Showing posts with label z20. Show all posts
Showing posts with label z20. Show all posts

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.

Tuesday, May 11, 2010

Recent Threads

The spring semester is drawing to a close. It's been a busy one, with me actually focusing on my dissertation/implementation for a change. Sadly, this has meant less time for gaming. I hope to continue implementing into the summer, so there probably won't be too much of a gaming resurgence for a while. But, despite a grading backlog to still get through this week, the coming summer has stirred me to look through my various gaming threads once more:

d20: I've been brushing off d20house and my Tellurian Tales characters and trying to get back into d20 again. The two players I actually have await me in two other D&D storylines. So I'd really like to get out of my current d20 doldrums.

In brushing off my characters, I'm reminded once more of the huge "character creation" side of D&D. As I was explaining to S., it has some of the same draw as Magic: The Gathering: There is a collection of different abilities that can be combined to form awesome combos. And, thanks to WotC's prolific publishing schedule, the library of possible components constantly expands. So there's this draw to familiarize myself with all the possible components and then flesh-out the "perfect" combos in accordance with some initial character (or deck) concept.

While this is still fun, sometimes of late I find it a bit tedious. Specifically, prestige classes annoy me. Many are close to what I want but none are "just right". So I've been designing a couple custom classes--but, since there's no real mechanic for this, it tends to take me hours of thought.

Caligo: I poke at this occasionally and I'm quite happy with how it's coming along. So far it's staying pretty simple, which is good. I have a few different one-off story ideas I want to try... someday.

Dark Heresy: A break-thru here in that this week I decided to drop my Zludge translation of this. While I'm sure the work already done on this will inform eventual Zludge Prime work, I decided to just leave Dark Hersey as it is.... because it's actually quite a nice system, especially now that I've come to appreciate some of the advantages of a roll-under die mechanic. I have lots of story ideas here, and I'd like to move into some serious campaigns with this once my d20 lines end. So I'm trying to shelve it again until then (and focus back on my d20 threads!).

zilch: I was thinking about this yesterday and this morning. I was refocusing on it's mission: a boardgame-like dungeon-crawling RPG. Some elements of it--such as the spell system--I think could be used elsewhere (like in z20). But I really need to get back to a boardgame sort of focus. This morning, I started sketching out stuff on that: particularly, how I might generate a story/dungeon on the fly so no pre-game GM planning is required--only some (potentially collaborative) refereeing. We'll see where this goes...

z20: Now I'm turning my eye to z20 once again... that old sore tooth that I can't stop poking.


[I apologize to my readers that my blog is so often a review of threads or a whining reiteration of the same points over and over again, but this blog is really sort of my gaming journal. This is where I come when I need to record (or, frequently, reaffirm once again) some gaming insight or goal.]

Wednesday, October 28, 2009

An XML spell list

Today, I got to thinking about XML. Last night I was poking a bit more at the z20 spell list, slowly importing/converting things from d20, and realized what a hassle it was. I'm doing way too much formatting and linking by hand in HTML. Instead, I should probably be making a separate XML document, which I could then format differently for different needs. I'm comfortable with the theory behind XML documents, but I've never created and reformatted one of my very own. So I got to wondering if anyone's come up with a standard DTD or schema for d20 spell lists. Some searching ensued, with the following results:

http://www.andargor.com/
The biggest name/site I found in regards to still-active d20 XML. In the latest version (zipped XML+SQL bundle), the XML includes markup of spell details, but also a fulltext section including a table-based HTML view as well.

I was more interested in his "obsolete" version (2004) of only spells and monsters, which includes only XML markup of the spells. The OGL licence suggests this came through the PCGen Character Generator project somehow.

The oldest version of all (2003) includes an XSLT as well, for decent formatting. This is what I have in mind for z20--a nicely marked up XML backend with different formatting options through XSLT (or similar tools). The content isn't itself quite a clean as the previous option though.

The site also has an XML markup of the whole SRD, though this XML simply marks tables, rows, cells, and paragraphs.

http://www.darkshire.net/jhkim/rpg/srd/spells/index.html
From John Kim's more general SRD page, this page includes a zipped XML file of the spell details. This is from the 3.0 version of the SRD though. Sadly, the online CGI options to search through it don't seem to work.

http://games.groups.yahoo.com/group/d20-xml/
A Yahoo! Group that ran from 2000 to about 2006 working towards a complete d20 XML schema for character creation and possibly even gameplay. I did not read more than a few of the first posts and the last posts. Different people were working on their own projects, and no consensus or central DTD was apparently formed.

http://xmld20.crwth.org:8080/
A personal d20 XML project--spinning off from the d20-xml group--to get an XSchema for all the d20 content. The focus is on having the XML usable by software tools, so machine-readable is preferred over human-readable. (I agree with that approach, since you should be using XSTL if you want truly human-readable output.) However, the project focused more on characters and monsters and the rules logic than simply data storage. The project ended in 2008 (or, rather, rolled into a different approach using Lua).


Conclusion: There is no readily available XML schema for d20 content because everyone has different needs. PCGen and OpenRPG are doing some XML stuff backend, but that doesn't really fit what I'm going to do. So I'm on my own... which is probably just as well.

My current thought is that it'd be fun to play around with the different d20 XML versions I downloaded, and to try generating a HTML snapshot page of each spell pulled from different versions of the SRD. Then I could build a z20 spell list, and pull those into the same snapshot pages for comparison. I've been meaning to learn more about XML, XSchemas, XPath, XSLT, etc. for some time. But I really don't need a new project right now! So we'll see what happens.

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?"

Monday, October 19, 2009

z20/Omri: Shroom

Got in some more of The Amazing Escapades of Omri Buckle & Co. this evening. Omri had a bit of a mishap (no GM karma point expenditure required after all: S. missed the Reflex save DC by 1 point), met Shroom the goblin, and made it back to her party again.

In related news, I've been poking at z20 combat actions this weekend. I was flipping through my True20 books (Blue Rose and Mutants & Masterminds) and started thinking how all these different systems really have the same set of actions you can perform in combat: grapple, disarm, charge, etc. Even my work a couple months ago on a Zludge version of Dark Heresy has most of the same actions. So I decided I should compile my own list with simple, standardized rules to use across all these systems. This list is currently in z20, though I think the same list will end up in Zludge Prime eventually.

S. and I also went looking for some colored pipe-cleaners this weekend, but no luck at Office Depot. I have a little condition-tracking idea, but I'll share that another time...

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!

Sunday, June 14, 2009

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

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