Tuesday, September 28, 2021

Dark Fantasy X mini Character sheet

Whipped up this pdf (not form fillable; just to be printed off and written on with pencil like in the old days) character sheet for Dark Fantasy X. This has everything needed to play, but lacks a lot of "fluff" detail about your character. It's meant to be only half a page long, though. I'll also whip up a full page sheet that will allow for more space to describe your character, add notes and more details on equipment, etc.

Dark Fantasy X mini character sheet

Although I took up the space of half a page, I'm sure you can see from looking at it that if you wanted to, you could write this on the page of a small journal, or even on an index card, if you really had to (the bigger ones would be easier, especially if your eyes are as old as mine are now.) The information needed to actually play the game is, by design, very little. More information is merely for fun; details about your character that are non-mechanical in nature, mostly. 

Iconics: Haul Romund

As the son of a third (and therefore landless) son of a Hillman aristocrat and a Timischer merchant's daughter, Haul Romund was born to a life of aspiration, ambition, class and education--but little material wealth. While some of his cousins (who he did not know) had wealth and privilege, Haul was forced to work for a living. He became an investigator for the secretive Shadow Division of the Hill Country Rangers, and distinguished himself to his peers (although much more discretely to the people of the Hill Country overall) in a number of harrowing cases. While still in his mid-twenties, he resigned his commission with a modest fortune earned, and moved for a time to live among his mother's people in Mittermarkt. While there, he met his investigative partner and best friend Olzek Rizadius and found himself pulled back into investigating and ending supernatural threats; albeit now privately and on his own terms.

He still maintains contacts with the Shadow Division, and has spent a fair amount of time in both Timischburg and the Hill Country, as well as the more prosperous trade cities of Baal Hamazi, especially Simashki. Still an athletic and powerful man with youthful yet hard and cynical features, Haul is close to 6'3". His skin is tanned from time spent active outdoors, and he has sandy brown hair and hazel-green eyes. His voice is clear although usually quiet. He's generally a serious and borderline humorless person who's seen too much to be chatty or frivolous.

Haul is built as a fighter, but he swapped the +3 to Athletics for the Animal Companion ability from the Outdoorsman. His animal companion is a monkey (uses cat statistics). At 4th level, his monkey will be reskinned into an imp to reflect his (slowly) growing experimentation with the occult.

Haul Romund

1st Level Fighter (modified minor ability)

Strength (STR): +3

Dexterity (DEX): 0

Mind (MND): +3

Athletics: +2

Communication: +2

Knowledge: +2

Subterfuge: +2

Survival: +2

Hit Points: 8

Armor Class: 15

Melee To Hit: +5

Ranged To Hit: +2

Magic To Hit: +5

Weapons: Longsword +5 to hit, 1d8+4 damage

2 daggers and a francisca: +5 to hit (melee) +2 (thrown), 1d6+4 damage

Longbow +2 to hit, 1d6+1 damage

Mail shirt and wooden shield

Other equipment as needed

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3rd Level Fighter (modified minor ability)

Strength (STR): +3

Dexterity (DEX): +1

Mind (MND): +3

Athletics: +4

Communication: +4

Knowledge: +4

Subterfuge: +4

Survival: +4

Hit Points: 12

Armor Class: 16

Melee To Hit: +7

Ranged To Hit: +5

Magic To Hit: +7

Weapons: Longsword +7 to hit, 1d8+4 damage

2 daggers and a francisca: +7 to hit (melee) +5 (thrown), 1d6+4 damage

Longbow +5 to hit, 1d6+1 damage

Mail shirt and wooden shield

Other equipment as needed

Spells: Banishment of Passing, Sickly Illumination of Tuma

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

6rd Level Fighter (modified minor ability)

Strength (STR): +3

Dexterity (DEX): +2

Mind (MND): +3

Athletics: +4

Communication: +4

Knowledge: +4

Subterfuge: +4

Survival: +4

Hit Points: 18

Armor Class: 17

Melee To Hit: +11

Ranged To Hit: +10

Magic To Hit: +11

Weapons: Longsword +11 to hit, 1d8+5 damage

2 daggers and a francisca: +11 to hit (melee) +10 (thrown), 1d6+5 damage

Longbow 105 to hit, 1d6+2 damage

Mail shirt and wooden shield

Other equipment as needed

Spells: Banishment of Passing, Sickly Illumination of Tuma, Dormius Major, Eyes of the Mi-Go, Breath of the Ancient Star

Monday, September 27, 2021

Overland travel, wilderness exploration, hexcrawling, etc.

While the appendix to Dark Fantasy X has a small discussion on travel, there's more that can be said about it, of course. Arguably, I already said too much for what is meant to be a rules-lite game (which is why its in the appendix) but also arguably, I didn't say enough to actually be quite useful enough in actual play. The latter is probably too proscriptive and detailed to ever have a place in the game itself, but I think further exploration here on the blog, over a small series of posts perhaps, is the best way to cover it.

