Showing posts with label dnd. Show all posts
Showing posts with label dnd. Show all posts

Monday, August 15, 2011

Resurrection (again)

I've been busy this past year finishing up my PhD work. There were few gaming thoughts to report during that time. That work is all behind me now, though, so hopefully I'll get back into things here.

In the past year, I've been working on zilch some more. It has split into two components now: a very lite simple nearly-boardgame core and then a number of cleanly modular optional rules to turn it into more of a lite RPG system. The core portion is pretty much done, though it hasn't been tested much yet. The RPG portion is fairly well sketched out but still largely in pieces.

Last month, B. and I sat down one night after a couple beers and whipped up a quick session. We only made it through a couple combats, but things went fairly smoothly there. I was also trying a card-based dungeon generation idea I had (which is also still largely in pieces). An hour or so wasn't enough to tell whether either zilch or the generation system are any good, but at least they didn't seem obvious broken. (We did have to fix the default zilch character generation rules a bit, though.)

B. and I have also been playing D&D by email. I've found this works out quite well. It takes about 1 hour per round/email. I always group his characters together in the initiative order (which is fine, as they only differ by +1 anyway). Once B. decides what Lacane and Gwulf are doing, the rest of the round is in my hands. The only thing I need to do is actually sit down and do this more often!

I have a couple stray backlog details I've been meaning to report, which I'll post soon. Then I'll report on some of my more recent endeavors.

Wednesday, May 12, 2010

z20 Reviewed

For nearly three years now, I have had a love-hate codependent relationship with D&D. In short, I can't live with it, but I can't seem to live without it, either. When I come back to it after a break, I feel rejuvinated and excited by this old comfortable friend I know so well. But after a couple weeks, all the old irritants come back, and I'm driven away to some other gaming system thread... until I eventually come crawling back again.

I have come to think of "z20" as describing the history of this abusive relationship, including all my attempts to change d20 (rather than love it the way it is). It includes Drudge, mini20, d20house, etc.

Hyperbole aside, it is time to review z20 (again) to see what I'm trying to get out of it. What is my goal here? Is z20 meant to be a simple tweak of d20? A conversion of d20? Or a whole new system simply inspired by d20? I'm hoping that, if I can decide what I want out of it, I can then move past the tensions it's causing in my design work.


z20 is not meant be a whole new system--though it often seems to drift in that direction. There are other existing systems I could use if that was my goal. But instead I want to retain all my existing d20 content. Basically, I'm too invested, with hours and years of learning and a number of existing storylines and worlds defined in terms of D&D. I can't easily let it all go. (I would say zilch has been strongly inspired by d20, but compatiblity was never a concern there, and so zilch is largely separate from z20... except that now it is starting to feed ideas back to into z20.)

But z20 is not a simple tweak, either. It has gone too far for that. I've tried to throttle things to back to this level as d20house--which approximates a relatively normal level of house rules or the degree of changes made by Pathfinder.

So, if z20 is more than just a tweak, but not a completely separate and independent system, that means it's a conversion. It is a kind of bastardization: no longer the old d20 system, but not a new truly system with a life of its own either.


Other such hybrid/conversion systems already exist--such as True20 fantasy or Microlite20 (both of which have served as inspiration). So why not just play these then?

Mainly, because I don't feel the conversion goes far enough to capture all the content. Microlite20 actually caused the revival of z20 and serves as its core. But, while it simplifies characters--attributes, skills, feats, etc--it doesn't simplify the rest: conditions, special abilities, spells, magic items, monsters. This is frequently a problem: a d20 conversion system essential streamlines the first half the Player's Handbook, but neglects to do the same for the second half (the spells) or the other two core books.

And, I've come to realize, it's not really the character sheet that's my problem. Yes, it takes a long time to develop a character. But 1) this is usually fun in and of itself and 2) this is relatively minor investment in terms of a campaign that will take months or even years to play all the way through. Simpler characters really only help for one-off games or similar quick start situations with new players.

Instead, my problem is with the modifiers, the numbers to track, all the little details that are going on during play: basically, the reason it so often takes 3 hours to play through two minutes of combat. And this is not easy to simplify because of how entangled all these rules are. Monsters rely on all the special ability rules and spell-like abilities; spells rely on the possible character conditions; the combat rules inform spells and conditions and feats. Simply touching one of these systems ripples through all the others.


Another insight I've had is that a "conversion" is a temporary state, not a finished system. If the conversion is not completed, then it is simply an elaborate tweak--which is worse than the original system in terms of quick use. Even if the conversion ultimately simplifies the rules, it must still be applied on the fly. Each rule lookup now requires the DM do the lookup in d20... and then apply the conversion (hopefully without also having to look up the conversion rule). This is why I prefer finished system documents where all lookups need to be directed to only a single resource.

But, if I apply the necessary conversions throughout the system, I end up with a new system! Any additional d20 material must undergo the same conversion to be used. Furthermore, this is a massive undertaking. I'd have to touch every monster and the over 600 spells in the core rulebooks. While I've thought that some of this could be automated, it is really just not worth the effort. This much effort could instead be spent loosely converting existing material into a completely new/alternate system.

In short, keeping z20 compatible with d20 is only useful if the content can all still be used without conversion. But, since all the rules are form an interdependent system, more than a few tweaks breaks the system or makes it a new, incompatible game.


I've now slept on this, and I think the conclusion is clear. z20 is essentially a new game system, but it does not offer enough new or exciting differences from d20 to make it worth a lone-man translation of all the core content. I can think of z20 as Zludge for d20: an assortment of modular rules, sort of like Unearthed Arcana on steriods. As such, much of the work I've done could rollover into any future work I do on a new fantasy or generic rules-heavy RPG.

