adding up to some maximum weight. It doesn't necessarily provide us with any insight about the right way to manage individual items that weigh ten or a hundred times that maximum. Which means that the question of how you carry bulky treasures is independent of the question of how you limit character inventories the rest of the time. Forgoing ordinary encumbrance doesn't mean letting players fit all the gold in Los Angeles on the head of a pin, it means finding or making rulings about how to carry specific bulky items (which, as I noted, you have to do anyway, even if you are tracking encumbrance, since it doesn't help with this question at all.)

Beyond the resource management question of how much gold you can carry is the related question of what you can do with gold. What is it for? In OSR-style games, you get 1 experience point for 1 gold piece, but the point is not supposed to be that you want gold because it gives you experience. You're supposed to get experience because you want gold intrinsically. Except, you know, gold's money. No one wants money intrinsically except dragons and the handful of sociopathic hoarders who own half the planet. You want money because you want to spend it. You want money because of what you can do with it. So what can you do with it? In a lot of games, the answer is "nothing" - you start the game with the best equipment money can buy, and you get the stuff money can't buy by delving for it. If you're playing a game where gold doesn't earn you experience either, then gold becomes like "points" in most video games. You get bragging rights, I guess, if you have the high score, but collecting them does nothing for your character within the context of the game. But if the purpose of your game isn't to collect gold, then it might time to ask "then what IS the point?" and start thinking about how to shape play toward facilitating that goal instead.
 
Two more points about gold seem worth mentioning before we turn to experience. Some people like a gold-standard in their game, where equipment prices are denominated in gold pieces, as are most treasures. Some prefer a silver-standard, and these days some even prefer copper. In any system, the purchasing power of the "standard" coin seems to be pegged around the same as $1 American, probably because that's the standard most judges and players are most familiar with.

Whichever system you prefer though, I see very little point in even having coins of lesser value. Imagine finding a small trove of silver - if you've been playing on a copper-standard, then yes, finding a stack of Hamiltons is a decent prize. But if you've been playing on the gold-standard, then no, stealing someone's coin purse full of the dimes they use in parking meters isn't exactly going to excite you. Copper's even worse. On a copper-standard, 2000 cp in coins is like the treasure of the Sierra Madre, potentially worth killing all your teammates over so you get it all to yourself (and get to level up from the experience!) On the gold-standard, it's akin to finding a jar of loose change. There might, in fact, be $20 inside that old jam jar, but getting it in pennies can make it feel like more hassle than it's worth. If you're going to give your players treasure that's a pain in the ass to deal with, then at least give them some kind of White Elephant, and make it a hassle that IS worth dealing with.

The other thing about money in D&D games is that when it comes to receiving treasure, players really will count it down to the last penny. They might not be thrilled to get 37 cents as their share from the great goblin sock-drawer heist, but they'll be damned if they're not going to write it down on their character sheet. But there's a certain sleight-of-hand I think we've all come to expect when it comes to accounting for expenses, because while players will gladly count every coin they take in, most of us are less enthusiastic about explicitly marking down every penny our characters spend.

Part of that hesitancy might be attributable to the mismatch in currencies. If I'm sitting on thousands of dollars of currency, it feels almost beneath my dignity to break one of my large bills so I can buy a few burning tree branches and cans of baked beans. That's going to be especially true if I haven't really been keeping track of how many torches or rations I've used because, although they're written on my character sheet, I haven't actually been playing in such a way that tracking them is a meaningful activity. And so it bears asking again - if we think of these expenses as basically a rounding error in our characters' bank accounts, then why are we counting their wealth to the last centime rather that bundling it into larger units or treating it more abstractly? When we note every dime and decimal fraction of a coin we take in, but decline to subtract any costs that aren't directly related to supplies we actually use in the dungeon, our characters' GP totals truly do begin to seem like video game scores.

The other mismatch is between the units of time indicated by the items available on the typical D&D equipment list, and the actual units of time we use to count our characters' downtime. Most equipment lists include things like individual cups of beverage, specific cuts of meat, and itemized side-dishes. You can't get so much as a prix fixe meal, to say nothing of a single lump-sum price to pay for your entire downtime. It's a variation on the same problem we keep seeing - the units used to measure time, distance, weight in one section of the rules are incommensurable with the units used during play. Whether the standard downtime in your campaign is a week, a month, a season, a year - however long it is - the players should know in advance how much treasure they'll need to cover the cost. Staying alive, out of debt, and out of the gutter is motive enough for adventuring, and the cost-of-living puts a limit on how much equipment they can buy. But ONLY if the whole price can be expressed as a single number, rather than as an a la carte menu of every possible amenity.

Or just do what I think almost everyone usually does anyway - and what 5e pretty much makes an explicit practice - and just ignore any possible downtime expenses. If your character can break even every day without adventuring, then is there really anything wrong with only deducting gold from your treasure when you spend it useful supplies, rather than being forced to pay an arbitrary tax just for the privilege of being allowed to have an imaginary character who exists within the shared game world? Why not treat your gold total like a video game score? Why not enjoy competing with your fellow players to see who can get the most cash out of the dungeon while spending the least on adventuring supplies?