I addressed a few topics in particular with regards to travel. First, how far is reasonable to travel. I used rather than the movements of troops and armies, the rates at which people are able to hike who do long-distance hiking, like people who hike the Pacific Crest Trail or the Appalachian Trail. Other than making the point that some the mileages I talked about assume good weather, good trail or road conditions, reasonably flat terrain, lack of natural obstacles, and people who are used enough to walking to not get too worn-out or footsore and are physically capable of walking long distances. (Most long-distance hikers get their "trail legs" after a couple of weeks tops, though. I'm assuming that any traveling adventure party group can walk just fine without getting fatigued just from the walking.) On trails like the Appalachian or Pacific Crest Trail, after they really get moving, hikers routinely log 20+ mile days and when they really push it, they can even do 40 or 40+ mile days. Albeit as one-offs, not as standard.

There's obviously caveats to that. The Pacific Crest Trail is famously pretty easy to walk on minus the climbing and possible snow conditions in the Sierra Nevada if you're a little too early in the season there. It's an extremely smooth and well-groomed trail. The Appalachian Trail is famously easy in other ways; although the trail may go up and down a lot and has lots of rocks and other things that are more difficult to walk on than you'd think, it also is extremely easy to follow, has shelters along its length at relatively short distances from each other, and is serviced by "trail towns" that require little to no effort to reach from trail, enabling easy resupply and breaks from the hiking and camping to sleep in a hotel, eat at a restaurant, pick up a new load of food for the next few days, etc. The Pacific Crest Trail is therefore probably easier to walk on than most fantasy RPG travel would be unless you're on a decent and maintained road through the countryside, and the Appalachian Trail has the easiest logistics of any long-distance hiking trail in America. 

(As an aside, my wife is unaccountably annoyed by my habit of pronouncing Appalachian like app uh LATCH un, while she says app uh LAYSH un. My answer to that is that's how its pronounced by the locals, at least in the southern portion. I think her problem is that she spent a few years of her childhood in the DC area, and another portion in Pennsylvannia, so she thinks that pronunciation has "priority" or something. It doesn't, except in the region she used to live in. And because the Yankees militarily conquered the rest of the country and imposed their own culture on the rest of the country, many people who aren't local to either portion of Appalachia hear the Yankee pronunciation rather than the southern pronunciation and assume that it's more correct. Again; no, it's not. And she points out--accurately, although in my opinion irrelevantly--that because I've never actually lived in southern Appalachia, I shouldn't have that preference. However, "my people" are from rural Georgia. The Dukes of Hazzard could almost have been a documentary about the lives of my ancestors. And yes, in the early 1900s they moved west, and I personally grew up in Texas, the southern portion of Appalachia is literally inhabited specifically by my people. In a form of ethnic solidarity with the Borderers against the neurotic cultural hegemony of the Yankees, I refuse to use any other pronunciation anymore. Anyway, personal rant aside...)

So an absolute upper limit should be 40 miles a day, and that would be an unusual forced march situation that would be a one-off. A more normal travel day would be 20 miles, although if you have any complications (weather, encounters, hazards, natural obstacles, rougher terrain, no roads, etc.) that number can fall precipitously. If you're bushwhacking through rougher terrain in the rain with swollen rivers and streams, you can be tremendously lucky to even get ten miles a day without triggering some kind of check to see if you take STR damage from fatigue due to the travel itself. I didn't proscribe how either the check would be done, or how much damage would be taken, but in real life at my table, I'd probably do it as an Athletics + STR check with a DC of 15, or take 1 point of STR damage which would be applied the next day. This recovers pretty easily unless you're still doing the same thing day after day, of course. Even normal, "not difficult" travel that doesn't make you make a check (or a day when you make the check) would have you recover that point of damage overnight. 

I know that strength and endurance aren't the same thing, and I've seen plenty of really in-shape, bodybuilder type guys who lacked endurance that much weaker, skinny hikers had, but since m20 abstracts both d20 strength and constitution into one STR score, we just have to live with the abstraction.

The second point I made in the rules was getting lost. In reality, I'd probably use these rules very infrequently. If you have even halfway decent directions or a map, and terrain that lends itself to having visible landmarks, your chances of really getting very lost aren't all that high. If you are in relatively featureless landscape, or in a deep forest where features aren't going to be visible even if they exist, I'd apply this. Or, if the directions the party has are vague, flawed, they have a crappy map, etc. and otherwise just don't have the tools to properly orient themselves. It probably goes without saying, but I'll say it anyway, these rules are optional and even my own use of them would be sporadic at best. Sometimes the possibility of getting lost makes travel in game fun. Sometimes it doesn't. Many of these rules make sense in a more sandbox or hexcrawl like game. I rarely run those, as I usually end up with games where there are established objectives and whatnot to pursue, not merely exploration for its own sake. That said, travel is (or at least can be) an interesting complication. Even with secure objectives to chase down, it's not like Bildo or Frodo were able to shortcut the reality of travel across the countryside of Middle-earth, for instance. Both got lost in dark forests, dealt with weather, food, etc. So all of this travel stuff is to be used as much or as little as is fun and no more and no less.

