Thursday, 29 November 2012

Ophiliones


In the lush valleys of Sughd live a race of giant, intelligent arachnids: the ophiliones. Omnivorous, they are as likely to eat fungus or guano as flesh, but they will not reject an opportunity to devour succulent human meat.

In combat, ophiliones attack with their two forelegs, with which they attempt to drag prey towards the powerful maw. They are by nature cowards, however, and they have two detachable legs (which they can regrow) to distract their enemies as they flee.

Ophilione
Armour Class: 5
HD: 3+1
Move: 180' (60')
Attacks: 2
Damage: 1d6/1d6
No. Appearing: 2d6
Save As: F1
Morale: 6
Treasure: Nil
Intelligence: 8
Alignment: Neutral 
If both leg attacks hit, the ophilione drags the target to its mouth and bites for d8+1 damage; this hits automatically.  
If an ophilione loses 75% of hits hit points or more, it will flee and shed two of its legs. These legs fight on as 1 HD monsters, with AC 7 and doing d4 damage.  
A successful hit on an ophilione has a 10% chance of dislodging one of its detachable legs, in which case the leg will fight separately from the host as above. 

Tuesday, 27 November 2012

On Creating New Monsters

Creating a truly new monster is difficult, and perhaps impossible: there is some fundamental failure of human imagination which means that we are very often forced into the simple "giant this" or "this with a this" or "this which can this" paradigm; as in:

Griffin: a lion with eagle head and wings

Medusa: a woman with snakes for hair which can turn people to stone

Beholder: giant eye which can float

This is even true of people like H P Lovecraft, who is often set forth as one of the most imaginative and inventive fantasy writers of the past 100 years: in the end, for all that Call of Cthulhu is a spooky story which admirably communicates the Lovecraftian ideal of inscrutable and never-ending indifferent evil, Cthulhu is merely a humanoid dragon with an octopus head. He is a "this with a this", or, if you are being charitable, a "this crossed with this with a this". 

I've been sitting at my desk trying my damnedest to think of monsters that are truly novel, without antecedents - not composed of amalgamations or inspirations. Failing that, because of my human limitations, I changed tack and tried to think of existing monsters that have been created by fantasy authors or RPG bestiarists that I would call "new" - that were not based on the "this with a this" paradigm or regurgitation of folklore. I couldn't really do it; the only arguable, and honourable, exception I could think of was Geiger's Alien. 

Why is this so? Some limit imposed by our evolution, which means that setting aside brain cells for pure speculation is a waste of resources? An immutable law of the universe which states that it is not possible to imagine a thing which is not based on prior experience in some way? That we are capable only of being what we are remains our unforgivable sin; our imaginations are shackled by our nature, it seems. 

Saturday, 24 November 2012

Actual Play: Blood & Honor Session 1

Three of us spent the afternoon playing Blood & Honor today. Billed as a game of "samurai tragedy in Old Japan", this is a game based loosely on Houses of the Blooded which can be described as an attempt to create a rules-lite story game that stays reasonably close to what feudal Japan was actually like without becoming pedantic. It mostly succeeds (although, as an appallingly arrogant Japanese language snob, I can't resist pointing out that much of the Japanese writing which festoons the sidebars is quite obviously written by a non-native using a dictionary).

In any event, I think the game gets the most basic things absolutely right. At the core of it is the idea that the Clan is everything and the individuals are nothing; the characters pool their honour and, ultimately, should be prepared to sacrifice their characters' lives in the name of the greater whole. That seems pretty authentic, and the mechanics generally work towards that goal rather well - although we made something of a hash of parts of the rules given that it was a first run through.

One of the most important elements of this is that the players create their Clan at the start of the game, which gets them hooked into its success right from the beginning. As well as choosing the name, the character of the Daimyo, and what resources it has, this also involve deciding which of the bushido virtues it values most highly, and the character of its samurai.

For instance, my players create the Kurohou Clan (they came up with the endearingly cheesy name "Black Pheonix Clan"). They established it was headed by a mad Daimyo who kept a reclusium in a cave behind a waterfall; that the local peasants are said to consort with demons; that the clan owns an item of pottery owned by the sun goddess, and that they have a famous Noh theatre group. They decided the province the Kurohou own is famous for its okonomiyaki. They specified it had a famous blacksmith, a large Buddhist temple, a gambling den, and extensive rice farms. And they established that the samurai of the clan are renowned for their impulsiveness ("Waiting for Luck is Waiting for Death"), their vengefulness ("Dig Two Graves"), their deceitfulness ("Fog Cannot be Dispelled by a Fan") and their liking for alcohol ("First a Man Takes a Drink"). Patrick is its spy-master or oniwabanNate is its executioner, or kaishaku.