Or, if you're not keeping score, why not spend ALL your gold on new toys to bring into the dungeon with you? Debt is a very comprehensible motivator of character activity, but so is the opportunity to buy cool stuff at Ye Olde Renaissance Magic Item Shoppe. What makes one of those options better than the other? Arguably, only how well it fits within the genre and the style of game you want to play. If you want to portray a squalid, starving wretch who goes crawling through the sewers for the chance to steal a goblin's lunch money and then runs up his medical bill getting treated by leeches for the dysentery he caught down there, then sure, the Magic Shoppe would be out of place if it hung out its shingle on the corner of Grimdark Alley and Crapsack Lane. But there are other fantasy genres where playing a bit fast and loose with expenses is actually more appropriate that miserly counting out every last decimal place.


Experience points - A running total of how much your character has done and learned from their time adventuring. Fortunately, this is a resource you don't need any extra room to carry, and only count once a day, at the end of each session. That's good, since in D&D and its relatives, the total routinely goes into the thousands, and can run into the millions for really high-level characters.

In the original version of D&D, XP came almost exclusively from gold on a 1-for-1 basis, so avoiding time-wasting combat and figuring out how the carry out as much cash as possible in your backpack had a very direct and tangible relationship on how quickly your character advanced. (So did having the correct high ability scores, which could confer a 10 or 20% bonus to your XP earned.)

In more recent editions, combat has become the sole experience-granting activity, and it's my impression that there's been a combination of lowering the XP thresholds to a gain a level and increasing the rewards for defeating more powerful foes. So even at high levels, the way to get a leg up isn't to massacre an entire continent of orcs, it's to go find the sort of big game-animal that would make Ernest Hemingway feel manly feelings of manly pride and go shoot it with a rocket launcher out the side of a helicopter challenge it to a sporting duel on the Field of Valor.

In the original edition, the XP threshold to level up doubled every level, which meant you had to earn as much experience as you had so far to date again to reach the next level. Among other things, this meant that the time it took players to reach each next level roughly doubled every time as well, and that a new 1st level character who joined a high-level party at any point would be only one level behind by the time the others finally leveled up. I believe that this dynamic too has been altered in more recent editions of the game.

The only way to lose experience is from fighting certain asshole undead monsters that only asshole hardcore DMs ever use. Players hate losing experience, and everyone hates having to do the math to remove a level from a living character. And - because of the way that XP thresholds worked - if your character just DIED instead of getting level drained, it would take you the same amount of effort to bring the new character up to par as it would to return your old character to their former glory.

Since you almost never lose it, and can actually never spend it in D&D, experience is like a resource that doesn't really require any management. However, I think that in Numenera, Dungeon World, and maybe some others, the GM is encouraged to periodically threaten the players with some problem or complication, but offer them XP in return - and the players in turn have the option to accept the XP and the risk that comes with it, or to refuse the XP and avoid the complication. This is a bit meta, but certainly it is a resource management dilemma, and one that only appears in games that have a reputation for not including any resource management. If there's one thing this exercise is teaching me, it's that supposedly non-RM games don't necessarily deserve their reputation. There's quite a bit of resource management that goes in here at that supposedly "shallow end" of the RM pool, so much so, in fact, that perhaps it makes counting doorstops and flashlight batteries feel a bit superfluous.

 
Player time - The final, and perhaps most fundamental resource. Just how long do you have to play this game anyway? How much of that time are you willing to spend counting pennies and matchsticks? What exactly is your idea of "fun" - and how much of your game time are you willing to spend on "not fun" mental activities?

One thing worth noting about the old resource-management intensive style of play is that it takes a lot of time. Counting grid-squares to draw accurate player maps, tapping every floor-tile to check it for triggers, searching every inch of the place for treasure, traps, and secret doors - or worse, DEBATING whether or not to search ... there's a reason, I think, this style of play is referred to as a dungeon crawl. The dangers lurking around every corner, the low hit-points and fragility of the player characters, the skill system that made you far more likely to fail rather than succeed if you had the temerity to actually roll the dice to decide anything rather than relying on narrative description - all of it adds up to a situation that rewards caution and paranoia and punishes anything that even looks like it might be adventure, so that either the players, or their characters, or both, are inching through the dungeon as slowly as possible to avoid making any mistakes. In theory, the threat of wandering monsters pushes the characters to go faster despite the risks, though I sometimes wonder if this just leads to more table-talk about whether to spend a turn searching for something, and if this table-talk might be even slower for the players than actually searching would be. As Roles, Rules, & Rolls notes, this CAN lead to a situation where "player boredom substitutes for character boredom" and where you trade "an out-of-game resource (time and interest) for an in-game resource (safety)". Ideally, if you're playing that way, it's because you want to be and you enjoy it, although I think we have to admit that this is not everyone cup of tea.