But I think my time and effort would be better served by searching for (or even developing) a new system unfettered by vague d20 "compatibility" or "equivalence" constraints. I could then translate only the necessary content of my world--a handful of characters--rather than all the d20 core content.

Therefore, my current plan is to shelve z20 indefinitely. I may be able to use the work for later Zludge Prime efforts. In the mean time, I'll play my existing d20 lines through to their ends (or at least to a good conversion point) as d20. I'll probably still poke at zilch, since that has a neat boardgame aspect to it. But, between d20 and zilch, I don't see a real need for a third fantasy RPG in my life. My game system design efforts would be better spent elsewhere.


For the curious: This is where z20 stands now.

Wednesday, October 21, 2009

History of z20 and Zludge

As the last couple posts have hinted, my z20 project has been quietly resurrected, despite earlier posts suggesting this is a doomed endeavor. I started wondering at this--where did z20 come from? How did I get here, and where do I think I'm going?

However, in digging for the answer, I found that z20 is intricately tied to the history of Zludge. Pouring through my archive of Sent email messages to S. and B., I was able to reconstruct the following chronology:

Jun 2007: I become intrigued by Fudge and Fate 2.0 (effectively a specific flavor of Fudge). Fudge in particular is filled with good ideas, but in a very "...and here's another good idea" style, leaving the GM to roll these ideas into his own perfect system. I start my own Fudge derivative named Zludge: a mixture of Fudge, Fate, d20, and GURPS ideas.

Jul 2007: I finish an early version of Zludge largely shaped for a sci-fi campaign (including psi rules, for example), though still intending to be a largely universal system.

Dec 2007: After repeatedly being frustrated by the slow rate of D&D combat--particularly the modifier tracking and rule details--I consider a possible simplification project. Zludge comes to mind as a base, and so I begin a document to blend Zludge and d20.

Feb 2008: The Zludge-d20 project grows beyond a simple hack document and becomes its own system: Drudge.

Mar 2008: After playing around with Animal Ball's Instant Game, one day S. and I just sit down and play a rules-lite system I come up with in an hour based on bare-bones Zludge. Originally named Fluff, this soon becomes Fluffy.

There are now three flavors of Zludge going: the lite Fluffy, the original Zludge (which I start calling Zludge Prime), and the relatively rules-heavy Drudge. The idea comes to make Zludge a roll-your-own system. However, instead of just being a jumble of ideas, it would be a system of clearly-defined, compatible modules. GMs could define a "zenome" document for their particular instance of Zludge that would specify which rule modules they are using. Thus, the rules could be lite or heavy depending on GM preference or the particular campaign. Furthermore, when I found a good mechanic idea in another system, I could port that single idea into the framework of Zludge, thus being able to experiment with small pieces here and there while still keeping the bulk of my gaming system constant.

I begin surfing more and more RPG test drive rules and indie RPG system for neat ideas.

Apr 2008: I start this blog, whose name is even inspired by Zludge.

Jul 2008: Fluffy (and its basically synonymous incarnation Huffy) sees some action on a long car trip with B. in a Heavy Metal Atomic Wasteland campaign setting. (Sadly, this never got documented properly here on SludgePit.)

May 2009: After 18 months of work (not 15), I call an end to Drudge. Essentially, Drudge had wandered too far from d20 to be at all useful. It would have been easier and faster to just completely reimagine the d20 content in a Zludge system. Intrigued by True20, I instead consider a d20-True20 blending named z20.

Jun 2009: I essentially realize the differences between True20 and d20 are too minor to be bothering with a synthesis. In short, I'm simply bastardizing d20 without significant advantage. I decide to end z20 in favor of d20house, which is just a handful of house rules for d20 and an digital DM's screen to speed play.

Aug 2009: I discover Microlite20. This is d20 streamlined! I think my own strength is streamlining--making simpler rules that are still effectively equivalent to the source. But I suck at actually trimming and drastically cutting away the fat (and even some of the meat, if necessary). Microlite provides the core I've been looking for.

However, there are a number of things I don't like. For instance, the core rules are so lite and streamlined, but the equipment lists are so long and detailed, spells are still straight from d20 (and so too detail-oriented), translated monsters have no special abilities at all--essentially just attack bonuses, AC, and hit points. In short, it feels like a hodge-podge.

I start pulling Microlite20 into a single document and tweaking what I don't like. Of course, I find myself adding a lot of old Drudge ideas, etc. It grows beyond the Microlite core, so I call it mini20.

Sept 2009: mini20 has stopped being even "mini". But it seems to also be close to my original goal way back with Drudge: a lite version of d20. In short, its the d20 that I always wanted to play. I resurrect the name z20.


So that's how I got here. As to where I'm going... maybe in another post soon I'll talk about some of the things I proud of in z20, and see if I can ever answer that still-haunting question: "Why convert or change d20 in the first place? Why not just play d20 as is, or else start a new system from scratch?"

Sunday, September 20, 2009

z20/Omri: Death of Myrksog

After a 3 month break, S. and I got in another Omri session today. Omri and party managed to find and slay Myrksog the bugbear; details appended to the "Myrksog" section of The Amazing Escapades of Omri Buckle & Co.


We played using z20, which is what I quietly renamed mini20 to earlier this week (thus effectively reviving that old obsession). I had drawn up some crude character sheets a couple weeks ago. They worked well, though I need more room for gear and maybe less room for tracking spell effects. I still haven't found the best way to track spell effects--how much the GM should track and how much the player should be responsible for, and how to note it in either case.

We played a little more than 2 hours, which is quite a bit longer than our normal goal of 1 hour, but it seemed to move along pretty well.