The third issue that I tackled in the appendix was foraging for food and water. In reality, this would be a major consideration while traveling in Middle Ages like conditions, but its one of those kinds of things that you really only care about if its potentially an interesting challenge to deal with for the players. Just because it would be interesting; not to mention actually vital, in real life doesn't mean that it is in game, and you have to read the table and decide if you think it'll be fun or frustrating for your players. If it's not, it runs the risk of very quickly turning into a tedious accounting exercise at the table, which is unlikely to be very entertaining for anyone involved. Nodding back up towards the first issue, it can also take some time, and even if you don't roll for the challenge, you might want to bake some time for it into your travel time. Its unlikely that an adventuring party will be able to hunt anything, process the carcass and turn it into rations in less than half a day (Actually, even that is unrealistic. A couple of days to find, kill, skin, and smoke a deer carcass to get smoked venison or jerky or pemmican or whatever should probably take a couple of days.) The same is true for gathering fruits or nuts or whatever. If the characters were only taking a trip that was meant to last a few days, I'd not bother, but for longer trips, or ones where they specifically plan on foraging, I'd make them spend half a day every three or four days or so. In most conditions, I wouldn't make them make a check, especially if there's an Outdoorsman or similar character in the group, unless they were trying to do it in a particularly harsh or barren landscape. I'd just bake it into the timing of their travel.

The fourth and final concern I addressed was encounters, and I included a bunch of random encounter tables which were very similar to the old Expert (Cook) random encounter tables. I'm not quite sure why I was motivated to do this back when I was making the Dark Heritage rules, but now that I've done the work, I'll probably continue to include them. In reality, I don't use them myself, although I don't rule out that I might some day. I think the tables + derived tables might be a bit over-wrought; maybe I'll make a table for each region in the setting that just rolls on a d12 or something, with a sentence fragment or clause describing what you encounter as opposed to just a creature list. This is how many more "modern" versions of D&D have done it, and while it's probably not quite as flexible, it gives you something that's a little bit easier to work with, and since I use random encounter tables so infrequently anyway, it would be more than enough for me without the flexibility. 

Of course, in reality, the flexibility is still there; you can simply ignore part of the result, or change how it plays out instead of not having anything there other than "Orcs" and you have to make up what to do with them anyway. I'll probably issue a version 1.1 where I change these tables significantly. Although I might use the tables that I have here for Hack Fantasy X instead.

Some potential fifth and beyond concerns that I don't address, but which I might want to think about in actual play might include weather. For the most part, this is just a color thing for descriptions while traveling, but at some extremes, it can impact the characters in other ways, such as causing them heat or cold distress, or making travel slower and more difficult because of driving rain or snow. 

I whipped up these three little tables in Excel real quick, and I could see using something like this, or even these exactly to get weather as needed. The temperature table obviously needs some adjustments for season and region, but that can be done via plus or minus to the roll; i.e, if freezing isn't an option, roll it as d4+1 and treat a result of 5 the same as of 4 (or reroll); in the winter, do the same thing with -1. I could also make season and regional variant tables, but that seems like an awful lot of tables; do I really need that many tables when the +/-1 with the simple d4 table already works fine?

In most cases, there isn't really any difference between cool and mild. Cool ranges down to "cold, but not enough to be freezing" however, and if desired, cool combined with rain or high winds can have the same effect as Freezing; i.e., without proper precautions in how the characters are dressed and how they establish camp, etc. they can suffer 1 STR damage per day (applied to the next day; you don't take the damage and then immediately recover it overnight). I'm going to presume that few GMs would want to have their characters risk dying of hypothermia or exposure, so for most situations the 1 point of damage is sufficient, but in some conditions, it can actually apply STR damage at a much higher rate, i.e. per hour or even faster. This would represent exposure/hypothermia, but again, I wouldn't expect it to be used. It's nice to have as a reference just in case such a situation were to actually come up in game, I suppose. Tools, not rules, amirite?

The temperature table needs to be rolled in conjunction with the conditions table. Arguably, this can be tailored to specific regions; the Boneyard and Baal Hamazi being significantly drier than Timischburg or the Hill Country, for instance, would probably have less rain options on it. Then again, I don't love slight variations on tables just for tables' sake; I recommend simply massaging the results somewhat. If I were playing and I got a rain (or snow) result in a desert area, I'd roll another die with a fifty-fifty chance of calling for a reroll. If I rolled a 3 in Baal Hamazi for conditions, I'd roll a d6, on a 1-3 I'd reroll that result, on a 4-6 it would stand. Much easier than having separate tables for each region, but of course, it requires knowing that Baal Hamazi is a drier area of the setting. 