But it goes further than that, I think. The more "realistic" a game is, the "harder" it is, the more I suspect it's going to draw on player time as a resource, and the more prepared I think the game itself is going to expect the players to be to spend their own time with a profligacy that stands in stark contrast to the way it expects them to hoard every possible in-game resource. Is your dungeon full of almost-impossible-to-describe room shapes? Do the halls contain imperceptible slopes to carry the characters down a level without realizing it, rotating walls, teleportation traps in identical-looking rooms, and other tricks designed to make it impossible for the players to draw an accurate map? When the characters find treasure, do you tell them how much it is, or are they required to haul it into town before they're allowed count it? If their treasure is something other than cash, will they need to hire a jeweler or appraiser in order to be allowed to find out what it's worth? When they find magic items, do you tell them what they do, or are they required to experiment, and possibly waste or break the item just to learn what it does? When they get enough XP, can they just level up, or do they have to perform some additional quest or hire a professional trainer in order to gain the level they've earned? All these things take time, real time, player time, and none of them particularly even substitute for an in-game resource (except perhaps for knowledge about the game world?) which means that they're not really avoidable even if you're willing to make the right trade - they're just there, common expected practices of Gygaxian-style play that just ... take ... so ... long.

Games that emphasize tactical combat have their own time-intensive activities, so this isn't just an "old school vs new school" distinction. When a crew of fantasy superheroes goes up against a gang of orcish ninjas, and everyone knows a dozen moves and has a hundred hit points, that fight is going to just ... take ... so ... long. So it's not like newer editions of the game are necessarily so respectful of player time.
 
Then again, regardless of the edition, you can explore all kinds of dungeon rooms if there's pretty much nothing in them, so "rooms per real-life hour" isn't some kind of unambiguous measure of player fun either. And look, I KNOW I've gone kind of hard after original-edition dungeoneering here. But really, it's not MY preferences that are most important, it's yours. And specifically, it's making sure that there's a good fit between what the game makes you spend time on and what you want to do while you're gaming. If you want to feel like a methodical, careful professional who scoffs at foolhardy "adventurer" types who get themselves sliced in half by the first swinging blade trap they come across - then that early edition style is perfect for that. If you want to play a swaggering, devil-may-care badass who revels in their combat prowess, their cool superpowers, and their ability to mow through a crowd of enemies like a combine through a hayfield - then latter-day, tactical-combat heavy games are going to give you a chance to shine. I really don't think either of those preferences is inherently better than the other, but it's going to be terribly frustrating if you want to play one game and end up in the other. (And frankly, both those styles might be unsatisfying if you've got, like 2 hours to play, rather than 8.) The point being that player time, your time, is worth something, and you should value your own time, make sure you're spending it on parts of the game that you enjoy, and that you're NOT wasting it on things that you'd rather handwave or ignore.


The next posts in this series will look at play-styles of original resource-management play, supposedly "non" RM play, and what might be a whole new style of RM that I see emerging in games like Into the Odd and on blogs like The Retired Adventurer. After that, I want to look at some of the solutions people have come up with to preserve resource management play without needing quite as much time or attention to detail as Gygax originally envisioned.

Friday, April 12, 2019

Harry Clarke Project - Pit & Pendulum, Cloak & Dagger

Piteous Cloak - The Piteous Cloak is an ebon-dark garment made from countless strips of black fabric, hung like a cape around the shoulders, fastened with an tarnished silver brooch in the likeness of a rat. The Cloak is black like brimstone, black like night. The floor-length strips do not hang limp, are never still, but move instead as though underwater, as though they float and flow about the wearer as she moves.

The Cloak will act to defend its owner if she is accosted, first wrapping around the assailant to bind and gag them, holding them helpless and immobile, then tightening to crush and strangle them for d6 damage per round, unless they can resist the prodigious strength of its covetous grasp. The grip of the Cloak is like a clutching fist, wringing the lifeblood out of its victims like water from a damp cloth. Anyone slain by the Cloak is pulled into the darkness of its folds and consumed utterly, so that not one trace of them remains, not one single bone nor stain of blood.

The Cloak's owner can disrobe and leave it in her sanctum as a guardian. In poor light it seems to blend with the shadows, and easily surprises the unwary visitant.

To befriend the Cloak is to become its new owner, but this requires appeasing the spirit of the rat that dwells within its tarnished brooch. The rat spirit feels affection for its owner and does not share its loyalty promiscuously, but it can be won over in the usual manner of mollifying hostile spirits, provided that, during these negotiations, it is given a fresh corpse to ingest each time it requires additional appeasement to persuade.
 
The Cloak never forgets an old master, however, and can never be compelled to harm one, even to protect its current owner. There is a 1-in-6 chance that any magician encountered in the same environs where the Cloak was discovered is one such former owner.
 
  
Pendulous Dagger - The Pendulous Dagger is a weapon of uncommon hostility. It appears as a masterpiece quality dagger, etched with filigrees of silver and inlaid with whorls of gilt. It is most notable for its tip, for instead of narrowing to a point, it suddenly flares out like a paper fan to become a wickedly sharp crescent moon.

