Showing posts with label Encumbrance. Show all posts
Showing posts with label Encumbrance. Show all posts

Thursday, 31 December 2020

The last lantern-bearer: a mechanism for megadungeon campaigns

He always gets away ...

One thing I want to do in 2021 is get an episodic megadungeon campaign going alongside our daily D&D game. That campaign is inching up into higher levels, with most of the PCs around level six. I envisage the megadungeon game as being dingier, dicier and deadlier - featuring low-level characters with a high chance of mortality. It'll serve as an occasional refresher, an option for when some players can't make it, and a default setting for games with my occasional adult group. Every expedition will be perilous - and players shouldn't expect every character to come back.

That threatens continuity, of course. But I think I've found a way to resolve it: the last lantern-bearer. No matter what happens, he or she gets away to tell the tale - and fall into the employ of the next party. 

A while ago, I mused on the failings of pretty much every RPG encumbrance system I've encountered. Our long Zoom campaign has borne this out. With most of the character sheets out of my sight, the party always seems to be carrying a remarkable amount of stuff. I offset this to some extent with environmental restrictions ("no one wears armour in town/on a ship/in the desert"), yet the sheer volume of items carried continues to thumb its nose at realism. 

The coin-based treasures in older modules makes this worse. Today, I walked a couple of miles into town to obtain £5 in pennies and tuppences: basing for the great many 1/72 miniatures that will feature in this megadungeon. The weight of a mere 400 copper coins was noticeable on the way back - and trudging through the snow with many thousands would have been a struggle, especially if other gear were involved.


All based up and ready for the party ...

That leads to a simple default for the megadungeon campaign. Players carry their own gear, whatever gems and jewellery they can pocket or wear, and about 100 gp (in various metals). Everything else - the looted idols, the stolen artworks, the exquisite temple carpets - goes on the mules. And who tends to those? Why, the lantern-bearers, of course.

Here's how it works. Every party is accompanied by a team of mules or camels, and those are tended by a team of lantern-bearers - probably five or six. They do not usually fight; they do often flee. And at least one of them always gets away.

That sounds arbitrary, and indeed it is. But the concept serves three useful functions. 

First, the lantern-bearers provide a pool of reserve characters. There's nothing new there, of course. But these aren't henchmen. The sole circumstances in which they fight are when PCs die and their gear becomes available (offering, in game terms, the opportunity for the lantern-bearers to become PCs). The assumption is that the lantern-bearers are impecunious local youths. "Well, I guess you'd better put his armour on, son. If you can hold that spear steady, you can earn a share of the loot."

Second, the lantern-bearers remove all the usual encumbrance and lighting concerns. Their main tasks are to steer the mules, which carry the loot, and provide plenty of light. Those concerns are thus lifted from the PCs, leaving them free to concentrate on exploration, larceny and murder: the stuff they really enjoy. Because lantern-bearers don't offer a threat, monsters are likely to deal with the PCs first - and that gives the lantern-bearers ample opportunity to hide or flee (grabbing some light loot, perhaps, placing their lantern on the floor and trusting to the auxiliary torches they generally carry).

Third, the lantern-bearers provide continuity between parties. The problem with really dangerous megadungeons is that the wiping out of a party makes a second foray a little artificial. The players have already been there even though the PCs have not. But a recurring lantern-bearer or two plugs this hole nicely. Now the new party can learn all about the woes of the last one from someone who was there - and lived to tell the tale. It's artificial, sure, this inevitable survival of at least one lantern-bearer (and his inevitable hiring by the next party), but it's much less artificial than having the party learn from their deceased forebears without any connection. And if sessions are intermittent, the meta-gaming conceit can lead to appropriate in-game reminders: "That door, sir! That's the door that swallowed Captain Juras last spring. Be careful, sir, I beg you ...". 

What this allows me to do is to use the mega-dungeon for a series of occasional one-offs that build on each other despite frequent total-party kills. And by making TPKs a very real danger, I'm hoping to keep the players keen for revisiting - and revenge!

