Wednesday, October 14, 2020

How to Run Historical Games

Last week I talked about criteria for the best type of RPG for historical gaming. For the "best of the best" I identified GURPS, followed to lesser degrees by Mythras, BRP and Call of Cthulhu. The latter of these four works best when you are going to "historical, but with mythos" of course, but the key takeaway was that for good historical gaming you want a system which sticks to a "realistic" baseline, emphasizes interesting ordinary traits in characters, does not require redacting significant content that impacts the game experience (e.g. removing a magic system core to the game's themes) and has support material. GURPS is hands-down the winner here, but Mythras comes in a close second along with BRP and CoC.

Remember it's a Group Venture

This time around I thought I'd talk about some of my experiences running actual historical games. A key problem with historical gaming is that it can mean different things to different people, so the first and foremost bit of advice I can offer up is: talk to your players about your ideas, and make sure that they are both on board with the concept and excited about it. There is nothing that kills a game faster than a GM who's grand vision for an esoteric deep-dive into historical tales around Roman General Riothamus are thwarted by a group of players who were expecting T.H. White's King Arthur. Likewise, a group of players who feel like they are being forced to experience a historical re-enactment of either actual events or the GM's personal fan fiction on a historical moment will lead to inevitable disappointment and campaign collapse. 

Put another way: the motto of any GM, regardless of intent, should always be to remember that it's a group venture and the group should as a whole be having fun. This doesn't mean that if your regular group is not in to what you plan to do that you should ditch it, but it does mean if you are married to an idea for a campaign you should seek out the time, place and players who will find it worth their time to explore the idea in question.

Establishing Familiarity and the Economy of Information

Taking to the players about their expectations for an historical campaign is a good idea. Looking in to your own heart about what speaks to you about the particular historical setting is also a good idea. I once played in a campaign set in an era of feudal Japan, but the GM, despite having a great internal vision of the campaign, wasn't that good at conveying details or explaining the "why" of things to the players. As a result, we had a really shallow experience with the game, unclear as to why some things were happening or what we were expected to do. We persevered because we enjoyed gaming together, but it was a short lived game as the vision was neither conveyed nor understood.

If you decide to go for a historical period in which you are very familiar, figure out how familiar your players are with that time and work out some plans around their familiarity or lack thereof. Take one of these strategies based on your players, which is already assuming that regardless of their understanding of the historical period they have already expressed interest in your pitch:

Players Not Familiar: this means you will need to think about your setting's relevant details and focus on the things which will be interesting or important (preferably both). If you know your players are keen on learning about the historical period as part of the experience great, but otherwise try to avoid narrating it like you're a National Geographic Special or in an academic reading; the same rules with actual fictional worlds apply: details that don't matter really do not matter, and details which the characters would never know the players also would not need to know. If you have some great bit you want to talk about on the historical backdrop that isn't relevant, save it for the after-game talk, but keep it out of the actual play experience.

Players Familiar: everything above counts, twice as much, but with two caveats: the reason you don't wax philosophical on the historical details that don't matter to the plot is because they could derail the game if you get into a discussion of irrelevant minutiae with another scholar of the period. The second caveat is: that player at the table who is familiar is now a valuable resource, so use him or her. If they have some information that might help clarify the moment, take advantage of that so long as it doesn't violate the need for an economy of information (use only that which is relevant). 

On rare occasion you might run something set in a time period for which a player is far more familiar with and vocal than you might want them to be. In these cases try to establish proactively that extraneous details are best kept for the after-game chat. That said, still take advantage of their familiarity with details that lend to the moment, but (to take a totally random example that happened to me in college) ask them to refrain from elaborate lessons on how Vikings saddled their horses (unless your group is like really in to that).

Narrating Detail as a Story Aspect for Entertainment First, Enlightenment Optional

Part of good historical gaming is setting the theme and mood for something exotic and also established in the real world, or it's recollection of such. Much of what I previously mentioned is aimed at the idea of extraneous, irrelevant or unnecessary information; it is not helpful to the story of the moment, or it is packaged in a manner which brings the narrative or gameplay to a standstill. That said, lots of such content when relevant or important to the moment should be presented. Just make sure you do it in a manner consistent with the goals of "presenting useful information" and "establishing the flavor of the scene."

For example: if I set a game that takes place in an early dynastic Egyptian court,  I will want to include information and descriptions which establish for the players useful images and data on the situation. If they are playing Egyptian characters then they will need some basic groundwork on what the court etiquette is, if it's relevant. Establishing customs and practices in this context might be useful, but it works best if you incorporate it into the description of events as part of the story rather than a break out lecture. You might be tempted to send this information to the players beforehand, but I don't advise it unless they request such; too much info sent from a GM without request is not fun, it's homework. I strongly believe in the axiom of "show, don't tell" though since RPGs require a narration you are in fact narrating the "show" part. 

You can use skills to gatekeep info, of course. Players who have no etiquette training or courtly graces experience can be told information from the perspective of those who find what they see as unfamiliar and intimidating; nobility engaging in practices which they find awe inspiring or terrifying to simple commoners. But if the group consists of nobility then the information should be imparted in a manner which helps them set the scene and also understand that what is happening is familiar to their characters, if not them.

In my experience, asking players to tell you what they do in situations like this is often counter-productive. The players who did their homework or have the interest will likely volunteer such data. Others may welcome a GM who doesn't force them to explain in precise detail how to saddle a horse. I experienced that as a player once...it was an ironic moment, as I grew up on a ranch in real life and could saddle and ride a horse, but could not satisfactorily explain it to the GM, so my character (who should have such knowledge regardless of the player) failed at the task. Giant Lose on that scenario.

Using Actual Historical Events as Underpinnings vs. Springboards

There are two thoughts on how to handle documented history: it's written in stone, or it's not. Your players can either find a way to kill Hitler, or Hitler and Eva are destined to be found dead in a bunker. How you choose to do this is important to your initial story pitch. I, for example, lose a metric ton of interest in a historical game that is about to dump the actual historical underpinnings; if I wanted to play an alternative history game then I'd look to something like GURPS Infinite Worlds; if I want historical, I want it with all the gorgeous depth and details of actual history. For this purpose, we will assume that for actual historical gaming we stick to actual historical events.