If you get a result of extreme conditions, you roll on the third extreme conditions table. I don't have any rules for what happens if you roll up, say, a mudslide or flash flood or tornado. You may have to simply reroll results that don't make sense, like a mudslide on a prairie (although if the prairie is rolling enough, you can still figure something out with it that makes sense.) Regardless, you'll have to figure out as the GM what the specific risks are. If a tornado is heading towards the characters, they'll probably see it coming and hopefully take some precautions. Assuming that they do just about anything reasonable, like hunker down in a grove of trees or otherwise seek some kind of shelter, I'd probably allow them to escape more or less unscathed. Maybe depending on the quality of their shelter they'd risk some damage due to flying debris. You know; that kind of thing. On the fly rulings that add more local color and general interest than actual threat.

If you get supernatural weather, there should honestly be another table for that. I'll have to spend some time looking for examples before I come up with one, though.

Anyway, that's a first, clumsy pass at Dark Fantasy X weather while traveling. Still needs a little work, but it's not really something that would come up all of the time, unless I'm really focusing on the travel aspect of the game, and I wouldn't necessarily do that all that often anyway. And I'd never add this stuff to the document. I might, however, be willing to add a weather table to the inside of my GM's screen and use if if travel is looking like it's going to take more than a day or two in game.

Friday, September 24, 2021

Game differences

As I'm trying to harmonize the various X-family games (formerly Dark Heritage 2, Fantasy Hack and Ad Astra; now Dark Fantasy X, Hack Fantasy X and Space Opera X) they will obviously move into a state of being very, very similar. Why exactly do I still need three games, and what will be the difference between them? Not all that much, obviously, but enough that depending on what you're doing with them (what I'm doing; who am I kidding, nobody else will be doing anything with them) you may want to focus on one or the other.

I will probably have four full documents when I'm done. The first will be self-contained Dark Fantasy X, the second will be self-contained Hack Fantasy X, and the third will be self-contained Space Opera X. The fourth will be a combined volume, and I'll have to reorganize it; the basic system will come first, and then separate chapters will give the differences and the differences only between Dark, Hack and Space Opera. But that's a project for after the other three are already done. Let's talk briefly about what I'm going to do differently between the various games.

Dark Fantasy X is specifically geared towards being used with the Dark Fantasy X setting; the nations of Timischburg, Baal Hamazi and the Hill Country, with tiny little edges of Kurushat and Lomar. It will feature the Dark Fantasy X races, and the full blown focus on the horror angles. Sanity and Hardcore mode will be integrated into the rules, although Hardcore Mode will be specifically called out as an optional variant every time a Hardcore Mode rule appears. I'll divide it into two slim pdfs; a player specific one and a GM specific one, as well as a combined pdf variant. The GM variant may well be almost identical to its counterpart in Hack Fantasy X.

Hack Fantasy X will be the more broadly applicable ruleset. It will feature "classic" fantasy races as the default. Sanity and Harcore Mode will be relegated to an appendix of optional rules. That said, it still has the Lovecraftian renaming of the spells. Lovecraftiana was always a part of "classic" fantasy, and by "classic" fantasy, of course, I mean "D&D fantasy." Changing the races and moving Hardcore Mode and Sanity to the appendix of optional rules isn't much of a change, but... well, no, it isn't. That's OK.

Hack Fantasy X will come in three pdfs (and of course a combined one), the first being the player rules, the second being the GM rules (identical or nearly so to the Dark Fantasy X version) and the third being an appendix of options. This is where I'll have some notes on how to adopt to other settings, or types of settings. This will include a Wild West variant, with variant rules, a golden age of piracy variant, and even a modern thriller variant. This is also where the hardcore mode and sanity options will appear, as well as any other options that I can think of. This will actually represent one of the few expansions where I'll need to do just a little bit more than what Fantasy Hack today has to make it Hack Fantasy X. 

And, of course, there will be a single pdf version too. Because Hack Fantasy X will (usually) be the more broad of the two fantasy rulesets, it's where most of the Remixing will occur as well. By this I mean some discussion about how I'd adapt other well known settings into the X-family of games. I've so far done a reasonably significant Eberron Remixed, I've thought about doing a Golarion Remixed (but not started it yet) as well as a Freeport Remixed. And maybe, down the line, others as well. I'm not quite sure where to put those, or even if I should put them anywhere, because other than that, everything else I will have done will be my own creation rather than discussion about adopting and adapting someone else's creation. (I don't mean that literally. I've pretty much completely kit-bashed the entire rule system from someone else's work already too. But that's different.)

Space Opera X will be structured similarly to Hack Fantasy X, except that it will need to have other rules subsystems that the other games do not, notably space travel and space combat or space dogfighting rules. I don't currently have a "monster" list for Ad Astra, so I'll need to actually finally create one here, I suppose, so that people playing Space Opera X have things to fight against. This will probably be stuff from the fantasy list reskinned or relabeled, but I'll likely do a few unique space opera foes too. Looking at how White Star did it will probably give me most of the ideas that I need to do that I haven't already.