Happy Hogmanay!

Sunday, 3 November 2019

All RPG encumbrance systems are rubbish ...


... or at least that's my experience with them.

Why? Because even with the simplest, smartest or most intuitive rules, the system always - always - gets forgotten in the heat of the game. Perhaps I'm an outlier here, but I've never known any group of players to adhere to encumbrance rules - or even to remember them. I've certainly never managed it as a player.

But I don't think it really matters as long as the GM asks one question whenever a physical challenge presents itself. That challenge might be crawling, climbing or combat, but the question should always be this: what do you do with your stuff? 

A central failing in many encumbrance systems is that they're trying to do two different jobs at once. Many systems grossly underestimate how much a strong, fit character should be able to carry in the wild for days on end. At the same time, they often overestimate how much the same character would be able to carry while still being unhindered in hand-to-hand combat.

The two situations are very different, so it's unsurprising that it's hard to cover them with a single system. How much stuff can determined travellers carry through the wilderness? Lots. How much stuff can those travellers keep about their persons and still fight unaffected? Very little? Hence the question: what do you do with your stuff? 

The answer will tend to be variants of "We discard some of it" (for climbing, crawling and the like) or "We dump it" (for fighting). So it leads to resource depletion in the first case and an extra dimension to combat in the second. Each of these adds interest to the game.

If PCs discard some of their stuff, they're creating an obvious trail for anyone who might be following - unless they decide to conceal the abandoned gear. But if they do that, they're depleting both their resources and time. They might also be drawing predators to their trail if they abandon edible items (which might not be limited to food: remember the rust monster!).

And if they dump some of their stuff for a fight, they immediately create a more interesting tactical situation. The best RPG fights tend to resemble engrossing skirmish wargames, with much more to consider than merely rolling to hit. And, as any seasoned skirmish gamer knows, the best skirmish games tend to involve objectives beyond simply killing the enemy. A pile of hastily dropped supplies and loot immediately creates objectives for PCs and enemies alike. All of a sudden, manoeuvre, push-backs and retreats become much more important. And that's something that the GM should exploit to the full.

Wednesday, 8 August 2018

Ten RPG principles that I like

Having read and played various RPG systems over the past month, I thought I'd jot down some of the rule principles that I really like. Why? Who knows - but these are the things that occur to me, even if some of them are slightly contradictory.

1. Stats should matter.
A strength of 12 should be significantly better than a strength of 11. So I prefer systems that use the stats themselves, rather than modifiers derived from them. That's the major strike against Dungeon World for me. I've no quarrel with systems that just have modifiers as stats. The "roll equal or under" or "roll under" systems of Whitehack, The Black Hack and Into the Odd handle provide a great way of using the character sheet to the full. I like the Mythras/RQ system of adding stats together to get raw percentage abilities too.

2. Shields should matter.
I've rambled on about this extensively, but for me it's a crucial part of making an ancient/medieval combat system feel realistic. Shields should be sufficiently useful that the choice of a two-handed weapon presents a risk/reward dilemma - unless the character is decked out in full plate like a fifteenth-century man-at-arms. Shields are cumbersome, of course, so there should also be risk/reward decisions on whether to attempt climbs or leaps with them.

3. Encumbrance should matter.
As I've said before, no one would fight with a backpack on if they could help it. Carrying stuff is a pain, and should also involve risk/reward, tactical and resource-management decisions. If you're looting a dragon's hoard, you're probably going to have to leave some of your gear behind so that you can carry more plunder. Now, most games have fairly detailed encumbrance systems - but so, so many of them get ignored or forgotten in practice. Encumbrance can only matter if the system is clear and up-front. Major props to The Black Hack here.