This poses a problem though: what if your players try to kill Hitler? Well, there are a few ways to handle this: first and simplest is, if they can figure out how to do it, let them. The game stops being historical after that point, but it's still a fun experience. The one thing I feel you don't want to do is impede them. If you've created a scenario where they have the will and the way to accomplish something, it is ultimately better to recognize that you made a scenario which allowed it and proceed accordingly; literally anything else you do that stops the action will feel like GM intervention or rail-roading.

The better solution is to think carefully about scenarios that would prove interesting that don't deal directly with historical lynchpins and allow the players as much agency as possible within that context. For example, rather than design a scenario where the players feel they have the will, means and need to find and murder Hitler in 1938 instead look at other scenarios that deviate from such trains of thought. There are no shortage of lesser historical characters and plenty of "closely similar" personalities you can populate a setting with that will allow for an interesting story while letting the established historical backdrop play out in the background.

Another approach is to look for hotspots in history it is not as clear exactly who did what and how it all specifically went down. I actually think World War II is a terrible genre for actual gaming because you have to slice it very thin to find moments in which PCs can do things not already well established. You can still find moments, though: a campaign centered around D-Day and Operation Overlord can lead to some great fun, all while using the historical record as a backdrop. 

Other historical periods can explode with wide open opportunities for an historical experience that explores the gaps in our understanding. The case of the real King Arthur is a fine example: you could set an entire campaign around the sparse but insightful details of Riomanthus and run a campaign which strive for historical authenticity while also diving into a "what if" of that time period with little effort; the GM who finds creative ways to reference later legends of Arthur by weaving the campaign around the origins of such references gets bonus points. If Riomanthus was the inspiration for Arthur, then who was the inspiration for Merlin, Nimue, Lancelot, Morgan le Fay and the rest? Historical analogs for all of these characters could exist in such a telling, and would manage to walk a fine line between historical setting and creative extrapolation without going over any particular line. 

The key thing to remember is that the further back you go the more your historical context will rely on interpretations of the material available, extrapolations from the pieces of the picture, and the less it will be structured around well established facts. The campaign I am working on now, for example, will be focused on a narrow time period during the reign of King Akhenaten, chiefly because it is both a really interesting period in Egyptian history, but also because thanks to the discovery of the Amarna Letters, which were missives to and from neighboring polities over a few decades, we have a remarkable (but rough) picture of the political goings-ons during a hotbed of activity during the rise and fall of an extremely contentious Pharaoh who attempted to replace an entire belief system with a new, highly abstract form of monotheism. 

This gets to the last key point:

History as Backdrop

Alluded to above, this distinction is important: when you design an historical adventure or campaign, think carefully about whether the subject of the campaign will interweave with historical elements, or whether the historical context will be a backdrop for adventures driven entirely by the players and "local, possibly unrelated" events. 

A friend of mine ran a fantastic historical campaign set roughly around 1,000 AD during the Crusades. It's driver was a macguffin: a piece of wood allegedly believed to be a piece of Christ's cross, a holy relic of incredible worth if it is truly what it is claimed to be. The characters we played were mostly survivors in one form or another, the sorts of characters that would find cause to take interest in the relic, either out of belief or profit. It was a great game, and it provided an elaborate setting backdrop grounded in historical verisimilitude without either overwhelming us with detail or derailing with any actual historical details from the time. It felt like a thing that could have happened but no one wrote it down so it was lost to time, in essence.

When you design games like this, you do so with an eye often toward the more common people of a given period. Not all ideas for historical scenarios will work like this, but if you want your players to have the greatest agency this is the best way to do it.

Guidance to Players: Pregens and Player Guides

One thing you can do, particularly if this is a short campaign or single session event, is provide pregenerated characters. This has a few benefits: it saves time for the players, gives them a range of choices that the GM has pre-vetted as relevant to the intended campaign, and ideally you as GM should have twice as many pregens rolled up as there are players so they still have some agency in picking and choosing from the various backgrounds and personality types to suit to taste. 

If your campaign is geared to be longer (more than 5 sessions) and your players are of sufficient creative mindsets then you will probably want to provide a campaign precis instead. This is not quite the same as sending them a bunch of character homework; more like a quick summary of advised guidelines on character generation, including some basic guidance on character types you allow/recommend and where to look up more information if they want it. GURPS is great in this regard, because you can usually point them to the relevant sourcebook and tell them to follow the guidelines there. Failing that, something which provides some design focus is helpful, and be ready to elaborate on request. For example, in my planned "Fall of Aten" campaign sett around 1338-1333 BC, I might offer up that they can collectively choose to be with one of these factions, but that the players as a whole must belong to the same faction once decided on: 

Syrians (belonging to the powerful northern cluster of Syrian states which stand in opposition to Egypt)

Habiru (rebels and raiders in the southern client states, sponsored by the Syrians to undermine Egyptian rule)

Men of Amurru (servants of king Aziru, who find themselves embroiled in betrayal as AZiru journeys to meet with Pharaoh Akhenaten in the new capitol of Akhetaten, only to be held as a political prisoner; later released and betrayed by his own kin)

Egyptians (either aligned with or against the divisive Pharaoh Akhenaten, either working with him to secure long unattained power in a new administration and form of governance, or quietly aligned against him and seeking ways to bring back the old forms of power)

...and if I'm feeling like something different, they could be optionally part of the Shardana, one of the sea people groups who were early coastal raiders in the region, plaguing Syrian and Egyptian ports alike. That's not a good fit for the direction I want to go so I'd exclude it, but any of the first four options above make an excellent basis for campaigns.