As usual, I forgot a few details here and there--such as the miss chance for shadowy light, especially when characters without lowlight vision moved away from the torch-lit area. But that's pretty minor.

I used poker chips to track hit points and spell points and that worked nicely.

z20 grapple rules worked well--there was a significant amount of grappling happening, all without GM pain! S. also used the "Heroic Exertion" rule that I came up with just a day or two ago in order to turn a failure into a success on the last blow against Myrksog. This made for a much better story (rather than trying to chase Myrksog down into some tunnel, and maybe even seeing him get away). The exertion also left me with a karma point, which I already have plans for. (Bwahhahahaha! <--Evil GM laugh.)

A couple z20 alpha test notes for myself: While I really like being able to choose from the whole spell list, it does means spellcasters can do almost anything. I think more specialist spells would be a good way to encourage focus/customization. Imposing limits on spell selection would mean more rules (so I'd rather not do it), but I may still give it some thought. The number of spells cast felt about right though.

There were some other d20 features lost in the adaptation. For instance, without feats, Jimmy doesn't have Rapid Reload anymore and now takes a turn to reload his crossbow. Also, Solomon Jack isn't very "bardy" in terms of game mechanics. Again, not sure what I want to do about that.

Not having to track squares and attacks-of-opportunity was nice. Overall, z20 flows pretty well, though it still takes a pretty hefty amount of time just adding up various modifiers. (Admittedly, there were 9 combatants involved.) I don't think I'll make any changes on any of those until after a few more game sessions.

Overall, a great evening--fun story and good feelings for the z20 game system. Maybe soon I'll be able to successfully end this 2 year obsession with streamlining d20!

Monday, September 14, 2009

Fallen Clerics in a Morally-Objective World

Waiting for the bus today, I began to puzzle over the idea of the corrupted D&D cleric and, by extension, the fallen paladin and the innocent church-goer deceived into cult worship. These things make good story hooks, but how could they ever happen? In D&D, deities grant spells directly, so how could a cleric ever unknowingly stray from the path of light? Surely the sudden lack of spells would be a wake-up call! Here's my take on it.

First of all, clerics can be one degree of alignment different than their deity. So a LG cleric of Heironeous could drift to LN without losing his spells. And a cleric doesn't have to be evil to disagree with the PCs and get in their way. Indeed, this can be an even thornier issue when the cleric is not evil and so cannot simply be dispatched.

However, the idea of a cleric actually turning to dark magic while still believing he serves the light is pretty thrilling. I think it could happen in D&D as follows: Most deities have many appellations beyond their normal (true) name. For example, Moradin of the dwarves is also called Soul Forger, Dwarffather, All-Father, and Creator. A cleric would likely develop their own personal appellation for their deity--even something as simple as "my Lord" or "my Light". Driven to distraction by sorrow, hate, greed, or a quest for revenge, they may rely on this personal appellation more and more as they slip from their true faith. Eventually, when they finally cross the alignment line and their deity refuses them spells, they would likely have a conflict of faith. Perhaps this would lead them to a period of fasting, flagellation, and praying, calling to their deity by their personal appellation. Eventually, their call is answered again. In their relief and rush to return to their work, they don't fully investigate the presence now granting their spells. (Indeed, there's probably a lot of self-deception going on by this point.) Unbeknownst to them, a new deceptive deity is now granting them spells and receiving their worship and appellation.

Now, when the PCs catch up with this cleric, they can still point out certain objective facts: the evil cleric channels negative energy, has an evil aura, and receives no reply if he calls upon his old deity by its true name. Faced with such facts, the cleric may be redeemable: he may atone and eventually return to the light. Or he may embrace, knowingly and whole-heartedly, his new patron deity and be forever corrupted to evil.

Adventurers: Embracing the Cliche

I started working on mini20 again this weekend. I also went to my local gaming store to browse around for a bit, as I've been feeling a bit dry when it comes to good story ideas. I looked through the bargain bins of old 3.0 and 3.5 OGL adventures and the like, but didn't find anything very exciting. For most of them, I thought: "Hmm... same old, same old--adventures come to town, find trouble, and so need to clear out a dungeon."

But I realized later that I'm being snobbish: adventurers clearing out dungeons for wealth and glory is the very essence of D&D! I've realized the same thing when reading pulp stories by the likes of Edgar Rice Burroughs, Robert E. Howard, and H.P. Lovecraft: yeah, this stuff may not seem particularly original today (especially after it's been rehashed and imitated in fiction and film for decades), but the stories are still damn exciting! And a sort of lite, fast, almost beer-and-pretzels dungeon-crawling campaign is exactly what mini20 is supposed to be good for. That's what's so great about using genre and cliche: you know what you're getting into, you know what the background assumptions are, and you can just jump straight into the action.

During this morning's shower, I considered this further and realized that the concept of the "adventurer" is key. Indeed, the adventurer concept is at least as important to the fantasy roleplay genre as magic and exotic beasts.

What I mean by the adventurer concept is that the fantasy world has areas of darkness and danger. These could be great tracts of wildness or simply the creepy-crawliness of the city sewers. These places are dangerous because of the foul beasts that dwell there, but are frequently well-stocked with gold and treasure accumulated by said beasts. The common citizen fears these dark places, but is willing to hire independent contractors to deal with them when the irregular need arises. Thus, in the fantasy setting, there is actually a well-established career of "adventurer". That is, the citizen of a fantasy setting should think "I need to hire an adventurer for this" as readily as they might consider hiring a plumber or a blacksmith. Sure, adventurers might not be thick on the ground--particularly since the fresh, eager, inexperienced novices are the most likely to be picked off--but their rag-tag bands are easily recognized in the fantasy world when they do show up. In such settings, there's nothing strange at all about a local striding up to such a band in the inn, tossing a pouch of gold coins on their table, and offering to hire them for an odd job.