When wielded in close quarters, and struck with critical acuity, the Dagger momentarily lengthens to become an executioner's blade, and will lop off the head of any target unable to save themselves from this death stroke.

When thrown underhand, it transforms again, becoming a pendulum that swings from the ceiling toward its target, dealing d12 damage on a successful blow. Regardless of the outcome of this swipe, its backswing may hit or miss independently, and deals an additional d12 damage if it strikes. Unless its master aimed either attack with fumbling clumsiness, the Dagger will unerringly return to her hand after it swings back. (Though if her aim failed her so critically, she will likewise be forced to dodge the pendulum's sweep.)


Both these items are apt to be discovered within the dungeon acting as hazards to travail the unwary wanderer. To escape the Piteous Cloak is, as ever, akin to saving oneself from paralysis, while to dodge the Pendulous Dagger's sweep is like unto being saved from a wand or a stave. Any perceptive soul who questions if these wonders might be taken as treasure should be answered in the affirmative; otherwise, someone versed in the lore of artifice or the art of trapmaking who inspects either object more generally may roll to realize that they are removable, transportable, and valuable.


This post is in response to Cavegirl's Harry Clarke Community Project, and it's licensed CC BY 4.0 https://creativecommons.org/licenses/by/4.0/

Thursday, April 11, 2019

Harry Clark Project - Vainglorious Proboscid

The Vainglorious Proboscid

Armor Class: As unarmored
Hit Dice: 4
Move: As human
Attacks: 1 abducting grasp (special) or 2 claws (d4) or 1 diseased bite (d8 + special)
No Appearing: 1
Morale: 6
Treasure: an exquisite but delicate masterpiece mirror, roll 1d6: 1 hand mirror worth 50 gp, 2-4 vanity mirror worth 500 gp, or 5-6 full length looking glass worth 5000 gp.
Alignment: Chaotic
 
 
Appearing inside the mirror, the Vainglorious Proboscid adopts the face of the first person to look into the glass. It is a jealous, vicious creature, and desirous to usurp its counterpart's place in our world and overtake her position amongst her comrades. Its first attack is to seize its counterpart and drag her into the Mirror Realm, before stepping out to fill her shoes. (A successful save against paralysis prevents this transfer.) Canny observers may discern the disguised Proboscid by its overweening self-regard, insatiable hunger for flattery, and its absence of a reflection. If provoked to anger, its annelid forequarters will also become visible, though the semblance of its hindquarters to the visage of its captive remains uncanny.

Once discovered, the Vainglorious Proboscid may fight with claws or retreat back into the Mirror Realm, for it is cowardly and sinful. Its return there displaces its captive back into her compatriots arms. Otherwise, negotiations with another Mirror resident might be needed to secure her retrieval. If slain and its countenance not thoroughly defaced, the Proboscid can endure its apparent demise in its vermiform. The Proboscid will reserve its disease-causing bite for its captive (who is sure to be infected) and for she who pierces its disguise or dispatches its mortal form.

When treating with the residents of the Mirror Realm, a human ambassador is likely to find a Vainglorious Proboscid as her counterparty, though by treaty and tradition, ambassadorial Proboscids will always wear the face of another. (Though still perhaps one known to its interlocutor.)
  
   
Probosciforous Sickness - This supernatural malady is transmitted through the infected bite of the Vainglorious Proboscid. After a night of incubation, the victim awakens to discover that her nose has become superannuated and transformed into a listless and torporous leech. Aside from the social difficulties posed by this nasal deformation, the afflicted cannot regain vigor through her normal regimen of slumber and toilette without imbibing at least a goblet of human blood.

There is also a 1-in-6 chance each week spent in civilization, and each night spent in the dungeon, that the victim has been waylaid and abducted by a Vainglorious Proboscid, seizing on her illness as an alibi to excuse away its undisguised appearance.

The sickness can be cured by the application of a spell to remove curses or cure diseases, provided that it is cast by one also versed and trained in spells of illusion, or else medicines may be procured through trade with the Mirror Realm.
 
 
This post is in response to Cavegirl's Harry Clarke Community Project, and it's licensed CC BY 4.0 https://creativecommons.org/licenses/by/4.0/

Sunday, April 7, 2019

Toward an Appendix N for Interplanetary Fantasy

Consider this the start of an "Appendix N" of inspirational materials for inter-planetary (but not inter-stellar) adventures.
 
The Solar System is much cozier than here. The planets are closer together. Being in "space" is like being atop a high mountain. The air is thin and cold, but breathable and survivable, although you probably want an airship if you plan to navigate the luminiferous ether, and having access to an alchemist who can speed things along wouldn't hurt. Science in general works more like the way people in the 19th century thought it did. In fact, the culture and decor are pretty much Victorian as well.

The planets are more or less like nations, and interplanetary intrigue looks a lot like Ruritarian romance. Adventures are almost certain to involve at least one hop from one planet to another. In addition to humans, there are alien natives on every world in the system, some like flora and fauna, some fully sentient.