They key here is to find out what the players find most interesting....and go with that. But if you as GM only find certain ways to be interesting or work for your vision, make sure you restrict it to what you know and can do; if I for example felt I did not have enough context to run a campaign that might not make it out of Syria then I shouldn't put that option on the table; or alternatively, if my vision really involved exploring the delicate balance of Egyptian court in a social and religious upheaval, then my player guide should narrow down to more specific details, focusing on social station and factions within that kingdom alone.

Secondarily, some guidance on what systems are in place for the game you are using is also relevant. If I use GURPS but allow a low level of magic and will let players choose from Ritual and Path magic only, they need to know that. The more divergent your ruleset is from the baseline discussed in the prior article, the more work you have cut out for you. For example, if you were to use D&D for historical gaming you'd need to provide a long list of exclusions and maybe design some new thematic archetypes and backgrounds appropriate to the setting. Doable, sure....but in this day and age, there's a game for every flavor and that's easier for me to work with.

Ultimately, running an historical campaign or scenario is going to take more work than using fictional settings, as you can't just start inventing stuff without context. A good historical setting requires some effort and research, but it's payoff when executed well is amazingly fun. The last thing can advise is: do not get too caught up in the details if it is not relevant to the fun of the moment! The ultimate objective is still to have a good time, and you can do so without necessarily getting every little fact straight. If something does end up being anachronistic or historically out of context, but your players don't notice it, that's a perfect "after the game" topic for conversation. Keeping track of every tiny historical detail can be hell at times, and it's inevitable you might screw up....but roll with it, and figure out a way to retcon later if needed.

If you're going to do some historical gaming, I also recommend that you secure a copy of GURPS Low-Tech, and use it (regardless of what system you use), it's a great game-focused resource.

Okay, that's all for now! Maybe a Part II if I think of more things to write about.


(edit: fixed a date issue, apparently had a 2 where I needed a 1 and did not notice!) 

Tuesday, October 13, 2020

Looking at Amazing Adventures 5E

Not too long ago Troll Lord Games produced Amazing Adventures, a SIEGE Engine powered take on pulp adventure. It was basically Castles & Crusades, but the castles were haunted nazi-filled places in the 30's and the crusades involved Indiana Jones and Sam Spade wannabes. It was a neat concept, and well executed, hampered only by the fact that it relied too much on the OGL, meaning many spells and foes in the game felt a bit "been there, done that" and not so much genere appropriate as system appropriate. Despite this, it was a good take on the genre, albeit short on support material until a later Kickstarter expanded the game's scope of material greatly.

After that, apparently there was a push to do a 5E powered edition of Amazing Adventures. One thing that this new edition did, aside from reboot the game into 5E mechanics, was to present it more as a multigenre "modern day" ruleset with goals of providing a baseline set in the 30's and 40's, but with plenty of content for pulpy scifi, historical or other possible takes. The first SF sourcebook for the new AA5E in fact is Solar Burn, which for those who remember how great it was is actually the StarSiege universe repackaged for the new era. So if you grab AA5E plus Solar Burn you have all the rules you need to run some SF games in 5E.

Anyway, this is less of a review and more of a discussion on what I've snagged so far and what I think of it, noting that I have not yet played the system though the temptation is strong; a key limiting factor is that since all my groups are now online with Roll20 or Astral Tabletop, I am pretty much limited to systems that have some level of support in those VTT environments, and Roll20 as of yet does not have AA 5E support in the form of a character sheet. I alas do not have time to figure out how to make one, so if I do run the game it may be using Astral, which is a tiny bit more forgiving in its process for games with limited online resources.

The mechanical elements of Amazing Adventures 5E is pretty straight forward: it's 5E mechanics, but with the thematic elements of pulp-styled adventures. This means you have base classes like gadgeteer (The Rocketeer), gumshoe (Sam Spade), raider (Indiana Jones), mentalist (Svengali or The Shadow), hallowed (covering types from Lankester Marin to Shadow Man), pugilist (Rocky Balboa) on down...you get the idea. A lot of cinematic and pulp themes abound in the class options available. It's a good range.

You might wonder how Solar Burn handles these classically themed classes. The short version is: each class is designed thematically to work for a range of environments, and you simply identify the class by a more appropriate name (gadgeteer becomes technician, gumshoe becomes investigator, raider becomes scholar/explorer, etc.) Solar Burn also omits magical classes entirely, aiming for a pure SF setting.

The rest of the AA5E rulebook is about as you'd expect: it gives you the 5E rules customized for its specific take on modern pulp adventure, with plenty of extra detail mixed in. For example you can find enough content in the core book to run games in the present day or future without getting Solar Burn; the core rules even cover things like computers and hacking, decidedly not typical of the 30's and 40's era pulp adventuring. The Solar Burn expansion provides lots of rules and topical content specifically for SF as a genre and its default setting, but is not entirely necessary to use AA5E for your own purposes...it's just really handy to have.

The AA5E book does include a medley of monsters, which seem to be the whole, more or less, of the older monster book for original AA. These include obvious pulp entries, reskinned OGL transplants and a range of genre-appropriate types including some Lovecraftian takes. It perhaps would benefit from more strangeness specifically from it's genre sources....it hits some obvious ones like mummies, deep ones and zombies but could really benefit from some strangeness like a generic version of Pennywise, the Thing from Another World, The Fly, or the Beast from 20,000 Fathoms. Heck, any of these would be better included than Planetar and Solar Devas which feel extremely D&D and not at all modern/future pulp adventure.

The book includes a ton of genre specific and optional rules, from sanity to detailed firearms information. Adding in fantasy elements from standard D&D is included, and a fairly detailed section on how to run adventures is included. The book tops off with a sample adventure.

Solar Burn is an add-on book, and covers additional SF genre details in about 50 additional pages, which talk about starships and methods of FTL travel as well as providing alien species for players to choose from and more genre specific rules and equipment. It's a nice complimentary tome to the core rulebook, though I feel like I would have liked anther 50-100 pages of extra material for good measure. This is more just because I like what Solar Burn has to offer, and while it plus the core book really do give you everything you need to play, I'd love a more elaborate look at the universe and its denizens. 