4. Hit points work best as a barometer of fatigue and morale
Hit points are obviously an abstraction and are probably best kept that way. For all my RuneQuest bias, I increasingly feel that the erosion of hit points in a specific location is actually quite unrealistic.  In real life, the accumulation of cuts and bruises to a limb in successive combats wouldn't be equivalent to getting that limb gradually sawn off - but that's how it can go in RQ and similar systems. So, perversely, the more abstract systems can often give a more realistic feel than the "gritty" ones.

Now, obviously, what applies to limbs also applies to whole bodies - unless hit points are blood loss, I suppose. For that reason, treating falling hit points as representing increasing fatigue or flagging morale seems the most sensible approach to me. "Fatigue" can incorporate all sorts of minor wounds too, of course. But the Into the Odd approach - where STR starts to fall and saves are required once HP are gone - handles this very well. The Fantasy Trip's STR as HP does a similar thing, of course. And The Black Hack's table of out-of-action results is good too. With Whitehack, we always roll a saving throw (vs death!) when HP fall below zero - I forget whether that's the official approach or not - with precisely zero representing unconsciousness.

5. Weapon damage should be swingy.
Now that I think of it, a fatigue/morale approach to HP makes this one less crucial, but I don't really like the idea of minimum damage above 1 HP. In Whitehack, I rule that one-handed weapons do 1d6, spears, longswords and battleaxes do 1d8 when wielded in two hands and dedicated two-handed weapons (greatswords, poleaxes, halberds) do 1d10. So players get an incentive to use big, nasty weapons, but they're not guaranteed a lot of damage (a poleaxe is a thoroughly nasty weapon, but it could still just scratch you as a one-handed warhammer might, if you managed to get largely out of its way).

6. Damage by character class is a good thing ...
At the same time, I think there's a lot to be said for abandoning weapon damage in favour of character-class damage - as The Black Hack does (I think the concept has been around for aeons, though). I like the idea that a trained fighter armed with a dagger is a lot more deadly than a pasty scholar armed with the same. And even if you give that pasty scholar a poleaxe, the trained fighter with the dagger is still likely to cause more grievous wounds if they go head to head.

7. But character classes are a bad thing.
This is the RQ player's classic sneer. But I do think character classes are, by and large, a terrible idea. Whitehack has the best presentation of them I've seen, as the Strong/Deft/Wise classes are so flexible (you might well have all three represented by knights in a party, for example). I've always loathed class-based weapon restrictions, though. While RPGs don't generally do a great job in emulating fantasy literature (and books based on RPGs merit their own circle in Hell), stuff like wizards being unable to wield swords, battleaxes or maces is just abominable. The same objections I had in primary school still hold up: um, Gandalf? Elric? Jagreen Lern? The Witch-King? Thulsa Doom if we throw in film references - and so on. And don't get me started on clerics not using swords (Templars, Hospitallers, Teutonic Knights, Friar Tuck ...).

8. Stats can benefit from condensing (or correlating).
I've always been suspicious of WIS and INT. And I'm more than a little cautious about STR and CON - which is why I like the Fantasy Trip/Into the Odd STR-as-HP approach. More on that here. After all, DEX seems to cover a wider span than STR and CON (and SIZ in RQ): actual dexterity, agility, speed of thought, reaction time ...

Into the Odd, with just three stats, scores highly here.

9. Skill systems are a bore.
OK, there are exceptions here. RuneQuest handles this sort of thing pretty well. But on the whole, I think it's smoother and slicker to just rely on stats. Whitehack, with its groups system (write down your vocation/species/affiliation next to a stat or two and tell us why this means you're good at whatever you're trying to do) is really elegant here.

10. Magic isn't to be trusted
I don't like magic as technology. But I do like technology as magic (Into the Odd's arcana; ancient energy weapons; that sort of thing). And there's something about "magic systems" that I don't really like (least of all in fiction!). I'm generally inclined for magic to be something that players only access through artefacts (made by dwarves or whatever) and is otherwise wielded against them but not by them. But Whitehack does handle things well by allowing spells to be negotiated with the GM in advance and by having them cost hit points. That latter point is very simple, elegant and powerful, I think: if you must cast spells, they should come at a corporeal price.