This genre is adjacent to 'rainbow fantasy'. It's normal for the protagonists to have extraordinary powers. And, although the fate of nations and worlds may be at stake, our heroes are unlikely to come to serious harm. For example, if they lose a fight, they'll almost certainly be captured and imprisoned, rather than killed.

One element I'd probably drop from these materials are the long narratives of space-flight. I'm not even sure how much I really enjoy reading nautical tales about tying knots and learning self-reliance; I know for certain I don't want to dwell on time spent in transit while I'm at the gaming table.


Novels
    
Arabella of Mars, Arabella and the Battle of Venus, and Arabella the Traitor of Mars by David Levine


Celestial Matters by Richard Garfinkle

     
Larklight, Starcross, and Mothstorm by Phillip Reeve & David Wyatt


Radiance by Catherynne Valente


The Revolutions by Felix Gilman


Sun of Suns, Queen of Candesce, Pirate Sun, The Sunless Countries, and Ashes of Candesce by Karl Schroeder


Graphic Novels

The Brass Sun by Ian Edginton and INJ Culbard


The Sand Warrior, The Cobalt Prince, and The Red Maze by Mark Siegel & Alexis Siegel


The Space Race of 1869 and The Moon King by Alex Alice

 
Games and Other Materials

Mega Man V (Game Boy)

      
Mickey's Space Adveture (Commodore 64)


National Geographic Atlas of Our Universe by Roy Gallant

 
Twilight Calling by Tom Moldvay

Wednesday, April 3, 2019

Session Report - Shootout at the Irontown Corral - 29 March 2019

Characters
Chaus Hussar (cavalryman, 2nd level Wizard)
- played by Peter

Tomas Antonio de Carlos Ortega (shoemaker, 1st level Knave of Diamonds)
- played by Todd

Milton J Pennypacker (banker)
Phineas Cole (railroad man)
Molly Oatcakes (farmer)
Alexander Smokes (cigar maker)
- played by Josh


Session 10 - 29 March 2019
After the fall of Brimstone and her party's excursion to the Gold Soul Mines, Sweet Nell headed off for Chicago to put on a Vaudevillian ventriloquist act using Mr Archibald as her "dummy". The pair ended up mentoring some new folks back east who'd decided to travel out west into the demon-haunted Dark Territories ... but that's a tale for another day. (And frankly, for another blog, if Todd chooses to tell it. He recently started running his own Brimstone campaign using the funnel from Black Powder Black Magic volume 1, and repurposing Nell and Archibald and NPCs.)

Meanwhile Chaus followed the same trail the refugees from the ghost town had, lo those many decades ago, and eventually arrived in Irontown, where he was happily received, as there was something wrong with the iron mine. Local banking magnate Milton J Pennypacker was determined to get to the bottom of the mystery, and he'd recruited a handful of expendable cannon fodders civic minded volunteers to help investigate. It seemed the iron in the mine was actually growing (which was good!) and also that almost everyone who went in didn't make it back out alive (which was not!) They were also joined by Tomas Antiono, an inveterate gambler, borne on the wings of chance, who somehow knew Sweet Nell and Archibald, and claimed to have won some interesting fossils off her in a casual, friendly, high-stakes card game.

Asking around town, Chaus met a few people who'd been into the mine and made it out alive, and learned of a ghostly woman who seemed to be made of golden light. He thought he recognized the description as another gold-soul ghost like he'd encountered before. Milton was also aware of a rumor of cruel men made of rust patrolling the shafts, and no sir, he wasn't going to stand for it! "Why these men stand in the way of good honest industry! This cannot be allowed to continue!" Together, the six new companions made their way to the entrance of the mine.

The ground out front was covered in sand, and veins of iron were indeed extending out of the mine onto the outer cliff walls. The veins seemed to pulse to some silent, internal rhythm, and almost imperceptibly lengthened as the group stood watching them. Chaus, who'd thought ahead and purchased a rock hammer and some mason jars to collect samples, bent down close to inspect the iron. It seemed almost like mercury, like liquid metal there in the wall, and was pliable and ductile beneath his hammer. As soon as he scraped any off into a jar though, it seemed to harden instantly to become normal metallic iron. Molly Oatcakes was curious how much give the liquid metal had, and she pressed a potato into it. The metal gave way and made a hollow for the potato, eventually, it seemed as though it was beginning to grow over, or maybe even through, the plant. Molly thought she still had time to pull it out, but decided to leave it there, and rather than fall to the ground, the potato continued to be slowly, slowly incorporated into wall.

The group discussed the similarity to the veins in the human body, and the way iron-rich blood flows through those, but before they could become too philosophical, Chaus stood up and cast a magical spray of colors directly at the iron vein. Almost instantly, the whole interior of the mine lit up before them, in rainbow colors that rotated red, orange, yellow, green blue, violet, then red again. To Tomas Antonio, it looked like the new electrified neon-gas lights that had recently been installed in all the finest casinos in Chicago. To everyone else, it looked like a rainbow was lighting up the mine.