I also picked up Wild Stars, a setting sourcebook designed to work with AA5E and Solar Burn, introducing the "multimedia" universe by Michael Tierney (that I admit I had never heard of until grabbing this). Off-hand it's a problematic supplement: it contains a detailed system neutral setting over48 pages, but offers no rules or stat blocks for anything within. This is described as a deliberate design choice, but it was a mistake; the book is essentially useless to anyone who was hoping for a fully fleshed out setting and lacks time to figure it out themselves. If you want a generic setting sans toolkit you might find this useful, but for me it's a missed opportunity on a really interesting setting that lacks a game to play it with.

Anyway, if you like 5E (and it's hard not to enjoy 5E), like pulpy action, and want a flexible ruleset that handles a range of time periods within the pulp genre then you will get a lot out of this latest editiion of Amazing Adventures 5E. I'm really quite interested in doing something with it, although my keen reinvigoration of interest in GURPS is dividing my time in that direction.....but maybe not too far down the road if I can find a way to set it up in a VTT environment I might well throw this down as an option for my group, which I think would quite enjoy it. Besides which, if I were to run AA5E in a classic pulp environment I think GURPS Cliffhangers would make an excellent supplemental resource for it.

Tuesday, October 6, 2020

Historical Gaming - Best Traits in a Game System

In this 46th year of role-playing games as a formal hobby we've got all sorts of fine tuned, precision level gaming engines out there for all sorts of things. Recently though I've been really getting back in to a deep dive on historical readings and the thought of running historical games has become all consuming. I've got campaign ideas ranging from revisiting my Mesopotamian campaign set around 2330 BC to a deep dive into England around 650 AD on up to my particularly strong obsession: the rise and fall of the rule of Akhenaten in Egypt from 1351 to 1334 BC. This is an especially interesting time period since a vast trove of diplomatic missives called the Amarna Letters exist, and these include a great deal of interesting insight into what was going on in this particular period of time. Never mind the revolutionary...some might say heretical....upheaval in religious tradition that Akhenaten implemented; there are all kinds of interesting stuff going on in this period in history.

Anyway, when I want to play something that involves exploring dark holes in the ground while fighting monsters both D&D 5E and Pathfinder 2nd Edition work really well for that. When I want even more cinematic excitement in that same vein 13th Age is a good choice. When I want science fiction Traveller is a basic default. So what is the best default for historical gaming?

A key element of a good ruleset for a specific genre must be that it supports what you want out of it. If the rulesystem provides only nominal coverage toward the genre then you may find yourself missing elements you crave. For my purposes, I define the historical genre like this:

Verisimilitude is Critical

Historical settings and themes work best out of necessity when the game system's underlying mechanics support the ideas of the real world. There are many systems which support cinematic or literary storytelling, but a suitable historical experience must at least feel like it is grounded in reality. Some systems let you take historical themes but are not really providing an historical experience in this manner (Cypher System and Savage Worlds are both examples of this). The obvious game systems for this sort of experience are: Mythras, BRP, Call of Cthulhu and GURPS. Each provide a mechanical framework for an experience steeped in "realistic" interpretations of things such as injuries, pragmatic human limits and physics.

Emphasis on the Mundane over the Fantastical

The "realism" must be supported well and in larger proportion to fantastical elements. If the system or setting of necessity feels like you're missing out if you exclude magic from the setting then it may not be an ideal system for historical gaming. The ability to define characters in terms of the mundane and make them feel relevant is critical; it does mean, for example, that the ability of a character to be interesting because the system provides rules for more in-depth skills is preferable to one where skills are less relevant. Combat abilities may focus in greater depth on what actually happens in real combat, and eschews fantastical or cinematic maneuvers; being good at blocking and parrying (and those being part of the process) will help with the historical realism; whirlwind attacks and fantasy parkour not so much.

Magic is of necessity either optional or irrelevant in these systems. The ability to provide for a form of magic that feels more like the way magic was perceived to work in the real world is helpful; the ability of the system to feel robust with no magic at all is even better. Whether you include magic or not, though, it's got to be with a system that does not overshadow the historical underpinnings such that it negates the intended value of the experience as you want it. 

Of systems previously mentioned it  is safe to say the Mythras, BRP/CoC and GURPS all cater to this. However, of these GURPS provides the most robust means by which you can provide for elaborate characters and avoid magic entirely if desired. Alternatively when armed with GURPS Thaumaturgy you can pick and choose from a range of magical traditions designed to feel like the sorts of magic which our ancestors believed in (as well as others of more literary tradition). Mythras provides four types of magic, which often dovetail well with our modern interpretation of how magic might have been perceived to work, but also tends toward a more mythic and literary reimagining of such. Likewise, BRP is simply the original system from which Mythras evolved, and Call of Cthulhu is very much steeped in providing a historical experience tinged with the mythos, a literary construct. 

Resources!

Researching a game on your own dime and time can and is fun for those who want to do it, and historical gamers tend to fit that bill just fine. That said, the more ready-made content a system can offer you to help the process the better. It is almost redundant to point out that GURPS is the be-all and end-all for this sort of thing, thanks to a spate of almost two hundred historically themed books in the 80's and 90's. They moved away from such resources in print with GURPS 4th Edition, but still occasionally offer some useful content (Crusades, Silk Road) while keeping all the classic 3rd edition books in print....and the conversion work required is essentially non-existent, thankfully. Heck, many people use GURPS resources for other game systems as well.

Mythras also provides some historical resources, and you can find other systems out there that make varying efforts to do so, including some that engage in elaborate, fantastical depictions of historical periods such as Aquellare, a tome which must be truly experienced to be appreciated (or reviled, you pick).

