Showing posts with label GURPS Voodoo. Show all posts
Showing posts with label GURPS Voodoo. Show all posts

Wednesday, August 21, 2019

Realistic Magic And GURPS Mechanics

I'm still working on articles that discuss realistic magic in GURPS terms from a philosophical perspective, but a quick note on how to approach it from a mechanical perspective seems appropriate.

Coming back here to edit now that I've finished the main article, I note with irony that "quick" may be a relative term here. Still, no cut tags today. You get the whole thing! Also, I seem to have touched on a lot of the areas that I was intending to touch on in regard to the philosophical underpinnings, so I am no longer sure that a separate article is necessary. I guess I can answer questions about anything I skipped over, or go back to the article if there are enough questions to justify it.

For the most part, GURPS can handle magic without going outside of the realm of existing skills and relatively non-cinematic advantages. The exceptions are pretty well handled in GURPS Low Tech Companion 1: Philosophers and Kings, with one notable loss from the perspective of those of us who approach matters with an animist bent. Those who conceive the universe in purely materialistic terms don't even have to worry about that little bit.

Let's start with advantages and disadvantages, then skills, and then discuss the matter of spirits.

GURPS advantages that can be used to represent any number of realistic magical elements include, obviously, the set of Luck advantages, including Luck itself in its various levels, Daredevil, and Serendipity. My own experience seems to indicate that there is nothing so blatant as Super Luck in the real world—though I am open to the possibility—but Luck, Extraordinary Luck, and perhaps even Ridiculous Luck do seem to affect some people. As well, Unluckiness seems to follow some people, and I am open to the idea that some rare people may even be Cursed. Higher Purpose and Visualization might be considered to fit into this cluster, as well.

Similarly, the Empathy collection of advantages—Animal Empathy, Empathy, Plant Empathy, Sensitive, and so on—would represent the basis of a number of demonstrated "psychic" abilities.

Channeling and Medium, as well as Spirit Empathy, should be available if spirits are assumed. See the discussion below. Some would say that they represent something real even in a setting where "spirits" are not literal entities.

Charisma is a real thing. To some degree, it is a trained ability—for example, see The Charisma Myth by Olivia Fox Cabane and other books that discuss "charisma"—but also represents the force of personality that magical training can build in a person.

Is Common Sense a psychic power? It certainly is a mental one, which is, after all, what "psychic" means.

Danger Sense does seem to be a real thing, demonstrated by non-human animals, and seeming to exist in some humans. Sure, you can explain it away as the result of a variety of sensory impressions being taken as a gestalt, but to a large degree that is exactly what "magic" refers to. Not exclusively, but that philosophical discussion is mostly beyond the scope of this article.

Eidetic Memory certainly covers some of the Art of Memory methods, which have been considered to be a part of magic for longer than materialism has separated the world into magic and science as opposed pairs. Photographic Memory is of a similar character.

The Basic Set doesn't mark Gunslinger, Trained by a Master, or Weapon Master as outside the realm of reality, but that's a question each Referee will have to resolve for themself. Obviously, Heroic Archer is in this cluster of advantages as well. If they do exist, then they would represent a certain sort of magic that is associated with "martial arts", speaking broadly.

I don't know if Illuminated corresponds with anything in the real world. Maybe it does. Certainly, there's nothing about it that would immediately disqualify it. Probably limit to certain sorts of settings, but still within the realm of realistic magic, I guess.

Indomitable seems like it is magical in nature, being specifically connected with the idea of influence. Unfazeable may be similar.

Intuition, of course, is clearly magical. It codifies into rules the ability to derive helpful information from seeming ignorance. It may also represent the sort of thing that goes by terms like "remote viewing", at least if connected to a skill like Intelligence Analysis and a Technique. Let's quickly write up something that we might use. We'll start with the idea that such a feat is of "Impossible" difficulty, but that it can be trained.