Wednesday, 4 July 2018

No one fights with a backpack on ...

A bit overladen for fighting ...



I've rambled on about encumbrance in RPGs before, but I'm going to do it again.

In our most recent Whitehack session, the loot-laden PCs were attacked by bestial inhabitants of the Blackwold Forest. They had camped out and had secreted much of their stuff in trees. When the encounter began, only those on watch were (lightly) armoured and none had their other stuff on their person. And when battle broke out, the PCs' manoeuvres left their loot vulnerable to theft; sure enough, a hairy, dwarf-like creature ran off with some of the booty.

Once the beast-people were slain, the chase led the PCs to the lair of the ettin Brug and Brag, whose ogre henchmen they had previously dispatched; the hairy creature was another of the ettin's servants.

I'm making two points here. First, PCs shouldn't want to fight loaded down with all their equipment if they can possibly help it. Second, the placement of gear and plunder leads to plenty of options for story-telling.

Let's take the first point. No one in their right mind would engage in hand-to-hand combat with a rucksack on. The first thing you'd do would be to dump it (a free action, I'd suggest). I'm suspicious of "backpacks" in a medieval-ish setting in the first place, but my players have all bought them from the equipment list already, so hey ho. In future campaigns, I might insist they stick to sacks. In any case, anyone trying to fight with a pack full of stuff should be at -3 to hit and damage (with a minimum of 1). I think the damage reduction is realistic here; it's really hard to get a good swing with a weapon if there's something heavy on your back.

Nor would someone sleep with their armour on, unless it was just a gambeson or something like that (I think padded jacks and gambesons are what most RPGs really mean when they say "leather armour"). Recovery should be impaired for any character who does so, and lack of sleep/comfort might impose a -1 penalty on all actions and tests for the remainder of the day (cumulative for each successive night).

What about the second point? Well, as our last session showed, stuff that's not being carried is vulnerable to being snatched.

This has interesting implications. It gives the PCs something to defend. The most obvious stratagem would be to dump their stuff in one spot and form a ring around it. That's interesting, because it potentially limits their tactical options. They've got to stay in one place, and you can't have an archer or a magician picking off the enemy from behind more heavily armoured friends if they're facing the wrong way.

It also raises the possibility of the PCs being driven back from their gear. Whitehack gives characters in "the Strong" class (i.e. fighters) the option of driving foes back in combat. I give this to certain monsters too, as it creates more dynamic and interesting tabletop melees. The more movement the better: static fights can be terribly boring, especially in D&D-style d20 systems, which lack the colourful skewerings and leg-loppings of Runequest and its ilk. So the dumping of backpacks can serve as a reminder to keep combat dynamic.

Imagine a band of orcs charging into a room. If there's a burly chieftain at the front (almost man-size, perhaps ...), he might well be able drive one or more of the PCs out of their line, creating a breach into which his followers could pour - and allowing back-rankers to make off with the PCs' stuff.

If the PCs survive, they've then got a motive to raid the orcish quarters. Perhaps all the assailants except a few imps were slain. But there are probably plenty of bigger and nastier orcs waiting back at base.

It's also easy to envisage scenarios where the PCs do the driving back and then pursue their routing foes. But what if some dungeon scavenger has devoured their stuff in the meantime, before retreating to its lair?

And when the PCs cut their losses and decide not to bother retrieving the carved wooden totems they recovered from the beastmen? Why, they might discover that those offer protection from the demons that patrol the lower reaches, and so are well worth retrieving after all.

Essentially, penalising PCs for fighting with their packs on is an engine for separating players from their stuff. And that, it seems to me, should be a crucial part of a dungeon-crawling game. In our campaign, the Drinker has passed through the hands of three PCs, two of whom have died. It was the object of the party's last raid on the Devil Warrens, as they were paid to retrieve it. Little do they know that it's now in the hands of a very nasty NPC indeed ...