Blood & Honor is all about narrative control: success in dice rolls gives the privilege to narrate what happens in the situation at hand, while failure means the narrator decides. This means that you can effectively let the game run itself if you're willing to improvise - I came up with a very basic starting scenario (a messenger arriving at the castle at dawn) and the players basically made up the rest as events progressed through use of privilege. The narrative ended up involving a plot on the part of two of the Daimyo's courtiers to conspire with the neighbouring Daimyo to overthrow the Kurohou, and covered, inter alia, one player disguising himself as an old woman; the employment of the local yakuza gang as hired thugs; a mass sword fight in front of the altar in the temple in which the kaishaku killed four enemy ronin single-handed; bungled haiku writing offending cute geisha girls; flirtations with a mad seamstress; coded messages; and a final confrontation in which the kaishaku lost his arm and the conspirators escaped while, oh, 20 people were killed in a swathe of blood and spilled entrails.

It was a great deal of fun, above all, even if at various stages we had to wing it with the rules. My favourite rules by far are for combat: you don't roll for initiative; it's just whoever says "strike!" first. And a samurai can kill non-samurai at will - you don't even have to roll for it. This is absolutely in-keeping with the source material and, for rather bloodthirsty groups like mine, fun in itself. (The glee with which unfortunate plebs were disembowelled, eviscerated, hamstrung and mutilated was something to behold.)

Friday, 23 November 2012

Horses for Courses

I find myself increasingly wondering whether hipster story-games where the players get to control the narrative and are involved in the creative process are better for groups that are DM-heavy than "trad" games are.

The world of gamers, I think it's obvious, is divided into people who like to be players and people who like to DM. If you have one of the latter and a group of the former, traditional games work swimmingly, but if you have a group composed of people who prefer to DM, I think frustration can rather easily set in. When I am the player in a traditional game I become antsy and fidgety: I want the DM's role, because I want the really creative stuff and because my ego demands that I am the demigod (and demiurge) at the table.

Yet in my group, there are at least two other people who are (I suspect) rather similar to me. I wonder if, in the final analysis, games where the players are involved in controlling the narrative and helping create the world in some sense are more suited to groups like that, as they parcel out the traditional DMing responsibility and hence assuage the frustration of being just any old PC.

Thursday, 22 November 2012

Three Yoon-Suin Hexes

The Jade Baths

A grand bathhouse stands half way between Charikot and Bharatput, where a hot spring broils up from the bowels of the earth. The oligarchs of the two cities, and the local chattaris, are regular visitors, and an ancient  gentleman's agreement maintains its neutrality even during the (regular) wars which ravage the Vale of Flowers. It is said that Tamangh Nikil and Udit Ghimere shared a bath there together a month and a day after the Udit clan had slain Nikil's grandparents, and the two did not come to blows or draw blades.

The bathhouse is decorated everywhere with jade panels, statuettes and crenelations, although it is made of dark cedar. At the gate stand two jade lion statues; these are jade golems (AC0, HD11, Attacks 3, DMG d10/d10/d12, damaged only by magical crushing weapons) which will protect the life of the bathhouse's owner and any who serve there. The current owner is Jal, a beautiful but apparently ageless woman with three triplet sons, Dilip, Hari and Laxman (each is a level 5 magic-user). There is at least half a million gold pieces' worth of jade on the premises.

Altar Meadow

Here, in a small vale in the foothills, there is a wide area of pleasant meadowland dotted with flowers. In its centre is an altar of pale granite, covered with lichen; faint etchings in Old Sangmenzhang Dwarven indicate that this was an altar for the cult of Marvindhra, a local dwarven demigod long dead. The altar is haunted by 6 dwarven wraiths [stats as standard wraith] who appear in a circle around it d4 rounds after it has been touched by hand; they are the servants of Marvindhra who await his resurrection, at which time they believe they shall live again. In the ground surrounding the altar are the remains of travellers who the wraiths have slain, and their belongings - a few assorted pieces of armour and weaponry and other equipment; approximately 200 silver pieces, 100 gold pieces, and 50 platinum pieces; and a suit of Banded Mail +1 and copper Ring of Djinn Summoning. The fact that these treasures lie beneath the soil is discovered on a roll of 1-2 on a d6 - roll separately for each party member.

