Posts

Intermission: A Recipe for Trouble

Magical potions and salves are a staple of classic fantasy. In addition to providing a convenient way to keep adventurers in play after taking one too many swords to the gut, they make great plot devices and quest hooks (the wizard's guild is in need of two score rabbits' feet and the heart of a dragon), as well as making for more interesting tactical decisions. Do we use the invulnerability potion now, or later? Do I poison my arrows with demonbane or spider's venom? Though these considerations usually won't make up the core of a party's tactical repertoire, they can provide a little extra boost to a party in a pinch, and can provide a way for weaker party members (or enemies!) to stay helpful even without fireballs and greatswords.  Faced with such utility, the alchemically inclined player might want to have a go at brewing their own elixirs. There's plenty of precedent for it in video games such as Skyrim  or The Witcher ; GURPS Dungeon Fantasy  alludes to it...

Handle with Care: a Treatise on Character Progression

Image
"One player character is much more powerful than the others, and it's making it hard to balance fights." "My players have bought everything they need and now money is worthless." Have you caught yourself saying anything like this? Your problem might be to do with character progression , the leading cause of death among games in the 18-34 age bracket.  Here, I'm going to discuss why it exists, what problems it causes, and why you don't actually need it.  Why it exists Narratively speaking, character progression is satisfying. We like to see characters grow and change to meet their challenges. Players enjoy the feeling of character advancement, watching enemies that were previously a challenge become non-issues, and this can help build a sense of scale, particularly in video games that have a fixed beginning, middle and end. By starting the game fighting goblins, and ending it fighting gods, it's easier to appreciate the stakes of the story. From a pow...

Dungeon 001: Goblin Cave

Image
 Finding myself without the time or inclination to play through these dungeons, I'm just going to post them - maybe someone will get to use them! You're on your own for monster stats, though, as I wouldn't want to repost published content.  Dungeon map courtesy of  Donjon  RPG Tools 1: Entranceway Shape: SM 0 arched ceiling. Dotted with small stalactites and stalagmites.  Walls: Rough limestone, solution-carved. Damp.  Floor: Rough limestone, solution-carved. Damp. Dotted with shallow depressions in the floor, filled with water.  Atmosphere: Darkness -7; only light is from entrance to east. Cold, from water evaporation. Slight breeze directed SW. Occasional dripping noises, with echoes.  Entrances:  Stepped 40° slope up to E (0).  Smooth 30° slope down 3' to SW (2), through horizontal SM 0 gap where the wall meets the floor.  Traps: None.  Monsters: None.  Treasure: None.  2: Foyer Shape:  SM +1 ceiling. Slop...

Intermission: Making Swords Pokier

Image
The Basics The Thrust vs Swing argument - debate, comparison - is a long and storied one. Much of it stems from the confusion around what damage actually means in GURPS, which is a difficult question to answer. In fact, it's already half-answered. The damage of high-tech guns and bullets is well-documented. By defining 1" of RHA steel as having DR 70, we can use the penetration energy of the projectile and its other properties (expressed as a long and complicated formula), below, to calculate its penetration and its damage.  Penetration Damage (points) = sqrt(KE1.04/Xsect0.314)/13.3926 and  Wound Channel Damage (points) = MV × Xsect* x 26,220 where Xsect* = (1-V/600) ×π(Bore/2)2 + (V2)/216,000 ×Bore2 ×(Aspect Ratio) (From http://www.sjgames.com/pyramid/sample.html?id=2794) Ugly. Regardless, it's a system, and it works. What we have for low-tech damage - fists and melee weapons - is more arbitrary. Whether or not it works is another question. Muscle-powered damage is split ...

Intermission: Dungeon Rooms

Image
 A common failure mode I run into when designing a dungeon is the need to have rooms with a purpose. I'm very much a fan of verisimilitude in my games, whether those be tabletop or video games, and I like form to follow function. The problem with this is that it's often boring ; most historical castles didn't have a huge variety of needs. Think about your own house - you have a kitchen, a living room, enough beds for everyone, a bathroom, a garage, maybe a storage room or two... and then what? This is one reason why I struggle to play much Minecraft  these days - I've built a bedroom, a storage room, an enchanting room - what else do I need? Farleigh Hungerford Castle, in Somerset, England We can see most of these have rough analogues in medieval castles (and therefore fantasy). We can even throw in some things that are historical but not really in the right place - why does every other dungeon in Skyrim have a well-stocked forge, anyway? - but we're likely to end ...

The Barrow II

Image
Lottie the thief awakens under an unfamiliar roof as the sun begins to shine through the shutters. A quick pat-down reveals that all of her organs are (mostly) in place, although the blackened bandages around her chest - and the sharp pain when she tries to breathe - reveal that not all is fine and dandy just yet.  Lottie: HT, vs 10: 13.  Her condition hasn't improved overnight, but it hasn't got worse, so she forces herself to her feet and joins the other party members in the dining room. Miguel and Garret are hard at work preparing their weapons; Miguel in particular seems very happy to have his sword back, and he sits at the table oiling it enthusiastically. Almost gleefully, in fact. Garret's weapon is not as sensitive as the sword; his preparation mostly consists of swinging the flail around a few times to loosen the chain, barely missing Elias as he comes in. "Good morning," he says to Lottie. "How do you feel?" "Like I've been shot in the...

The Barrow I

The party set out the following morning. Miguel finds he's slightly overburdened, so he places his rucksack in the wheelbarrow for Garret apologetically. The big lad's a little grumpy, but it doesn't slow him down significantly, and he would have been far more annoyed if they'd taken longer to travel because Miguel was walking slowly.  Weather: 7, passable.  Travelling at a leisurely 2 miles an hour, they make it to the outskirts of Old Man Rutger's land before lunchtime. The barrows are visible behind his fields, although you wouldn't recognise them as such unless you knew what they were beforehand - they're sufficiently covered in turf that they barely stand out from the sometimes-hilly landscape. A handful of sheep can be spotted grazing away happily on their slopes, and the sounds of chickens clucking can be heard from the gate. "Looks normal to me," says Garret, as he trundles the wheelbarrow up the rough path towards the farmhouse. The house ...