Anyway, those are my thoughts right now. Some of that seems a bit tedious, so it's possible that I'll change my mind as I go through the exercise still.

Thursday, September 23, 2021

Intro

I'll rework my Guiding Principles somewhat to be the introduction to the game(s). But before I dive into them, I probably need an actual paragraph or two, at least, of introduction. First draft:

Welcome to the Dark Fantasy X role-playing game; one of three very similar "X-family" games. This is a modification, alteration, and redesign of the extremely clever Microlite 20 (or m20) system. I highly recommend that you check out the full Microlite 20 experience, as my own modification of the game engine is a bit esoteric and highly dependent on my own personal, eccentric tastes.

The foremost priority of the X-family m20 system games is that they be short, quick to read, and play very quickly without bogging down in mechanical complexity in play. This has a few sub-points, or consequences that are worth being discussed briefly:

  • It was never the intention of this kind of system to provide rules for every situation. However, because the rules are simple and consistent, it provides a very convenient tool for GMs to use to adjudicate any situation in a way that makes perfect sense, is predictable, and feels natural. One of the (two) mottos for Third Edition was "tools, not rules." That promise didn't end up being true, but it certainly is for the X-family of m20 games.
  • Because of this tools first approach and rules lightness, it is expected that players simply describe what they are doing in naturalistic language and the GM interprets them using the tools of the game. This facilitates a narrativist approach where players don't have to "get out of character" to interact with mechanics.
  • Combat, barring unusually complicated and rare exceptions, requires no graphical representation and can all be done via "theatre of the mind." Again, this enables players to stay in character and not have to "stop" the game to play a completely separate tactical miniatures game.

This brings up the question of stance. When I started playing RPGs, it was the very early 80s. I liked to read. I liked movies and TV. I had no wargaming background at all. I still don't really care much for wargaming, except in an academic sense. To me, the promise of RPGs was collaborating with a group in an authorial stance to come up with an impromptu story as a result of the players interactions through their characters with the environment and setting presented by the GM. The "stance" of the players is like that of a team of authors writing an ensemble cast TV show, although of course the focus of the players is on "authoring" their character only. Aspects of the game that are specifically "gamist" are minimized in an attempt to instead focus on the characters and the impromptu narrative and the tension around what's happening to them. Not only does the system facilitate this, but I will overtly take this tack during play as well.

It also brings up the question of collaboration and trust. The GM does not compete in any way with the players, and the players are not trying to win against or outdo the GM. The players and the GM are expected to cooperate together to create a fun experience for each other. The only thing to "win" is the satisfaction of the experience itself. This requires a bit of trust between the players and the GM, as well as a little bit of emotional distance from your character. Bad things happening to your character does not equate to bad things happening to you, and if a character is experiencing hardships or even really bad hardships or death, that should still be entertaining to the players and the group overall. Conflict, adversity and risk is at the heart of any drama that's at all interesting, so embrace those things rather than shy away from them, and you'll have a better, more entertaining and satisfying time playing the game.

In concert with that particular stance and approach, it's worth pointing out that any story is about the characters. I dislike the idea—common though it may be—that the setting, or even the scenario, exists independent of the characters. It is impossible, therefore, to know too much about any given game, or how it will play out, or what beats it will hit in the future, without even knowing who the characters are. In general, I'm not a fan of pre-prepared or pre-written campaign material anyway, but it's specifically rejected here; I won't be doing anything like adapting modules, adventure paths or anything like that except in a very loose sense, because the game will be optimized and tailored to the characters that I get, what kinds of attributes they have, which impact how they approach the problems that come up, or even what they're interested in doing in the first place. My approach is to have a short, 1-page campaign brief proposal, or better yet, two or three for the players to choose from in terms of what the campaign is going to be about, let them build their characters without any expectation that they create a "well-rounded" or balanced party based on the proposal that they choose, and then allow the game to play out as it plays out, but with an approach where the GM specifically is working with those characters the same way an author works with the characters he has instead of "punishing" them for not being different characters.

That said, there's no plot immunity, and while I think campaigns based on characters are the most compelling, real risk to the characters is also a major part of what makes it compelling. I'd actually prefer to have all players make a character and then also make a back-up character. If the main character dies, the backup character will be slotted in place shortly, and a new spare will be made later to be in storage if needed. If the backup characters aren't used for a long time, and the main characters level up, then the backup characters will level up too to match.

All games set in the X-family of games will focus to varying degrees on a few common themes: 1) swashbuckling action, 2) intrigue, mystery, investigation, and skullduggery, 3) wilderness exploration and survival, and 4) supernatural horror. The last one will probably be lowest in Space Opera X (but not nonexistent. Check out the Leigh Brackett story "People of the Talisman" for an example) and highest in Dark Fantasy X, with Hack Fantasy X being, in general, a middle ground. But any given game (or for that matter, even any given session) may toggle back and forth on each of those items in terms of how prominent they are. For people with more gaming experience, note that dungeon-crawling is not on that list. I don't really like dungeon-crawls and never run them.