Milton shoved Phineas to the fore, and he bravely volunteered to lead the group into the now-glowing mine. As soon as they stepped inside, they heard a sound that had been inaudible before, a sound like waves breaking on the ocean, or like sheet metal wobbling as someone shook it. Though rainbow colored, the room was nearly as bright as daylight thanks to Chaus's spell. One whole wall was literally covered in soft, liquid iron, now coruscating with light. They saw two one passage leading off to their right, another mostly straight ahead, and a third to the right that appeared to be filled knee-deep with gravel. They briefly strategized and decided to explore the easiest-to-reach rooms before entering the gravel-filled passageway.

The group entered the right-hand room, and found it entirely covered in pulsing, coruscating liquid iron, almost blindingly bright because of the rainbow magic illuminating it. On the floor was the indistinct silhouette of something dead. Tomas crouched down to investigate the body and discerned that it was a skinless pit pony, and that tendrils of iron had grown up from the floor and were penetrating the dead animal's flesh, growing into its actual veins. Looking at the pitiful creature, he felt woozy, but chalked it up to the horror of what he was looking at. Chaus bent down to take a closer look as well and promptly fainted dead away. Molly carefully reached out for Chaus with her rake and pulled him closer. She felt a wave of vertigo as well, but maintained her footing, and the entire group retreated back to the very first room.

With a slight breeze of fresh air blowing in from outside, the Molly managed to revive Chaus without difficulty, but as she did so, a man made of an assemblage of chips and flakes of rust came out of the room after them. He locked eyes with Chaus, who scurried up to his feet. The man scurried forward, and Chaus was sure that this strange creature was mocking him and imitating his movements. Chaus continued to back up toward the entrance, and the rust man followed, mincing and mocking as he drew ever closer. At the mouth of the mine, Chaus simply ran for it, and the man, now blocking the entrance and trapping the others inside, turned to face the rest of the group. Milton loudly cursed Chaus for his lamentable cowardice.

Alerted by Milton's insult, Chaus turned and saw that the man had stopped following him, and cast a colorful spray of magic directly into the rust-being's back. The creature was lightly wounded, and also seemed to have perhaps gone blind. It groped forward, no longer mocking anyone, but it must have memorized their last positions, or still been able to see the after-image, because it caught poor Phineas flat-footed, and the railroad man turned to flakes of rust himself, and fell in a formless pile to the floor. The others rushed up on the cruel rust-made man and attacked him. In the creature's blindness, it seemed less able to defend itself. Tomas raked a straight razor across the creature's throat, opening a wide gash so that it nodded like its head was going to flop off onto the floor. Milton picked up Phineas's prybar and smashed at it, and Molly wailed at it with her rake. Between them they opened a gash that ran from shoulder to hip, and the two halves of the rust-creature's torso drooped apart, though it remained standing. Finally Alexander lay into it with his machete, cutting off the creature's head so that it fell apart in flakes of rust just as Phineas had, and the two rust piles co-mingled on the ground.

Chaus re-entered the mine, collected a full sample jar of rust flakes, then went back to check if the dead pit-pony was still there. It remained, seemingly undisturbed since he'd first investigated it minutes ago. Chaus then took the jar outside to look at it in the sunlight, but for all its supernatural origin, the rust just looked ordinary when Chaus held the jar up to the sky.

The group followed the straight-ahead path next, entering a cave with a floor covered ankle-deep in sand. Continuing forward, they arrived in a perfectly square room with wood-paneled walls. On one wall was red graffiti saying "Abandon Hope" and a dead body lay slumped in the corner next to the writing. The body was bleached white as paper, and as they looked closer at it, seemed to be hollow. Molly tapped the body with her rake and it crumpled easily. Pressing harder, she flattened it; indeed there was nothing inside to support it. She used the teeth of her rake to tear off a sample, which Chaus gingerly removed and placed into a sample jar. Although it looked like paper, Chaus thought he recognized it as parchment, like the sheepskin of his old diploma.

They continued straight ahead and arrived in a larger cave with one straight, wood-paneled wall and two doors. Waiting inside the room was a small stone-skinned creature that looked like a gargoyle downspout like Tomas had seen in Chicago. The gargoyle bowed extravagantly to the group as they entered the room. In sweeping gestures and an exaggerated pantomime style, the little gargoyle indicated that it would love for them to go into the left-hand door. As a banker and a gambler, and thus both accomplished liars in their own right, Milton and Tomas felt certain that the little creature was lying to them somehow. Whatever master it served, it certainly didn't have their best interests at heart when it suggested they go to the left. The little creature pointed to its chest as if to say "me?" then shook its head "no, no!" and crossed its heart. Alexander ran up and threw open the right-hand door! ... aaand saw the entrance to a hallway going off to the side. Anticlimactic. The gargoyle looked halfway between smug and apologetic, "I tried to warn you" it seemed to shrug. But when the group started going through the door, it started gesticulating frantically, genuinely trying to stop them and warn them off! The group ignored the creature and walked down the hall.