Historical Gaming =/= Wargaming

Lastly, it is worth mentioning that a good RPG for this is not the same as a wargame by any stretch, nor should it be construed as such. For many, the most interesting elements of historical gaming are in the details of ordinary everyday living, experiencing a slice of time in an interesting historical period, and figuring out the many strange mysteries left for us in our own historical and archaeological records. Combat and military actions are just one piece of the pie, and a system which handles all desired elements may well suit those with such tastes the most.

For me, GURPS stands out as the system I can count on to provide the kind of historical gaming experience I want, especially if I want to keep it as far away from too much of the fantastical or literary/cinematic as possible. BRP is a close second along with Mythras, and Call of Cthulhu of course is excellent so long as you want to look at history through a sickly green Cthulhu lens (nothing at all wrong with that of course). Meanwhile certain very specific games out there provide some compelling historical experiences on their own...Aquellare is my most recent discovery, but there are others. What games might I have missed that fit this bill?



Monday, September 28, 2020

Some more thoughts on Pathfinder 2nd Edition after running it for a year: low level fights, hit points and healing

My Pathfinder 2E campaign on Saturday has wrapped and we're actually diving into D&D 5E again for a bit now, but my Wednesday group just finished a short Call of Cthulhu campaign and is now back to Pathfinder 2nd Edition. Here are some more comments on it after running Pathfinder 2E for over a year, and a few comments on comparison and contrast to D&D 5E, especially as I get back in to it and notice the rather interesting differences (especially in the feel of it).

Most immediately....something which I can say for sure is true at low level in both games, is that low level combat can be as deadly as a GM is willing to push it. If you ignore the XP budget rules in D&D 5E you can get an unintentionally lethal encounter, sure. But if you ignore it even a little bit in Pathfinder 2E you get an interesting result, in which the characters might have a stressful fight for their life. The fact that PCs in Pathfinder start with more hit points at level 1 (and the fact that the game is balanced around it) is stark and noticeable, but it also means that while players can be "in the game" a bit longer in tough fights, everything also tends to hit with more force and damage, too. 

Put another way: D&D 5E fights feel a tad anemic, and I am having to adjust to the fact that monsters have a lot of hit points even at low level....but the more balanced starting hit points of PCs in Pathfinder mean you can take a hit or two without worrying too much. At low levels, at least, it's safe to say both games are fun to play but the tactical nuance of PF2E stands out.....you're having fun in D&D but things get interesting as well as fun in PF2E.

PF2E characters also have a wide range of options to resort to healing. Even without a conventional healer you can probably survive with careful decision making and judicious use of treat wounds. D&D 5E characters have an advantage with the hit dice recovery mechanic, but if you don't have a healer in the group (or a bunch of fighters or something with second wind) it's possible to find yourself in trouble faster. D&D 5E leads to an interesting cadence, in which you find immediate threats to be potentially dire but as long as you find a place to rest a full day you can fully recover. PF2E definitely gives you options for healing, and it seems to encourage the group to camp out, often for an hour or three depending on who needs some first aid and who has magic healing, so getting back to full after a good period of rest is also possible. However, in battle most PF2E classes have some range of recovery options...eventually....but like 5E you may need specific classes to benefit from immediate in-combat healing. Without that option, your best bet his to spend your hero points to recover after you drop.

In encounter design for low level groups I'm also noticing something interesting, about which I will speak more in the next post: in brief, as I mentioned above, designing a lethal encounter in PF2E can be a really interesting experience and the PCs might pull their butts out of the fire. It might not feel fair, but survival is possible, even if it means escape. This is in contrast with D&D 5E, where I have found that a lethal encounter generally is just sad and unfair; the group which wades in against an unbalanced encounter simply may not have enough hit points to survive the brutal thrashing they experience on round one. 

When I say lethal encounter, I mean something over the "extreme difficulty" XP budget but not, say, more than double the expectation. In PF2E for a level 1 group that's typically about 160 XP or more in threats, and in D&D 5E it's around 450-500 XP after adjusting for # of creatures. Oh yeah....that's something too, getting used to adding XP then dividing by total # of PCs in D&D 5E is a bit of a "whuhhh oh my god I forgot it was done this way" moment for me. I don't like milestones, but I have to say....I love the "flat XP: what you calculated is what everyone gets" math of PF2E.


Monday, September 21, 2020

The Secret to Success with Roll20's RNG

 It's become something of a joke that Roll20's random number generator for dice doesn't seem to like the players much. The reality is that it's...well....probably averaging out where it realistically should, and the GM occasionally does see a bad streak of rolls too, but of course GMs get to roll a lot more dice over time so those bad luck streaks often die out soon enough.

In games that are player facing like Cypher System, you might think this would lead to better averages over time (or as many hills as valleys at least), but this doesn't always seem to work out. Some of my players are about fed up with Roll20, which can seem to give them alarmingly consistent failure streaks. 

I have a theory about this, born of my own player experience in a related VTT, Astral. It goes like this:

Some players are cautious, and tend to build "average characters" who can do a lot of stuff reasonably well, but not much stuff very, very well. I'm often one of those....if you've ever built a Call of Cthulhu character, for example, who rarely had more than 50% in a skill, but also ended up with a lot of below 50% skills as a result, you might be one of these.

Other players suffer from a different problem: they don't really learn the game they are playing, or they miss the key elements of the system that help them out. These players might often try to do things and fail but miss opportunities to improve their odds of success or overlook strategies that could help them out. Some simply try to do things they probably shouldn't, or misunderstand their characters' abilities.

In VTT environments there's an entire other possible category: setting up your die scripts and forgetting modifiers of relevance. It's less common, as other players with better familiarity may catch your error, but it could happen.

A final category are: players who don't get the quirks of their GM. This one's pretty basic, but if you as a player know your GM frequently calls for history, society or perception tests then maybe you shoudl focus on those skills. This is a bit metagamist, but it's a valid strategy if your personal goal is "succeed at die roll tests more often."