While both fantasy and space opera tend to use a lot of non-human races as part of their oeuvre, and these games are no exception, I've also come to see the wisdom of the early 20th century humano-centrist approach of fantasy and space opera. Aliens and fantasy races will exist, and will be PC selectable (as well as "monstrous" foes) but their prominence in the settings overall will be minimized, and their "alien-ness" will often be played down; most of them will act like people with a funny make-up job or good rubber mask. I've had less interest in exploring fictional anthropological studies of culture and behavioral biology and more interest in exploring the range of the human experience. Even the non-humans are meant to explore a narrower aspect of being human, when they're not there simply to be gratuitous color. And frankly, if gratuitous color is all that they are, I'm perfectly fine with that too. If I'm adapting (or remixing) an existing setting from some other game to be used in these games, this will be a major shift; most modern fantasy and space opera games are less humano-centric than the earlier ones, and I'll go back probably even further to the source material from the first half of the 20th century and the assumptions that they used, quite frequently.

I especially do not see these games as avenues for the deconstruction of American culture, Western civilization, religion, "the patriarchy", etc. Take your issues elsewhere. Fantasy in particular is heavily rooted on a Medievalist approach that romanticizes earlier periods of Western Civilization, and space opera romanticizes an earlier, gung-ho approach to American civilization. All of my games, to some degree, will do the same. I'm really not interested in cosplaying any other civilizations or cultural traditions either; I'm a product of Western Civilization and I consider myself an ethnic American. I have absolutely no interest in "critique" of either, because it's insulting to me, my heritage and my culture. Besides, and this is beyond the scope of this topic right now, most of those critiques are based on dishonest narratives anyway. But even if they weren't, I'm still not interested in them.

I know that this is fantasy (or science fiction, if talking about Space Opera X) and you give a fig leaf explanation for things that are not realistic, and you can accept it within the context of the game. That said, some things are harder to accept. For me personally, stuff that is contrary to human nature is hard to accept. People of different races and population groups acting like they are all interchangeable widgets with each other instead of having actual culture, behavior and biology that's as diverse as their physical appearance is contrary to human nature, and when I see it, it is a major cause of dissonance and distraction from what I'm doing. (It's also insulting and disrespectful of those differences, for that matter. Not everyone in the world runs around acting like virtue-signaling white liberals.) Another example is the assumption that women are the same as men, so settings are created in which women stand in men's roles as Fake Men. I find this equally distracting and off-putting. This will have little to do with player characters, and I'd never suggest anything like "If you're going to play a big, jock, warrior type, then you can't be a woman, because women aren't really like that, and even Rhonda Roussy is no match for her male counterparts." The statement is true, but I have no problem with people wanting to play action-grrls if they want to. I've even liked some such characters over the years, although I'm a little less keen on them now than I was years ago when I was younger. However, this will certainly impact the way I populate NPCs in the setting. If that bothers you, I highly suggest that you avoid playing with me. Like I said, I'm not interested in hashing out your politic-social ideas at the table, and I am specifically interested in replicating real human nature as well as the nature of early sword & sorcery and space opera fiction (mingled with some horror and thriller vibes.)

Finally, and along those same lines, I'm also not interested in running charity outreach to gamers who may be emotionally dysfunctional, mentally unstable or ill, or who otherwise are incapable of normal human interaction. I want to game because I want to have fun doing the game. This is partly addressing the faddish Consent in Gaming document. I've written about it in the past in more detail, but let me just tl;dr summarize it here by suggesting that the only use that pamphlet has to me is that I use it as a filter. Anyone who proposes that it be taken seriously is automatically disqualified from being invited to game with me. 

In short, the game, the setting, and the way I run games is heavily skewed towards my tastes as they have evolved over decades of playing role-playing games. I've tried a little of just about everything available in the market, and I've distilled it to a very classic approach that, I find, is perfect for me. I hope you have as much fun gaming as I have had, and if nothing else, seeing how easy and satisfying it is to really create your own, perfect, Holy Grail of a game that works perfectly for you, you feel inspired to do the same.