Thus, the adventurer is an independent problem-solver for hire: mercenary, detective, explorer, spelunker, and exterminator all in one. Starting out, of course, they serve as simple caravan guards, mercenaries, and message-carriers. Some may fall from the path, becoming little more than highwaymen, brigands, freebooters, and grave-robbers (and thus giving other adventurers a bit of a bad name, though also employment to deal with their fallen colleagues). But those that do make it, and that strive for noble altruistic ideals as much as for buried wealth, become heroes, revered throughout the land: part war-hero and part rockstar.

Monday, August 17, 2009

mini20: Tensions in RPG design.

Last week, I stumbled across Microlite20, which is a very pared-down incarnation of d20. I find that, while I'm ever seeking simplicity, I have a difficult time actually hacking large swatches of a game system away. I make only little snips here and there, always minding backwards-compatibility (or at least equivalency) with the source material. In contrast, Microlite20 reminds me of pruning in the tropics: you can cut all the branches off, leaving only the stump behind. And instead of this killing the tree, it grows back as lush and beautiful as ever in 6 months.

That said, there were a few little quibbles I didn't like, so I set about tweaking it a bit. This did turn into putting a few things back in (in reduced form). The result is mini20.

Like I said, a large portion of my week went into this (despite having other more pressing projects!). I even drew up some hand-drawn character sheets and converted S.'s Omri line to mini20. However, we didn't get a chance to play this weekend; instead, we got drunk on pizza, beer, white wine, and 70s TV Wonder Woman. I woke up a few hour later, a little hungover, and started thinking about the project.

As this blog demonstrates, I seem to be constantly hacking on various game systems, yet never seem to reach a satisfied conclusion. These are some of the tensions I've identified in the past 24 hours:

DMing vs Design. DMing is a live, dynamic, social activity. While the game is underway, quick decisions are called for and the game moves ever forward. Design, on the other hand, is a largely solitary activity, where the resulting document can be reiteratively edited until perfect.

I'm coming to realize that DMing actually scares me. I think that's why I keep falling back to design, in this vague belief that the perfect RPG system will make for flawless, perfect DMing.

Rules vs Rulings. On the heels of the previous point, some systems provide tomes of specific rules. The advantage here is consistency and a crutch for the DM; the down-side is that then the DM has to recall or look up the specific rules at game-time. The alternative is to provide a simple system for the DM to make rulings on: to apply a modifier or make a call at game-time, and then move on. There are no lookups involved here. The downside is that the DM needs to manage making fair, consistent rulings, along with all the other game details going on at the same time.

Desiring a lite system, I want rulings; but being a little fearful of screwing up as a DM suggests more established rules. In short, rules compile all the possible rulings into rules before the game starts. But of course it can never be perfect: some situation can always arise not covered perfectly by the rules, requiring adjudication (ie, a ruling).

Game vs Story. On the one hand, an RPG is a game: characters are bought, described, and balanced in terms of points. There's a simulated world with clearly defined possible actions (skills, powers, etc.) On the other hand, especially these days, all of this is supposed to serve only as the underlying foundation for a story. (I would argue that, in the past, dungeon-crawling was more of a simulation/game than a story.)

Character detail vs simplicity. So, in terms of the game/simulation, we need character modeling. The more detail and customization possible in terms of the rules, the more stats, rules, and preparation time needed. Otherwise, character details are left superficial to the rules--which often does already happen with roleplaying details. Also, if too simple, there's no way to differentiate different characters and abilities--like different fighting styles, a smooth-talking con man vs an earnest likable diplomat, etc--in terms of the game world itself.

But in terms of story, it is frequently not the numbers and die rolls that determine the ultimate course of the story, but in-character decisions made by players based on the "superficial" personality traits of their character. This suggests that if story is the goal, simplicity and letting the game aspects take a backseat should work just fine.

Complete System vs Hack Document. This is my personal preference: when hacking on a system, I tend to want a single finished document that describes the resulting game, rather than simply producing a hack/errata-like document that lists the changes to make to the underlying system. I should really try to get over this, since it takes a lot more time to do it this way.


So, in conclusion, I'm not sure if mini20 is a good idea or not. It could just be more mental flailing around on my part, largely due to my failure to resolve the above tensions and decide exactly what the hell I want from my gaming system.

Friday, July 31, 2009

GOLD: An RPG web series

This is where a couple hours of my yesterday afternoon went:

GOLD: The web series that does double damage.

The site sums up the series this way:

The World Goblins & Gold Role Playing Game Championship is only a few short weeks away. The perennial second-place American team has undergone an upheaval: their longtime team leader, Jonathan Drake, has suffered a tragic gaming-related accident. Maverick player and loose cannon Richard Wright takes the reigns and tries to wrestle his new team into shape before the competition, while despondent Jonathan battles his personal demons. Meanwhile, the World Champion British team, led by the crafty Oliver Crane and sultry Martha Thistlethwait, prepare for the Championship by enlisting a gaming legend as their new coach...

The series is fun and certainly tongue-in-check, but it also has moments of memorable depth and emotion. It's also fun to see some free independent film made possible by online distribution. Check it out!

Sunday, June 14, 2009

Omri: Myrksog

In the spirit of getting back into the game, S. and I played a bit of my new d20house form of D&D today. It had been 1 week short of a year since our last session!

For session details, check out the "Myrksog" section of The Amazing Escapades of Omri Buckle & Co.


It went well mechanically. The new damage mechanic (the most obvious d20house change) was pretty smooth. My new DM screen worked well, especially when combined with more intelligent use of the SRD's spell index and monster index pages. Chess pieces still make great cheap miniatures.