Anyway, the result of these examples is players who fail more often than not at die rolls and are often quite flustered about it. I have at least one player who I feel is a combination of two or more of these situations, as he tends to learn the rules through play but overlooks the strategic elements of, as an example, how the die pool risk/reward mechanic of Cypher System plays out. If you play Cypher System like any other old RPG you are essentially doomed to failure. Conversely, when we play Pathfinder 2nd Edition I feel that most players (even the ones who are a bit shaky on the mechanics) tend to succeed about as often as you expect due to the fact that Pathfinder's probabilities and math are shockingly on target. If everyone is failing miserably in a Pathfinder 2E game on Roll20 it may say more about the GM than it does about the system or Roll20's RNG!

So what's a strategy for success? Well, here's some advice, and it may apply beyond VTT with virtual dice, too:

If you want to succeed, and your system allows it, try to find those 3-4 things you really want to be able to succeed in and max them out as best you can. If you're playing Call of Cthulhu and you want to spot hidden as often as possible then jam points in to it. You will sacrifice broad versatility but gain greater average success in those things you are good at. And it should go without saying: when you play the game, try to do things that are relevant to those skills!

Understand the game you are playing. Make sure you appreciate the probabilities so that when you are in combat or a tense encounter with die rolls that you think about your odds of success before you take on a task. Understand that if you make a Level 4 Speed Defense roll in Cypher without buying it down that the odds of failure are 55% but if you just spent some Speed you could reduce that failure rate to 40% or less. And when the dice still go against you....it's okay. You tried. The game is, ultimately, a game and not a wish fulfillment engine; we have video games for that.

As GM, make sure you are mindful of realistic encounters for your players' level of expertise and understanding. If your players seem to be struggling with understanding the mechanics (and the odds) then try to tailor the experience a bit as a teaching lesson. Coaching players with some learning encounters can be a wise move. Remember! You don't have a GM screen and you can't fudge dice in a VTT environment (well, not easily, as far as I know). As such, you need to respect the mechanics more, and the arbitrariness of the dice more.


  

Friday, September 18, 2020

The Conan Rabbit Hole - The Howard/Carter/de Camp Deep Dive Problem (and proof vitriolic fandom is ancient)

Every now and then something accidentally reminds me that one of my favorite fictional properties, Conan the Barbarian, along with one of my favorite genres (sword & sorcery fiction) has had the grainy, crusted history of a Maximum Fan Blowout for well over 60+ years now.

It starts, often, like this: I get something in an email or I am browsing my book or ebook collection and I notice one of my many tomes featuring tales of Conan. I have an extensive collection that includes the recent very thorough and illustrated tales of Conan reconstructed from Robert E. Howard's original publications, as well as the complete series published by Lancer/Ace in different editions. At one time I had virtually all of the Tor pastiche series books, though over time gave them up as to be honest, probably about 20% of them actually had merit and the rest bordered on painful, embarrassing reading.

The problem with Conan/Howard fandom starts with the Lancer/Ace editions. In the sixties the Conan property was revived by L. Sprague de Camp who presided as editor and writer in conjunction with Lin Carter and Bjorn Nyberg. Other authors of the time, including favorites such as Karl Edward Wagner also contributed tales to the Conan universe in this time (Road of Kings remains one of my favorites) and the revival got Conan effectively into print and mainstream for a time. 

The Lancer/Ace series of 12 books were not only my introduction to Conan but also to Howard as an author (as well as Carter, de Camp and the rest) and my formal indoctrination into reading around age 9-10 as a major pastime. So for me, any criticism of this series is tempered by the fact that it server an incredibly important milestone in my life. Keep that in mind as we dive down the rabbit hole here.

So, when I look at these books, I am occasionally reminded that I would love to see the series released in a modern edition, something which is in better shape than the medley of aging, yellowed tomes with cracking spines I have on my shelf. Even an ebook edition would be great, right? Well....

The problem here is complicated, but it starts first with the really rabid fans of Robert E. Howard who for many and varied reasons took great umbrage with L. Sprague de Camp's control over the property and his rewrites of the Conan tales in these editions. A search online readily brings up countless archived and ancient posts and restorations of older writings pre-internet from various fans of Conan and Howard spend a great deal of time nit-picking de Camp's edits and rewrites of Howard stories in this series. The discussion on these ancient preservations are often shockingly impressive at just how grim and vicious they are. 

Reading and getting worked up about these ancient diatribes is hardly worth it; many of the original authors lamenting the purity of Howard are dead or beyond any point where debate would have any merit at all. It is best to read them as a moment of fan frenzy captured in weird amber, a snapshot of what this looked like before the internet, from a time when chapbooks and fanzines were the medium of communication.

Still, it frustrates me. Regardless of how people felt about de Camp as editor and contributor to Howard's Conan stories, he did something of significant import, and I owe most of my interest and hobby focus for pretty much the entirety of my life to his adaptations of Howard's Conan into a coherent twelve tome narrative. I enjoyed de Camp's writing,* and though I also relish the intrinsic style and feel of Howard's original works I can see why de Camp made so many of the editing choices he did. I also quite enjoyed his own stories, even the ones which he rather heavily re-adapted into Conan stories from other non Conan writings of Howard. It's all good, essentially, and it is much of the reason I feel that today Conan is a thing many people know and love. Reading Howards original tales is a great experience, but de Camp made Conan work for a generation that was growing warm to the idea of trilogies and worlds built out over coherent narratives in a series, and Conan as Howard wrote him might very well have remained obscure and forgotten, much as almost every other character Howard created remains today. 

Besides, I imagine that the wheel turns ever round. There is probably a nest of fandom right now stewing with seething rage that Conan is a Marvel character who you can (literally) find next to Venom and Wolverine, fighting side by side. I wonder what the old grognards of yore might imagine of such blasphemy.....for me, though, it is enough to know that a comic book with Venom and Conan has absolutely gotten my son to ask me, "Who's Conan" and that, in turn, has given me an opportunity to show him a much wider range of fiction, especially as he is reaching the same age when I, too, first discovered it.

*Lest Darkness Fall and The Fallible Fiend remain two of my favorite books to this day.