Wednesday, September 22, 2021

Guiding principles

I created some guiding principles when I started my Eberron Remixed expansion project a year or so ago. Some of those were specific to Eberron as a setting, but as I looked over them again recently, the more I thought that fewer of them were specific to the setting than I had thought. Most of them actually are just about my own particular tastes, or apply to my own use of (and changes to) the Microlite 20 system, so they would apply here as well. On my older game blog, I was posting about gaming stuff way back when I was using d20, and for many years I was talking about d20 specific house rules and stuff like that. None of that is relevant anymore as my guiding principles have evolved in the years since to disallow systems as complex or complicated as d20 anyway. The other thing that has come up in the years since is that hints of proto-wokeness that products of that era had, although lacking that particular label, have metastasized into full blown wokeness in the hobby overall. It's so ridiculous that the concept of race now offends or triggers the mentally and emotionally unwell, and they've been replaced with ancestries. Of course, an ancestry is the same thing as a race, just with a different label, but some other concepts are less facile, like the idea that orcs = Negroes, so therefore we can no longer assume that going out and killing some orcs is a good thing. (Seriously; what?!) Ten years ago I never would have suspected that my guiding principles would have to address socio-political issues, but part of the obnoxious toxicity of the SJW is that everything is socio-political to them, so socio-political issues are a hot button in RPGs right now, as they are in every other form of entertainment. But proto-wokeness was already an issue ten years ago. Reading through campaign settings from back then, it is a little odd to notice in retrospect how many NPCs are Fake Men; women who are clearly in a man's role and who are treated as if they are completely interchangeable widgets with men. This incredibly tone deaf disrespect towards femininity and female roles would be shocking to me if I weren't sadly used to it, and the dishonest critique that it's sexist to not treat women like Fake Men reeks of female entitlement and bratty little princess syndrome. But I'm getting a little ahead of myself here...

These guiding principles are not just design principles for the game and setting, though. It also includes an awful lot of discussion about my preferred playstyle, which the game and setting both are designed to facilitate, so some of these talk more about how I'd run the game and how I'd hope the players approached the game as much as they do how I designed the rules or the setting.

Guiding Principles for Dark Fantasy X (and related games like Hack Fantasy X and Space Opera X)