Story-wise, there were a couple minor snags--mainly, how to balance the power of social manipulation with combat? For example, Jack charmed the lead hobgoblin and told a good story about having an important prisoner... but I couldn't decide whether this should be enough to let the party pass the whole encounter. (Of course, this still may have worked out interestingly since they would have had to come back this way later.) But, if I wasn't going to let them bypass all the guards with it, it seemed something useful still should come of it so that there's at least some value to trying tact before steel.

First, I rolled a contest between the charmed hobgoblin and the orc to see if the orc could talk some sense into his companion: that this rabble shouldn't be allowed into the inner sanctum without Myrksog's express approval. Turns out the orc won. But even in this case, there was some benefit to the charm: it got rid of the hobgoblin. Sadly, this backfired slightly, since this logically left the party locked outside without any lock-picking skills! Turns out the standard DC of 25 to break down a barred door was just barely in range (with a bit of magical aid), so it all worked out decently enough.

So, in retrospect, I think I played it pretty well. And, as a personal note for the future, a spell and a successful skill check should be enough to bypass an encounter, especially if those creatures are still available to serve later as monster re-enforcements (and now behind the party besides!).

z20 is now d20house

A couple weeks ago, Drudge became z20. As I mentioned then, it was still shrinking in scope as I realized more and more that I shouldn't be changing d20 as much as I was. To reflect this, I've changed the name of the project (again!) to d20house.

As the latest name implies, this is simply my collection of house rules to d20. While still pretty heavily tweaked, it is actually d20-compatible. I've been putting my time into consolidating what small changes I still do want to make (because I just can't help myself!), as well as making a personal digital DM Screen that links into the SRD. I think this will serve to speed play--which was really the whole point of the initial project.

While still not complete, the project is taking shape here: http://snarkdreams.com/d20house/

I hope to convert (nearly) all of my D&D campaigns to d20house (since most are currently weird hybrids with different options from 3.0 through 3.5), and then get back into playing again!

Thursday, June 4, 2009

Notion: Speeding Play

Since I'm already posting today, here's a few thoughts from the last couple weeks on z20 work to speed of D&D gameplay. In short, how do we make an RPG faster? (I'm just thinking in terms of game mechanics here, not table-talk and other social reasons for slow play.)

Fewer rolls. Rolling the die and then totaling the result and relevant modifiers takes time. Instead, we could just use static numbers. For example, use a static Defense Factor or Armor Class instead of a defense roll. Or roll initiative once at the start of combat, rather than every turn.

Group rolls are also possible: roll the dice once and then apply everyone's modifiers separately to determine everyone's results. So this is good for speeding initiative rolls or doing quick Spot check to determine who sees what.

Rolls just provide randomness, so the average outcome over the long haul is the same as not rolling. It means there are no lucky breaks, but also no unexpected failures. But, since not everyone's looking to go diceless, we just need to decide which rolls really need this randomness.

Quicker rolls. The more dice a roll involves, the more totaling is required. The same is true of modifiers (even in the absence of a die roll). Most of the time this is not a big issue, but consider the math required to determine the difference between normal AC, flatfooted AC, or touch AC if they're not pre-totaled or if some component of those totals has since been modified (such as if the character was subject to a Shield of Faith spell).

Fewer lookups. This is the difference between having a list of specific spell descriptions verses a general magic mechanic. The more rules you write, the more players and GMs feel obligated to look them up and follow them exactly. (Of course, general mechanics can also take time to adjudicate, especially if these leads to social argument.) Still, if GMs know there are only a couple simple mechanics and are empowered to apply those on the fly, it saves bogging down in rule lookups.

Lookups also happen in just recalling what modifiers or effects are currently in play. The fewer possible states or conditions, the less often this has to happen. For example, if a game has stunned, shaken, dazed, disabled, and clobbered conditions, someone's going to have to look them each up at some point. On the other hand, if there's only a single Impaired state in place of all these, there will be fewer lookups required.

Quicker lookups. Even if lookups are needed, how fast are they to perform? For example, how handy and visible is the information needed? This is the realm of DM aids like a screen, outlines, notecards, etc. Player's need to be able to quickly find the info on their character sheet: attacks, damage, AC, saves, skills, etc. And then there's all the stuff that fluctuates during play: spells in effect, conditions of characters (including hp, location, status, etc.), and so on.


The time saved on rolls is pretty minor, but adds up over time. Changing lookup frequency usually means changing the game mechanics. So probably the technique with the most payoff is to figure out how to speed lookups.

z20: What game is this again?

Following on the heels of my insight that Drudge was a bastardization, I'm realizing there really isn't much overhauling that you can do to a game system and still have it work.

Gary Gygax stressed this in his book, Role-Playing Mastery. He points out that every game has a spirit, and you can't violate that spirit without ruining the game. The 3.5 DMG asks the same thing in more specific terms: Why are you changing the rules? Do you really know why you're doing it and what it'll mean for the game as a whole?

As I've worked on z20 this week, I'm realizing more and more that trying to change D&D is a futile endeavor. Even simple changes have sweeping effects. For example, I consolidated and renamed some of the skills. This was a good change, since now the skills are all equally valuable purchases for players based on how I actually use the skills as a DM. (For example, I don't think I've ever called for an Appraise check, but I do Spot checks all the time. Certain skills are just way more valuable than others in my campaigns.) But I realized this morning that this totally breaks the character sheet--half the skills are missing or renamed. (Missing is okay--players can just cross them off--but name changes are irritating.)