Wednesday, September 16, 2020

Further Thoughts - Dungeon Crawls and VTT go well together?

White Star as a short diversion proved to be a mistake I think, not maybe because I wouldn't enjoy it under some better circumstances, but the intrinsically more whimsical and camp elements it lends itself to as a weird pastiche of cinematic scifi I think maybe works better when I am A: in the right mood (which it turns out I am not right now for many reasons) and B: such humor and interaction conveys much better at a live table where it is easier to interact with people and convey intended humor or camp elements. 

The beauty of D&D and PF2E is they have enormous levels of support online and one can easily throw down battle maps and virtual minis which means even on a horrible day I can easily run (and enjoy) a basic dungeon crawl. With the sort of horrifying work months I've been having lately, being able to just run a good basic dungeon crawl actually sounds like a good way to destress. Must discuss with group!

Thursday, September 10, 2020

White Star Session One, VTT Burnout, and the Fun of Watching Someone New to Gaming

 So this week three things of note in my ongoing blog, now with exactly 0% video!

White Star Session One

This finally got off the ground last Saturday with a nice introductory session. The good news is: White Star is easy to run, and can make for some good old cowboys and aliens kind of fun.

The bad news is: I am old, jaded, and felt a bit like maybe I'd made a mistake after all. I (at the curmudgeonly age of 49) find myself no longer that excited about simple cinematic shoot-em-up action games anymore; I might like them if the rules support a more dynamic experience, though, and I kept thinking to myself, "I shoulda used Savage Worlds." Sigh....

But! That brings up this item:

New Gamer Excitement

My son, who is almost nine, insisted we let him in on things so my wife and I had him roll up his first White Star character, an alien bounty hunter. He had a blast, and his presence in the game helped "ground" me in the reality that while I was very, very tired of the same old same old, it was completely new and exciting to him and he had a blast. I am going to try and channel some of the excess energy he radiated to motivate myself to make a game that focuses hard on an experience he will enjoy.

However, to some extend I realize that all of this is underlying a deeper issue....

VTT Burnout

Not merely Roll20 burnout, but VTT burnout in general (Astral is the other one I am dabbling in). I am one of many gamers who enjoyed tabletop gaming precisely because it involved a tabletop and people sitting around it. If you've ever been a GM who was mildly annoyed at all the laptops on the game table, then VTT must be excruciating. It changes the overall experience in subtle but ultimately unsatisfying ways. 

Strengths I have identified with VTT: battle maps and minis are much easier to handle in a virtual table top. So running a methodical dungeon crawl with maps and virtual minis is very, very easy. It is also easy to share handouts and visual props. 

Weakness include: literally everything else. You lack visual queues from people sitting next to you. Audio is a perpetual pain and sometimes (as with Astral) requires using other services such as Discord. Rolling virtual dice is deeply unsatisfying and the die rollers are often a pain in the ass to work with. If your game is not specifically supported and falls outside the design scope of your preferred service that can be a severe limitation. Not physically being able to be at the table with you cohorts in gaming is frustrating, even if it is understandable in this day and age. 

Worst of all, it feels tedious and creates an unfortunate comparison and contrast against two other things: if you are also spending hours in online meetings at work going home to do so with a game can be unpleasant; a case of Too Much Screen Time. And worse yet, if you are into computer gaming, it exacerbates the already present issue of "do I waste time with this VTT experience or chase the delectable dragon's tail that is instantaneous gratification in a video game?" 

I have no solutions, except to remind myself that sooner or later we might see vaccinations or reliable treatments for COVID-19 manifest and maybe then things can get a bit more normal again. I'd offer to return to in-person gaming but almost everyone at my gaming table is either in a higher risk group or exposed to environments where you could contract COVID, or both. So...yeah, not a good idea to tempt fate like that.

Monday, August 31, 2020

Undying in Cypher System - Alternate Take

 There's another way to do the Undying Vampire, which is more basic to the rules of Cypher System. My table came up with this idea:

1. Take the vampire racial descriptor for Alternate Origins (a supplement for The Strange which works equally well with Cypher System)

2. Use that descriptor, then apply two additional modifiers:

Corrupting Touch - any time the Undying makes flesh to flesh contact with another creature for any reason (including a bite) this initiates an Intellect attack against the target. The target if injured receives -1 Shift against charisma and influence based checks for 24 hours; these can be cumulative, and are addition to any other effects applied as a result of the skin to skin contact.

Inability – Memory Fugue: Most undying appear to have no realization of their nature, even as they commit their acts of destruction and murder. Very ancient Undying may become acutely aware of their condition and embrace it, while young and new undying seem to “black out” when they commit vampiric acts, and go into violent rages if confronted with hard evidence of their actions. This selective memory loss seems to be due to the inability of the fey ancestry to reconcile their necromantic transformation due to the loss of their immaterial afterlife in the feywild. All Undying suffer from this inability to reconcile their natures when it is demonstrated, and suffer -2 shift penalties to intellect defense tests when trying to remain in control or reconcile such evidence when confronted with it. Very ancient Undying may spend 3 XP to reduce this to a -1 penalty, and ancient undying  may spend 10 XP to remove the penalty (but must be at least tier 5).

Additional Equipment: one relic weapon of up to expensive rarity and one relic item from your living years as an elf.

Initial Links to Starting Adventure:

1. you are an ancient undying recently awakened by your fellow PCs from some grave, and now wandering the land with a memory fugue, trying to remember who you are.

2. You were awoken by tomb robbers whom you killed, and you wandered off, met the PCs, and have been traveling with them while recovering your wits.

3. You were slain by orcs or other creatures in battle recently, but have no memory and are oblivious to your condition. Your PC companions assumed you simply had good luck to escape death.

4. You were killed by another undying elf and left as a husk who came back to life. You have one or more PC allies taking care of you who may or may not realize your condition.


By using the Vampire descriptor it covers the blood drinking and vampiric limits. The corrupting touch encapsulates the ability of the Undying to drain charisma, and the inability covers the distinct madness that corrupts the undying. 