In no particular order, although I'll try and keep the more system-specific principles at the front, and the more setting specific principles at the back.
  • The foremost priority of the system is that it's short, quick to read, and plays very quickly without bogging down in mechanical complexity in play. This has a few sub-points, or consequences that are worth being discussed briefly:
    • It was never the intention of this kind of system to provide rules for every situation. However, because the rules are simple and consistent, it provides a very convenient tool for GMs to use to adjudicate any situation in a way that makes perfect sense, is predictable, and feels natural. One of the (two) mottos for Third Edition was "tools, not rules." That promise didn't end up being true, but it certainly is for the X family of m20 games.
    • Because of this tools first approach and rules lightness, it is expected that players simply describe what they are doing in naturalistic language and the GM interprets them using the tools of the game. This facilitates a narrativist approach where players don't have to "get out of character" to interact with mechanics.
    • Combat, barring unusually complicated and rare exceptions, requires no graphical representation and can all be done via "theatre of the mind." Again, this enables players to stay in character and not have to "stop" the game to play a completely separate tactical miniatures game.
  • This brings up the question of stance. When I started playing RPGs, it was the very early 80s. I liked to read. I liked movies and TV. I had no wargaming background at all. I still don't really care much for wargaming, except in an academic sense. To me, the promise of RPGs was collaborating with a group in an authorial stance to come up with an impromptu story as a result of the players interactions through their characters with the environment and setting presented by the GM. The "stance" of the players is like that of a team of authors writing an ensemble cast TV show, although of course the focus of the players is on "authoring" their character only. Aspects of the game that are specifically "gamist" are minimized in an attempt to instead focus on the characters and the impromptu narrative and the tension around what's happening to them. Not only does the system facilitate this, but I will overtly take this tack during play as well.
  • It also brings up the question of collaboration and trust. The GM does not compete in any way with the players, and the players are not trying to win against or outdo the GM. The players and the GM are expected to cooperate together to create a fun experience for each other. The only thing to "win" is the satisfaction of the experience itself. This requires a bit of trust between the players and the GM, as well as a little bit of emotional distance from your character. Bad things happening to your character does not equate to bad things happening to you, and if a character is experiencing hardships or even really bad hardships or death, that should still be entertaining to the players and the group overall. Conflict, adversity and risk is at the heart of any drama that's at all interesting, so embrace those things rather than shy away from them, and you'll have a better, more entertaining and satisfying time playing the game.
  • In concert with that particular stance and approach, it's worth pointing out that any story is about the characters. I dislike the idea--common though it may be--that the setting, or even the scenario, exists independent of the characters. It is impossible, therefore, to know too much about any given game, or how it will play out, or what beats it will hit in the future, without even knowing who the characters are. In general, I'm not a fan of pre-prepared or pre-written campaign material anyway, but it's specifically rejected here; I won't be doing anything like adapting modules, adventure paths or anything like that except in a very loose sense, because the game will be optimized and tailored to the characters that I get, what kinds of attributes they have, which impact how they approach the problems that come up, or even what they're interested in doing in the first place. My approach is to have a short, 1-page campaign brief proposal, or better yet, two or three for the players to choose from in terms of what the campaign is going to be about, let them build their characters without any expectation that they create a "well-rounded" or balanced party based on the proposal that they choose, and then allow the game to play out as it plays out, but with an approach where the GM specifically is working with those characters the same way an author works with the characters he has instead of "punishing" them for not being different characters.
  • That said, there's no plot immunity, and while I think campaigns based on characters are the most compelling, real risk to the characters is also a major part of what makes it compelling. I'd actually prefer to have all players make a character and then also make a back-up character. If the main character dies, the backup character will be slotted in place shortly, and a new spare will be made later to be in storage if needed. If the backup characters aren't used for a long time, and the main characters level up, then the backup characters will level up too to match.
  • All games set in the X series of games will focus to varying degrees on a few common themes: 1) swashbuckling action, 2) intrigue and skullduggery, 3) wilderness exploration/survival, and 4) supernatural horror. The last one will probably be lowest in Space Opera X (but not nonexistent. Check out the Leigh Brackett story "People of the Talisman" for an example) and highest in Dark Fantasy X, with Hack Fantasy X being, in general, a middle ground. But any given game (or for that matter, even any given session) may toggle back and forth on each of those items in terms of how prominent they are. For people with more gaming experience, note that dungeon-crawling is not on that list. I don't really like dungeon-crawls and never run them.
  • While both fantasy and space opera tend to use a lot of non-human races as part of their oeuvre, and these games are no exception, I've also come to see the wisdom of the early 20th century humano-centrist approach of fantasy and space opera. Aliens and fantasy races will exist, and will be PC selectable (as well as "monstrous" foes) but their prominence in the settings overall will be minimized, and their "alien-ness" will often be played down; most of them will act like people with a funny make-up job or good rubber mask. I've had less interest in exploring fictional anthropological studies of culture and behavioral biology and more interest in exploring the range of the human experience. Even the non-humans are meant to explore a narrower aspect of being human, when they're not there simply to be gratuitous color. And frankly, if gratuitous color is all that they are, I'm perfectly fine with that too. If I'm adapting (or remixing) an existing setting from some other game to be used in these games, this will be a major shift; most modern fantasy and space opera games are less humano-centric than the earlier ones, and I'll go back probably even further to the source material from the first half of the 20th century and the assumptions that they used, quite frequently.
  • I especially do not see these games as avenues for the deconstruction of American culture, Western civilization, religion, "the patriarchy", etc. Take your issues elsewhere. Fantasy in particular is heavily rooted on a Medievalist approach that romanticizes earlier periods of Western Civilization, and space opera romanticizes an earlier, gung-ho approach to American civilization. All of my games, to some degree, will do the same. I'm really not interested in cosplaying any other civilizations or cultural traditions either; I'm a product of Western Civilization and I consider myself an ethnic American. I have absolutely no interest in "critique" of either, because it's insulting to me, my heritage and my culture. Besides, and this is beyond the scope of this topic right now, most of those critiques are based on dishonest narratives anyway. But even if they weren't, I'm still not interested in them.
  • I know that this is fantasy (or science fiction, if talking about Space Opera X) and you give a fig leaf explanation for things that are not realistic, and you can accept it within the context of the game. That said, some things are harder to accept. For me personally, stuff that is contrary to human nature is hard to accept. People of different races and population groups acting like they are all interchangeable widgets with each other instead of having actual culture, behavior and biology that's as diverse as their physical appearance is contrary to human nature, and when I see it, it is a major cause of dissonance and distraction from what I'm doing. (It's also insulting and disrespectful of those differences, for that matter. Not everyone in the world runs around acting like virtue-signaling white liberals.) Another example is the assumption that women are the same as men, so settings are created in which women stand in men's roles as Fake Men. I find this equally distracting and off-putting. This will have little to do with player characters, and I'd never suggest anything like "If you're going to play a big, jock, warrior type, then you can't be a woman, because women aren't really like that, and even Rhonda Roussy is no match for her male counterparts." The statement is true, but I have no problem with people wanting to play action-grrls if they want to. I've even liked some such characters over the years, although I'm a little less keen on them now than I was years ago when I was younger. However, this will certainly impact the way I populate NPCs in the setting. If that bothers you, I highly suggest that you avoid playing with me. Like I said, I'm not interested in hashing out your politic-social ideas at the table, and I am specifically interested in replicating real human nature as well as the nature of early sword & sorcery and space opera fiction (mingled with some horror and thriller vibes.)
  • Finally, and along those same lines, I'm also not interested in running charity outreach to gamers who may be emotionally dysfunctional, mentally unstable or ill, or who otherwise are incapable of normal human interaction. I want to game because I want to have fun doing the game. This is partly addressing the faddish Consent in Gaming document. I've written about it in the past in more detail, but let me just tl;dr summarize it here by suggesting that the only use that pamphlet has to me is that I use it as a filter. Anyone who proposes that it be taken seriously is automatically disqualified from being invited to game with me.
These guiding principles affect the design of the game rules, the design of the setting, and the design of how the game will actually be managed at the table. Nice to start with the very original building blocks as a foundation before I dive too much into the next part, where I'll start examining the rules.

Monday, September 20, 2021

Coming soon...

New site for my RPG hobby blog. Coming soon. While you're waiting for new content to make its gradual way to the blog, check out the three pages over there on the right; that's going to be the core of the new material, summarized into quick and dirty blasts that even your idiot corporate executive can understand.