Another change I considered was dropping Attacks of Opportunity. Instead, characters would just lose their DEX bonuses while performing any action that used to provoke an AoO. But I realized this morning that AoOs really aren't that big a problem. They really don't crop up all that often in normal combat, since players do their best to avoid them. Changing that rule still means I need to remember which actions (used to) provoke AoOs. And it has unexpected consequences. For example, the Mobility feat: +4 vs AoOs while moving. So how would this translate according to the new rule? It implies that moving across the battlefield must leave characters defenseless. If so, should Mobility just allow a character to keep their dodge bonus while moving, or should it still grant the same +4 bonus? And then there's the Combat Reflexes feat... In short, even a simple rule swap really does lead to cascading changes through the whole system.

That's not to say that neat tweaks here and there are impossible though. I decided that damage rolls would just consistently do their average. For example, 1d6 always does 3 points of damage; 2d8+1 would do 9 points every time. This one change--simple enough to done mentally during play--suddenly cuts the need for all the other dice besides d20 (and possibly d%), as well as all the mental totaling of die rolls. But otherwise the game effect is basically the same as the original. Unlike the changes made by True20, I still have a hit point mechanic and all that goes along with that. (There's actually a bit more to this rule change, since I also have the degree of success on the attack roll modify the damage dealt slightly, just so things are not completely routine for every attack!)

This afternoon, I started thinking about how to streamline modifier tracking... and the approaches I used with Drudge just won't work without massive overhauls. In short, hours and hours of creation-time to save a few minutes of game-time.

So my conclusion from all this is a more visceral understanding of Gygax's point: if you choose a gaming system, then play that system. Don't try to make it something it's not. If you don't like it, choose a different system--there are certainly plenty of them out there to choose from if you just look around!

So z20 continues to shrink in scope... which is a good thing! It's becoming mostly a collection of house-rules and clarifications to reflect how I DM. I'm also trying a few little shortcuts to speed a few things up here and there, but I'm learning I really need to leave the mechanics themselves well enough alone. Instead, I should put the time into producing DM aids for myself--like a good/personalized DM screen or a better way to track game modifiers--than trying to overhaul the system itself.

I should also be playing entirely different (separate) systems to fill my need for change and lighter rule systems.

"When hungry, eat. When tired, sleep." -- Zen adage

Saturday, May 30, 2009

RAB 5: "Dungeons and Christwagons"

In honor of getting back to D&D roots, here is my favorite characterization of D&D ever: Retarded Animal Babies 5: Dungeons and Christwagons.

RAB a little coarse, but insightful and eminently quotable. It also amazes me that the series (including all the voices) is constructed by one man. This is hosted on Newgrounds, which used to be described as "The problems of the future, today!" (which I still think is way better than their current "Everything by Everyone."), so you may feel like you need to shower afterward.

The End of Drudge

Today I decided to end my work on Drudge.

Drudge was my attempt to simplify D&D. Frequently, while playing D&D, I despair at the slow rate of combat and tedium of tracking countless modifiers. In those campaigns that I DM, my players (all 2 of them) are not very familiar with the rules, and so I end up tracking every modifier currently in play. In the one campaign where I was only a player, a single battle would take a full 3-hour gaming session. Even though the group was large--about 8 players--this still seemed excessive.

So, thinking about how to streamline D&D, I turned to Zludge. Zludge is my own custom RPG system based primarily on Fudge, but also pulling ideas from a great number of other systems. I've been working on the Drudge rules for over 15 months now.

But last night, I started looking through Green Ronin's Mutants and Masterminds again. Today, I read through the True20 Quickstart again. This is really d20 simplified, complete with a d20-to-True20 conversion document.

I realized that Drudge had really gone too far from d20 to be useful. While everything still converted from d20 in an easy mapping, everything had to be touched. Essentially, conversion became as much work as just re-imagining the same content from scratch in a completely different system. It was a weird, hybrid bastard that no one was ever going to use (possibly not even me).

But still, the exercise was not without its value. It's like learning how to write an operating system: no one's ever really going to use what you produce instead of Windows or even Linux, but it's essential to learning what goes into an OS. I still believe that, in a generic RPG system of my own design, feat and spell lists are something to avoid. They are too constraining while also require too much effort to construct and record. Instead, I think general rules and a purely skill-based system are the way to go. But stripping these out of d20, along with hit points and various die shapes (including the d20 itself!), leaves something largely unrecognizable behind.

Instead, I've realized I need something that cleanly translates. That means, all the 3.0/3.5 feats, spells, monsters, etc, need to translate over with very little effort. It's just the gameplay that needs to be tweaked. So I'm taking a lot of my Drudge work and trying something called z20: a hybridization of d20, Pathfinder, and True20--possibly with a few other odds and ends thrown in (such as from Castles and Crusades). I'm also giving up any notion that this would ever be widely (or even narrowly!) adopted by others. It'll just be my own construction of excessive house rules. Maybe then I can easily convert my many d20 campaigns, and recapture the joy of just playing again!

Monday, April 6, 2009

D&D: Tellurian Tales (vol 11)

Sadly, it had been almost 2 years since I posted a volume of my main Tellurian Tales line. After being inspired by a post over at Head Injury Theater about spending more time posting excuses about not posting than actually doing something productive, I decided after my afternoon nap to do something about it. Yay!

Lately, Tellurian Tales has involved simply slogging through a long dungeon. Running this solo, now that I'm comfortable with the D&D rules, is not quite as exciting as it once was. Also, I've moved on to hacking on Zludge rules as my primary form of entertainment, rather than building D&D characters that need a story to shine in. I guess this partly explains why it's been 2 years.