The Mute Drifts

On the high plateau is an area of snow drifts around two miles in diameter; some quirk of topography creates a microclimate in which the air is perfectly still and no wind blows. It is so silent than any movement - even the crunch of a footfall on the snow - can be heard for hundreds of yards. A tribe of bhuta inhabit the area, taking advantage of these unusual conditions to surprise and attack travellers. There is a 2 in 3 chance that anybody travelling through the Mute Drifts will be spotted by these bhuta and attacked by 4d6 of them; the bhuta are never surprised, while their victims are always surprised. Encounter distance is calculated the normal way. The bhutas' lair is a series of caves carved into the inside of a crevasse; inside is a randomly generated treasure trove of type C, along with the bodies of 2d6 children encased in ice for later consumption.

Wednesday, 21 November 2012

You Already Know What a Role Playing Game Is

In the past couple of days I have, for one reason or another, been leafing through several rulebooks - Unknown Armies, Apocalypse World, 3:16, and Call of Cthulhu, among others - and something I have noticed is that there is a tendency among modern rulebooks to either disavow any attempt to describe what a role playing game is, or at least to caveat that description by saying something along the lines of "you probably know what a role playing game is already..."

Hence, Unknown Armies (at least as far as I can see) does not even describe what a role playing game is in its introductory chapter. In Apocalypse World, we are told "You probably know this already: roleplaying is a conversation." Meanwhile, in 3:16, we get "3:16 is a role-playing game.There is a very good chance that you already know what this means. If so, please skip ahead to the next column."

I find this entirely understandable (because let's face it, if you're reading 3:16 or Apocalypse World or Unknown Armies, the chances are you're already au fait with RPGs) but also a little sad (because of the clear implication that people who design role playing games nowadays don't have a great deal of faith that they'll reach any audience outside of the hobby).

This doesn't mean that the hobby is in decline or failing to expand, of course - I think it has always grown primarily by word of mouth and people inviting newcomers along to join their group. It does speak to an increasingly clique-y approach, however: if you're in with the 'in crowd' (I use the term insofar as it is possible to use it in regard to fat nerds pretending to be elves) you'll be introduced to the hobby, whereas if you don't know anybody who is involved, you simply won't. This seems inevitable, and yet at the same time it doesn't sit right: there is a part of me, possibly equipped with rose-tinted glasses, which thinks a certain amount of ambition and hope seems to have drained from the collective subconscious of role playing gamers. 

Monday, 19 November 2012

In the Time of Byakhees I was a Deep One

That just struck me as a good title for a blog entry. I can't think of what the entry is, though.

Sunday, 18 November 2012

Actual Play: Murderous Ghosts

I spent yesterday afternoon playing a game of Murderous Ghosts over a pint with this guy. Now I am blogging about it.

I think straight away it's important to say that Vincent Baker is a minor genius of a kind - or the closest thing that the world of RPGs has to a minor genius, anyway: he's a proper innovator. Murderous Ghosts isn't up there with his best efforts, but nor do I think it is meant to be; it's a fun little parlour game for one-shots that, ultimately, isn't really a role-playing game per se. It's more of a story-telling game in the sense that the two participants co-operate to make up a sequence of stuff that happens. The stuff that happens, at least in our experience, is that invariably somebody gets killed by ghosts in a subterranean location.

We each had a game as 'MC' and player. I was the player in the first game. Nathan came up with a spooky scenario in which I came across an underground factory peopled by its former workers, including a cleaner, secretary and manager. I was killed by the manager for refusing to go through an 'interview', though I suspect I also would have died if I'd chosen the opposite.

As MC, I came up with a scenario in which the player came across an underground facility that had been used by the government to create materials hazardous to life; the back story I came up with was that there had been some sort of accident down there and the government had locked the facility down and left the workers there to die. One of them had killed and eaten all the others but had eventually starved to death and was now haunting the corridors as a mad cannibal ghost. Nathan found almost none of this out, however, because he was killed and eaten by the ghost in short order after discovering a cache of human bones.

Murderous Ghosts is not a role playing game, and I think we discovered that it falls apart if you treat it as such. When I was the player, my immediate reaction whenever something creepy happened was "I go back to the surface to get the police", or "I do not go down the spooky corridor from which the weird noise is coming", or "I hide and wait until it goes away" - reactions which I had to override in the interests of the story. When it came to my turn to MC I deliberately rigged things so that the player had to explore the facility by using the hoary old horror device: a door which suddenly swings shut behind you and which you can't re-open. The player physically could not go backwards and could only go forwards until he had encountered the ghost (as clear a railroad as you will ever see).

This isn't necessarily a problem - the game does what it says on the tin. It is set up like an idiot-proof Choose Your Own Adventure with clear instructions about what to do, which makes it not all that far removed from a Fighting Fantasy book and the attendant problems associated with that medium; but if you think of it in those terms, it's an enjoyable way to pass a couple of hours.