They arrived in a room where the far wall was made entirely of pulsing liquid iron, pounding like there was a heart right behind it. They noticed that the effect of Chaus's spell was weaker here, so far from the door. Where the earlier iron wall had been almost too bright to look at, this one gave off a pleasant firelight glow as it cycled through the colors. Chaus theorized that there was, in fact, a heart behind the wall, and so carefully took off his academic regalia, folded it neatly and set it on the ground, rolled up his sleeves, and then took up a mining pick and began carving away at the wall with all his strength. He shaved off great curls and whorls of iron that fell solid to the ground. Somewhere in the distance, they heard the echo of a deep, thunderous voice, "What?! Who dares?!" Molly and Milton started at the sound and retreated to the hall to peer at Chaus from around the corner.

As the two watched, they heard a new sound, a kind of musical groaning and clanking, like something with accordions for legs and cymbals for feet going for a walk. A moment later, a new being entered the hall through the door the party had just used - it stood taller than human height but had no head, its body looked like a rubber-bulbed bicycle horn, and it had oversized hands and feet. As Molly and Milton watched with jaws dropped, the new creature started like it had just noticed them, scratched its head (or rather, where its head SHOULD be) in confusion, waggled a scolding finger at them, and then put its hands on its hips in a huff. Behind the new creature, they saw the little gargoyle peeking around the corner. As the monster's hand hit its hips, it squeezed its own rubber bulb, and with a great honking sound, fired dozens of whirling little circular blades. Both Molly and Milton were cut all over, and both knew instinctively that they couldn't survive another attack. They ran back into the main room, shouting a description of the new monster while cowering behind Tomas and Alexander for cover. Their backs against the pulsing iron wall, the group was trapped, with nowhere to run and no way to escape!

Groaning and clanking, the musical creature followed into the room, but before it could attack, Tomas pulled a gold coin from his pocket, invoked the mysterious entities he followed, known as the Arcana, and with an elaborate baseball windup, pitched the coin at the creature. Halfway along its flight, the coin winked out of existence in midair. The walking bicycle-horn scratched its head in confusion again, then elaborately shrugged. Chaus dropped the pick, drew his cavalry sabre, and charged the monster. He inflicted a critical wound that might have slain a lesser being in one strike, but the creature pounded its hands into its hips disapprovingly again, and more spinning blades flew out of the horn, along with a great musical honk. Chaus and Alexander both dodged and received only minor injuries, but Tomas took the full force of the blast, and like two of his friends, knew he could endure not a single more injury without dying. Alexander and Chaus charged the creature again, first scratching, and then actually puncturing its rubber bulb, but that only seemed to make it angry as it began gesturing wildly. Tomas pulled from his coat pocket a fossil he'd won in a rigged competition received as a gift from Sweet Nell. The fossil bloomed like a flower and became the skeleton of a dragon. The little dragon roared like an angry kitten, then spit a gout of green acid onto the creature. Its rubber bulb dissolved entirely away, and the rest of its bodyparts fell noisily to the floor. The gargoyle, who'd moved closer to watch from the end of the hall, looked absolutely shocked and turned to run away at full tilt.

Realizing how close they'd come to dying en masse, and fearing what might happen if they encountered any other dangers, the group agreed to return to the mine entrance. "I begin to see why so few who've entered this mine have returned back outside to tell about it," Chaus observed drolly. They filed down the hall and into the larger room where they'd met the little gargoyle, but there was no sign of the creature now. Both doors blew open and hot wind like from a furnace blew at them in great gusts from every direction. Molly, Milton, and Tomas all cringed, fearing that their doom had found them after all, but rather than grow hotter or scald them, the wind abruptly stopped.

They hurried the rest of the way back out of the mine and limped back into Irontown. While the others recuperated, Chaus located Phineas's widow, Mrs Cole, and gave her the jar of her husband's "ashes" (really the intermingled flakes of rust belonging to both Phineas AND the monster) and $10 worth of gold dust to help her cover her expenses. Though she was shocked by the news, and clearly in mourning, there was also a glimmer in widow's eye for this strange and mysterious scholar.


Gains
1 jar of rust flakes (given away)
1 jar of paper-skin

Losses
$1 spent on failed magic
$10 given away to Mrs Cole
Phineas Cole (turned to rust)

XP
1 Luck for Chaus Hussar for his donation in service of a Lawful cause
2 XP for surviving the fainting room
4 XP for the crumbling simulacrum (cruel rusted man)
1 XP for interacting with the deceased hungering husk (hollow paper man)
2 XP for negotiating with the gargoyle majordomo
4 XP for the sprayer machine (bicycle-horn being)
6 XP for exploring 6 new rooms
Total: 17 XP each for Chaus and Tomas, flat 10 XP each for Molly, Milton, and Alexander for surviving their first adventure

Sometimes when a Bob-omb and a bicycle-horn-duck love each other very much ...