I'm looking forward to the end of the current story cycle. I'd like to dust all the characters off while I level them up and (as already planned) break the party into smaller groups for more story-focused adventures. I'll probably leave things running as D&D though. The characters I have (some of whom haven't even entered the story yet) represent countless hours pouring over D&D rule books and supplements, squeezing out the max advantage from combining diverse feats and prestige classes. Seems a shame to lose all that history by switching to Drudge. Also, it's a good idea to keep one foot in d20 while I contemplate translating it to Drudge.

Besides, I already have plans to alpha-test Drudge with Ailithorn, and I'm currently toying with a Western D&D setting for beta-testing games (with either S., B., or even a gaming group). I'm also wondering about a Zludge adaptation of Dark Heresy...

Time's at a premium though, so we'll see how it goes. I really need to focus...

Oh, and the slowest point in this evening's game was the pause to determine whether a ranged touch attack counts as a simple or natural weapon. My conclusion: No. Which makes sense if you think of it as just an attack and not a weapon. But there's confounding issues such as unarmed attacks sometimes being equivalent to simple weapons and the ability to take Weapon Focus for magical rays.

Tuesday, December 16, 2008

Notion: Creation-time versus Play-time

In computer programming, there is the difference between compile-time and run-time. To create a program, the author first writes the instructions in a particular programming language. But a computer does not understand those instructions directly; they must be translated into binary machine code relevant to that particular computer hardware. The translation from the author's source code to executable machine code is called compiling. Once an executable program has been compiled, it can then be run. It is during run-time that the program actually does what it was written to do.

While compiling, the compiler can do a lot of error-checking--making sure that the syntax is correct, confirming that the data types for different variables are correct, etc. It can also link in other libraries or modules. It can optimize the program so it runs more efficiently. Generally, the more error-checking done at compile-time, the fewer errors encountered at run-time.

Not all programs are compiled in a separate stage like this, however. Some are interpreted: translated into machine code line-by-line from the source code at run-time. (This is a spectrum, of course: many modern languages compile to an intermediate form and are then interpreted from that form at run-time.)

The point of all this is: there's stuff you can validate at compile/creation time, and then there's stuff you validate at run/play time.

This is the same for RPGs. Something like D&D is like a compiled language: it takes hours to translate levels and skill ranks and equipment lists into all the particular modifiers listed on a character sheet. This is not necessarily a bad thing: character creation and optimization can be a very enjoyable activity, especially for power-gamers. And, as with programming, the more error-checking of modifiers you can do beforehand means fewer errors during play time.

On the other hand, a game like Risus is rather interpreted. There's still some authorship beforehand, but characters are represented as cliches. How those cliches then translate into particular skills or feats is actually determined during game time.

Overall, I'm a fan of compiled over interpreted, both for my programming languages and my RPGs. There's an initial overhead, but things seem to run smoother if as many details as possible are composed and validated beforehand. But this is just a preference.

Hopefully this difference/metaphor proves useful when considering RPG design.

30 Years of Stupid D&D Monsters

While I may not agree with the lameness of every monster listed here (I have a soft spot for owlbears), this author does have a very good point:

Dungeons & Dragons: Celebrating 30 Years Of Very Stupid Monsters (note that there are 2 parts)

Just a humorous reminder to keep your critical evaluative functions engaged while reading your next RPG supplement--even if it does come from a big-name publisher.

Paizo's Pathfinder: The future of d20 3.5 [backlog]

Last week at the bookstore, I stumbled across Pathfinder Chronicles: Classic Monsters Revisited. This book takes 10 of the most common humanoid monsters of D&D--including kobolds, goblins, bugbears, hobgoblins, orcs, trolls, ogres, lizardfolk, gnolls, and minotaurs--and tries to bring a fresh take on each by going back through both D&D's Monstrous Manual history as well as the scraps of original folklore on which these creatures are based. Though I flipped through only casually, I was quite impressed with what I saw. It was all "fluff", rather than "crunch", but very nicely done. I plan to take a closer look next time I'm in, and possibly pick this one up. [Update: And so I did. I didn't agree with all the characterizations, but reading it forced me to clarify my own. And that's the whole point: encounters with different kinds of humanoids should be significantly different, or what's the point of having more 1HD and 2HD humanoid races other than just Orcs?]

I'd never heard of Pathfinder before though. Turns out it's the product of Paizo Publishing, who used to publish the Dragon and Dungeon magazines. They've released a Pathfinder RPG, currently in beta and downloadable as a free PDF (registration required). Pathfinder is based on d20 3.5 OGL rules, so it's basically like playing D&D 3.5. But they've gone through and tweaked a few rules, streamlined others (including some skills), and beefed up some of the standard classes (so you'll think twice about abandoning them for prestige classes). Again, I only skimmed through the PDF, but I liked what I saw. It was like reading through 3.5 when it first came out: mostly small changes from 3.0, but all that tweaked the game to be a little more fun and a little simpler to play.

Some of the things of note that caught my eye were the alternative to having animal companions and familiars; the many bloodlines that characterize sorcerers based on the source of their magic; 0-level spells are now unlimited at-will powers; grapple and other combat maneuvers are simplified; turning undead is more impressive and useful, acting more as a positive energy burst.

Paizo is also releasing a 96-page adventure every month, forming 6-month long campaigns that take characters from 1st to about 15th level.

All-and-all, I got the feeling that Paizo is providing a lot of support and vitality for the 3.5 rules now abandoned by Wizards of the Coast. If you're leery about taking up 4E just yet (or just want to get a little more mileage out of your collection of 3.5 supplements), don't feel like you've been left behind: check out Pathfinder.

Wednesday, June 25, 2008

D&D: 4E is not OGL

A couple posts ago I was talking about 4th edition D&D. I decided to go check on the 4E SRD and learned something interesting: 4th edition is not released under the Open Gaming License (OGL)!