Wednesday, 14 November 2012

Cthulubox and the Investigative/Quasi-Railroad Problem

I've been doing some thinking about how you might run an investigative game - Call of Cthulu being the paradigm example - in a sandbox style. The problem with that sort of game is that it is heavily reliant on the players responding to events rather than guiding them by themselves. Something, or somethings, have to happen for them to investigate, and by definition that means that the GM has to spend a lot of setting up quasi-railroads for them to follow.

I say "quasi-railroads" because providing players with something to do ("A young woman mysteriously disappeared last night and her mother asks you to investigate!") is not a railroad per se, but leads down a certain path which has only two outcomes - success or failure in finding out what happened. How you get from A to Z is not set, but you'll probably end up getting there in the end. And by the same token, you can create a huge rumour table all you like - a d100 list of strange occurrences for the PCs to delve into - but at the end of the day, as GM, you have to know where those strange occurrences lead: all you've done is create a list of 100 quasi-railroads, ultimately.

I don't think there is a way around the investigative/quasi-railroad problem - it is probably at its most pernicious if you want to run a police procedural, but it still means that any Call of Cthulu campaign is likewise going to be heavily GM-led, simply by dint of its nature.

One possible way to make a Call of Cthulu game more of a sandbox would be to subtly shift the starting assumption and make sure that the players begin with an understanding that their characters are deliberate seekers of dark powers and magicks who already have some idea that there is a wealth of forbidden knowledge out there - if they could only get their hands on it. Their investigations, in other words, would not be into mysterious events that the GM tosses their way, but an exercise in finding where all of this knowledge lies. They might start off in Providence, Rhode Island in 1922 with a web of contacts, and locations, which they can tap as resources in conducting their own self-centered investigations - my character has heard that it is possible to live forever, and now I'm going to find out how - and this would allow them to drive things along more autonomously.

This would require extensive preparation on the part of the GM pre-campaign - akin to the way I set up urban sandbox games in general (see entries passim here and here), only more so - and also a good, skilled GM who is able to think things up on the fly. As such it may be more trouble than it is worth, though I think it's something I could happily give a try to see what happens.

Monday, 12 November 2012

The Revolutionary PC

It probably counts as a truism that sandbox games really work well when the PCs are rogues, and not when they are superheroes, or even heroes - and that this is down to logistics more than anything else: for a sandbox game to sing, the PCs need the initiative and need to be the engine.

I was struck, today, by the thought that ultimate rogue is really the revolutionary. I had this thought while reading the excellent Young Stalin, by Simon Sebag Montefiore. What a lot of people don't know about Stalin is that he began his Bolshevik career as a kind of Marxist-Leninist version of Robin Hood, with the Caucasus Mountains as his Sherwood Forest and his revolutionary comrades as his Merry Men. Except that rather than rob from the rich to feed the poor directly, he did it in a far more attenuated fashion: robbing the rich to feed the Bolshevik revolution, which would (come the revolution) result in food for the poor in the long run (except that it didn't, but we won't go into that). Most famously, he organised the 1907 Tiflis bank robbery, in which he and his gang stole around £1.7 million in broad daylight, killing 40 guards and civilians and wounding 50 more. The money was used to fund revolutionary activities throughout Russia - although it seems to have had a negative effect on Bolshevik popularity in Georgia, at least.

The picture painted of Stalin's young life is hugely romantic. He was head of a band of brigands, revolutionaries and gangsters, roaming the Caucasus, with a woman in each town, a glass of wine in one hand, a sabre in the other, having a roaring good time - and fermenting revolution on the way. It gives one a sense that being a Bolshevik was probably a whale of a time.

Being a revolutionary is extremely game-able - perhaps more so even than the standard murder-hobo routine, because these are rogues with a cause. Their chaotic money-making schemes, carefree adventuring and casual murder has a purpose. The players have to make careful plans, engage in all manner of derring-do, and roam about looking for adventure, just like they always do, but at the same time they have to think about how to help The Cause. A number of "revolutionary sandboxes" randomly themselves:


  • Genuine Robin Hood style outlaws: "Robin Hood, Robin Hood, riding through the glen..."
  • Druids and rangers protecting some natural wilderness from exploitation through terrorist action
  • Cyberpunk Marxist-Leninists undermining the capitalist system from within
  • Religious fanatics in a quasi-counter-reformation, avoiding the inquisition while trying to convert the world from sin
  • Suffragete-style campaigners trying to bring about Rights for Women/Men/Trolls/Ferengi/Werewolves/whatever
  • Psionicists in a land where WIZARDS HAVE BANNED PSIONICS
etc.