Post-Mortem
If the two sessions late last year were kind of transitional, then I think we've officially arrived at a new chapter in the campaign. I let Peter just level up Chaus because I felt like I've been too stingy with my XP awards. I would have let Todd bring Sweet Nell up to level 3, but he seems to have retired her, so I let him create a new character at level 1. (I was also hoping someone would use the Knave class I wrote for David Coppeletti's eventually-to-be-published DCC Class Alphabet, and Todd graciously volunteered.) I also let him keep the fossil dragon Nell had just secured but never used. A fateful decision! We also welcomed a new player this week - Josh from the Bernie the Flumph! blog.

Between Todd McGowan, John Potts, and now Josh Burnett, this play group is shaping up to be something of an all-celebrity game, though perhaps with less stature than Todd's OTHER celebrity group with James Maliszewski and Dyson Logos.

For this session, I re-skinned "The Iron Coral" adventure from the Into the Odd rulebook. I've been wanting to run that since the first time I read it, and since Peter and Todd wanted to leave the Gold Soul Mines (at least temporarily, although they may decide to revisit it later) this seemed like the perfect opportunity.

I spent a little while thinking about how to reimagine the original underwater, coral adventure site as a mine, but decided that the "soft red coral" that's growing out of control in the original would become living, liquid iron, and that the various human-built observation areas in the original would become squared-off, wood-paneled mining company rooms. I also decided on an explanation for what's going on here, although I'll wait until the group is through with this site before saying what that explanation is. With those ideas in mind, I was able to convert the room descriptions on the fly, without needing to prepare a detailed key of new locations.

The only place I messed up was in getting confused about which passageway out of that first room was filled with foam (which became gravel) although in my defense we were having our worst trouble getting the audio to work at that moment, so I was a little distracted. Fortunately Roll20's native audio worked much better than the last time I tried it, and the adventure could continue. Because of that mistake, the rooms they passed through were slightly less interesting than they could otherwise have been - and if they were avoiding the gravel, then different narration on my part might have led them into an entirely different part of the dungeon!

The monsters I spent a little time statting up for DCC, since DCC uses Hit Dice to determine a lot of things, and I2TO only gives hit points and ability scores for its monsters. I don't have any kind of rigorous system in place yet, but I estimated that monsters got about 1 HD per 5 hit points listed, with exceptional ability scores contributing to Armor Class and Saving Throws and the like. If I do more of this, I might try to formalize things a little more. For now, the informal approach seems to work fine.

In addition to writing up DCC stats, I felt like I ought to reimagine some/all of the monsters to change them from undersea horrors to underground mining monsters. The biggest change, probably, is the Sprayer Machine. Chris McDowall described the Sprayer Thing as a "huge toad-like thing" that "spits Itching Barbs." I thought a digging robot might be a good choice for a creature that spits blades at you. And then, I dunno, as soon as I thought that, the image of a walking bike horn cartoon character, complete with white gloves, just kind of popped into my head. The group seemed to enjoy him, and Josh pretty correctly identified him as being from Wackyland. The thing that's really interesting to me is that I don't think I ever would have come up with something like the Sprayer Machine all by myself. It came because I was reskinning McDowall's adventure. It's a reminder that every game using a published adventure is a kind of collaboration between the judge and the adventure's author, to say nothing of the collaboration between judge and players in EVERY adventure, published or not.

The fight with the Sprayer Machine was a thing of beauty. We came THIS close to a TPK ... and then Nell's fossil dragon won the night! Milton, Molly, and Tomas were all down to 1 hp, and Alexander wasn't doing at all well. Chaus MIGHT have survived one more attack, but it was absolutely down to the wire for the others. We'll see if they remain as lucky in the future! One surprise this week was how often I managed to roll wandering monsters. Usually, I feel like they rarely turn up, but this time around I got three encounters and one sign (the dead hungering husk.) Peter, Josh, and Todd were all pretty certain their characters were dead when I pointed out the dice indicating that last random encounter, but luckily for them, the table just said "A sudden rush of hot air." (They were also pretty certain the hot air was going to do 1 hp of damage to each of them. Can you imagine! That would have to be about the MOST ignoble way to die after surviving such a grueling fight.)

In light of my earlier concern about not passing out enough XP, I tried to give larger awards while saying within the DCC guidelines. My initial inclination was to award 1 each for the trapped room and the gargoyle, 2 for the rusted man, and 3 for the horn robot. But following inclinations like that is how I found myself wishing I'd been more generous. So I bumped them up to the amounts you see above. I considered, but decided against factorial experience for exploration (ie, 1 XP for the first room +2 XP for the second, +3 XP for the third, and so on.) Something like that (even something like that but multiplied by 10) might work in an XP for gold situation, where awards are routinely in the hundreds. But that would mean 21 XP for visiting 6 new rooms. Ultimately, I decided to go with a flat reward of 1 XP per room. I didn't feel right awarding twice as much for exploration as I did for everything else put together. It might be worth revisiting that discomfort some other time, but for now, I think the overall increase should help with my initial concern.