This looks like the way we will go. 

Saturday, August 29, 2020

Undying Elven Vampire Descriptor for Cypher System


   The Realms of Chirak has a class of elven vampire called the Undying. The key traits of undying are that they are elves who died horribly or suddenly, and for whom their spirits, unable to ascend to an elven afterlife in the feywild, find themselves trapped in the mortal realm and unable to leave. The only reasonable way to put an undying down is decapitation; elves of Chirak practice decapitation of their dead as a matter of course.

   The etymology of the undying goes all the way back to 2nd edition's Ravenloft, which introduced a version of vampires (originally tied to Dragonlance, I think) which drained beauty instead of life. I loved that concept and made it a core conceit of the undying; they not only drain blood, but the literal physical appearance and sense of well being of their victims!

Undying (Descriptor)

    There will come a time when a player character suffers a demise as an elf, and by virtue of bad luck, GM fiat or storyline requirements he will return as an undying. This descriptor can be used to simulate those who return from the dead.

    GMs interested in some old school randomness may require a freshly deceased fey player character to make an “Undying check” at the terminus of their character’s life. For Cypher: a check against the level of the creature or effect that killed the PC; alternatively, this could be due to GM Intrusion. 

    This descriptor works just fine for NPCs as a template; particularly insidious GMs could apply it to satyrs, nymphs and other unusual fey as desired, to really surprise his players!

Requirements: Any fey type; must have been killed in some fashion that did not also lead to dismemberment or immolation.

Attributes: +2 Speed (as elf)

Vision: dark vision (can see in the dark as if it were daylight)

Racial Skills: gain training in thievery and stealth

Undead: Undying are undead. Like most undead, undying do not age and are effectively immortal, until someone slays them. Damage done to a vampire's weakness (damage dealt while exposed to sunlight, fire, immersion in running water or decapitation) cannot be healed normally and requires blood. Decapitation is permanent for Undying. Immersion in running water does 1 point of damage a round regardless of armor until stopped.

Bite: Undying are still vampires and can drain blood with a bite. Their bite must do damage to work. A vampire deals 4 points of damage with a bite, and if damage gets through may gain one recovery or improve the damage track by one.

Wilting Grasp: The Undying can cause a Wilting Grasp with an unarmed melee attack. This damage is dealt directly to Intellect and bypasses normal non-magical armor. If the Undying crits, it can choose to also induce a -1 shift penalty to all charisma related actions on a 19, or -2 shift penalty on a natural 20. These penalties do not lift until the intellect damage is fully healed.

Corrupting Touch: When you touch your bare skin to another willing target in an attempt to heal or aid someone or be healed in turn, inducing healing by any power, any other effect which induces a healing in another, or using the Heal skill, the corrupting touch happens. Must be adjacent to the target in question. You must make an Intellect Defense Check against the target's level (or if a PC they make an Intellect Defense check against your Rank) or the target suffers a -1 shift Intellect penalty to all charisma related checks for one day and takes 2 Intellect of damage; must get a full recovery to restore to normal. This can happen more than once, with cumulative effects. Dealing any damage lets the undying restore on recovery.

Inability - Discomfited by Sunlight: The undying finds sunlight painfully unpleasant, and must shield himself from it if possible. If unable to provide some reasonable cover (such as a thick cloak and hood) while in sunlight, then the undying suffers -1 shift penalties to all Might and Speed actions.

Inability – Memory Fugue: Most undying appear to have no realization of their nature, even as they commit their acts of destruction and murder. Very ancient Undying may become acutely aware of their condition and embrace it, while young and new undying seem to “black out” when they commit vampiric acts, and go into violent rages if confronted with hard evidence of their actions. This selective memory loss seems to be due to the inability of the fey ancestry to reconcile their necromantic transformation due to the loss of their immaterial afterlife in the feywild. All Undying suffer from this inability to reconcile their natures when it is demonstrated, and suffer -2 shift penalties to intellect defense tests when trying to remain in control or reconcile such evidence when confronted with it. Very ancient Undying may spend 3 XP to reduce this to a -1 penalty, and ancient undying  may spend 10 XP to remove the penalty (but must be at least tier 5).

Hunger for the Beauty of the Living: Undying do not heal normally. They must drain the life and beauty from the living in order to sustain themselves. At the beginning of each day in which the undying has not fed on beauty he loses one recovery roll (starting from shortest to longest). If the Undying reaches zero recovery rolls then he may go in to a frenzy at the sight of beauty; each time a creature of sufficient beauty (assessed by the GM) comes within sight of the undying, he must make an Intellect check (at the level of the target plus 1 per week he has not fed) or immediately try and feed! He will not stop trying (by attack or deception) until he has gained at least one surge.

Special Death Requirements: Undying don’t die like regular characters. If an undying reaches 0 recoveries and is then reduced to damage track 3 and is decapitated, he is destroyed. Otherwise, he will return from the grave once again at an unspecified later date. This is usually a minimum of a few months, but can be years or even centuries. Roll 1D20 for the number of months the undying is in torpor. On a 19-20, re-roll and treat it as the number of years; if you roll 19-20 a second time, re-roll for the number of decades, etc. Finally, an undying can always be prevented from returning by means of decapitation.

Additional Equipment: one relic weapon of up to expensive rarity and one relic item from your living years as an elf.

Initial Links to Starting Adventure:

1. you are an ancient undying recently awakened by your fellow PCs from some grave, and now wandering the land with a memory fugue, trying to remember who you are.

2. You were awoken by tomb robbers whom you killed, and you wandered off, met the PCs, and have been traveling with them while recovering your wits.

3. You were slain by orcs or other creatures in battle recently, but have no memory and are oblivious to your condition. Your PC companions assumed you simply had good luck to escape death.

4. You were killed by another undying elf and left as a husk who came back to life. You have one or more PC allies taking care of you who may or may not realize your condition.