(Standard disclaimer: The following is how I understand these things work. But I'm not a lawyer or copyright expert, and so I guess that means I'm largely speaking out of my ass on this. Just be aware of the sort of material that comes from most people's asses.)

Default state: You cannot copyright or trademark game rules or mechanics, per se. You could probably patent them if they are new ideas, as they are a process (but please don't, because such patents would suck). And you might be able to trademark certain specific words or phrases used in the game description. Or course, applying for a patent or registering a trademark costs money.

However, though the rules or mechanics themselves are not copyright-able, any particular instantiation of the rules in writing is covered by copyright as soon as it is written.

So all this means you could technically take any (non-patented) game rules, read them and put them aside, and then completely rewrite the same mechanic in your own words. This would be a lot of work though--especially for something as large as D&D. (And if someone did take offense from any resulting similarities, could you really afford to defend it in court?)

3E and OGL: But then along came Wizards of the Coast's Open Gaming License. As long as you adhere to the OGL rules--which mainly involve keeping the OGL itself attached to the resulting work--you are free to copy verbatim, redistribute, add to, or change any game rules (or other content) released as Open Gaming Content under the OGL.

Wizards then released the majority of the core D&D rulebooks as a System Reference Document (SRD) under this OGL. (The SRD didn't include certain flavor text and product identity--such as certain names, deities, some monsters, or how to create or advance characters.) So people could do practically whatever they wanted with the text of all these SRD rules (provided they followed the OGL in doing so).

In addition, there was a d20 System Trademark License (STL) and d20 System Guide (which are no longer easily available from their site). Together, these specified how you could use the d20 logo to claim that your game was d20 compatible. Generally, this meant you could not redefine any of the standard conditions or special abilities of d20, do anything indecent, or describe how to create or advance a character.

Note how the OGL and STL are separate licenses. You can take the SRD and make a stand-alone game (including how to create characters); you just can't claim it's still d20 and use the d20 logo if you do.

4E and GSL: Now things work differently with 4E, which is neither OGL or d20. Instead, there's the Gaming System License (GSL). (This was released just last week.) This is more like the the STL of 3E: it describes what you need to do to create a 4E-compatible game or supplement. If you follow these rules, you get to use their special D&D logo and the many D&D-specific terms, as laid out in the new SRD. Note that this new SRD no longer contains all the rules, as it did for 3E; instead, it's largely just a list of terms. In short, it's all the phrases you'd need to be able to describe D&D characters, abilities, and monsters in the context of a game supplement--but you'd need the D&D core books to look up all the rules and definitions for them.

Also, the GSL applies only to the production of books: hardcover, softcover, or digital (PDF). It specifically excludes software and websites. Another interesting rule is that if a company switches any part of one of their product lines from OGL to 4E, they need to switch all of it over.


So, what's this change mean? The major ramification is that the 4E rules will not be freely available. I can honestly see why Wizards did this. I mean, I never bought the 3.5 books because I could use online or downloadable versions of the SRD, which were actually faster to use for quick reference. And I was planning to do the same for 4E. Just excluding character creation and advancement rules wasn't enough to ensure sales of the core rulebooks.

It also means that software products--such as all those little character generating apps and online RPG tools that understand D&D characters--could get in trouble for making 4E versions. Something generic like a character with 6 abilities scored between 3 and 18+ isn't going to be a problem. But you're probably going to want to have your software list all the various possible standard powers for the different 4E classes. But this is copyrighted product identity (as specifically listed in the new SRD); using it could be seen as creating a derivative work--and you have no license now to grant you a special dispensation to break copyright. So this could suck. I guess Wizards is planning to release some DMing software, but (unless some later license grants these rights), you're not going to have any legal alternatives.

Another concern is the fan websites that post their character details and game histories. Technically, these are derivative works too. I doubt Wizards would go after such fan material, though. In addition, they're already planning to release a separate license for fan websites to cover this.

The thing that pisses me off the most though is that they're releasing all this new license stuff under the wizards.com/d20 URI. It's not d20! d20 is history as far as Wizards is concerned (since they've pulled all links to their d20 STL and System Guide.

OGL is still here though, and we'll always have the 3.5 SRD floating around. That's some consolation, I suppose. (Another bonus for Drudge, which will still be OGL!) But it looks like publishers that want to stay on the D&D bandwagon will have to abandon OGL. That probably won't be a major stumbling block for them, though, since most are in the business of producing compatible product identity material of their own. The new GSL still lets them do that.

Anyway, check out the licenses for yourself: http://wizards.com/d20. This "plain English" version of the GSL from ENWorld is handy too.

Tuesday, June 24, 2008

D&D: Omri

Omri (S.) tried the assault on the goblin holdout again. It went very well, partly because the goblins couldn't roll worth a damn. (I don't usually use my yellow d20 for this reason, but it needed some love.) Omri was also well shielded and buffed with spells--she took out each foe with a single blow and wasn't even scratched in return! I remembered to consider NPC morale, and had a couple goblins surrender after witnessing the wholesale slaughter of their comrades by this suddenly-appearing avenging goddess. This turned out nicely, as the party was able to pump them for info but then had to spend a sleep spell and some rope to tie them up when they were done. (My original idea had been to use speak with dead if necessary.)

On gaming tools, that "battlegrid" overlay and chess pieces combo is working great. Beer and nuts made for nice DMing companions! I also didn't have my computer this time, which freed up some table space and made things a little more casual. It just meant I needed to copy down all the pertinent notes in the corner of the whiteboard before we started. I might try to do that again, though I have more info necessary for our next encounter: NPCs spell-lists and such.