Remote Viewing
Hard
Default: Intelligence Analysis-10
Prerequisite: Intelligence Analysis, Intuition, cannot exceed Intelligence Analysis

By making a Remote Viewing roll, a character can get an impression about a distant target. The character may always take Extra Time in any such attempt, with a basic time of 10 seconds per attempt. The Margin of Success indicates how many interesting elements that the character successfully Views, with each element being determined by the Referee. For example, with a Margin of Success of 3, a character could receive a result of "An open plain, with a tree, and no animals or men present" (and, of course, they or their handler would already know what the target was, so they'd have to apply this description to what they already know). Note that some targets specifically include interesting but uninformative elements in an area they wish to protect from Remote Viewers. Referees should not take up more than one, or two if the false-interest objects are specifically designed (with extra cost at some level that I haven't worked out yet; probably 10 times?) for the purpose, of the "interesting item" slots with false-interest items. Failures at Remote Viewing will introduce false elements. Referees may mix false and true elements in a failed Remote Viewing session in order to particularly mislead Remote Viewers, but should never provide true elements that the characters don't already know about. For example, a failed attempt to Remote View a submarine base might include elements relating to a submarine, but then also false elements that are misleading. If the characters know little or nothing about the target for certain (Remote Viewing Mars, for example) then everything might be a false element on a failure.

Is Remote Viewing possible in reality? Certainly, there is quite a bit of experimental evidence. Some people do dispute the evidence, and in practice the ability has apparently been shown to be of limited practical use for Intelligence purposes (or is it just that Intelligence agencies have chosen to bury it deeper from scrutiny? Who knows what is really going on in that hall of mirrors. As it happens, some public entities, companies and individuals, do in fact consult Remote Viewers as part of their overall decision process, but this is another thing that should be left up to individual Referees for their particular settings). For some arguments about the method, along with some other science-based arguments toward "magic" generally, see Real Magic by Dean Radin, for example. I realize that some people disparage Radin and some others (Daniel Bem, Rupert Sheldrake, etc) on an ad hominem basis, but I can't help those people. Their studies speak for themselves, and it's fun to watch materialists move the goalposts whenever one of them seems to meet the predetermined criteria for showing an effect.

Even so, a glance at books like Naturalistic Occultism by IAO131 can show that there are a plethora of effects that have been traditionally codified as "magic" which can be described by such disciplines as modern neuroscience, and measured with devices such as CAT Scans and so on. If Remote Viewing is off the table, still a number of other abilities described here are not even controversial.

Okay, that was a little more in-depth into the underpinnings of the "realistic magic" approach than I really wanted to get into for this article. Still, it's useful, I hope.

Continuing on, it may be possible for the Referee (or players!) to come up with other Techniques that rely on mixing Intuition with other skills. Be careful to limit their effectiveness. Note that, for example, the Remote Viewing Technique above requires that the player spend as much as 12 points in addition to the cost of Intuition to have even marginal effectiveness (1 point in a Hard Skill for IQ-2, 11 points in the Technique to have it at Skill, or more likely 2 points in the Skill for IQ-1 and 10 points in the Technique to give Skill-1, either way giving a final Success Chance before other modifiers of 8). It's probably also worth looking at mixing other Advantages such as Danger Sense or even Luck with various Skills to represent other apparent abilities, such as maybe the alleged Remote Influence described by some soi-disant "psychic spies". That's getting outside of what I would consider strictly likely from my own experiences, however.

Oracle seems to be reasonable, and may be a way to represent those people who seem to be able to provide useful advice from divination techniques. However, as we'll discuss when we get to Skills, this may not be strictly necessary to represent these. From my own experience, I do think that some people are able to go beyond the limits described in Skills, but I think that the question remains an open one. Referees should probably allow a Technique that combines Oracle with Fortune-Telling if they want to allow the Advantage. I would, but I'm not going to define the Technique right now.

Alternately, a Referee could go so far as to allow the Precognition Advantage. There is some experimental evidence in its favor and the Advantage is sufficiently pricy for a fairly limited game effect. Up to you. I might not go this far, myself, but I go back and forth on it. In such a setting, the Destiny Advantages and Disadvantages are probably worth including. Similarly, the Psychometry Advantage isn't outside the realm of possibility, even if its experimental evidence is even less conclusive than that for Precognition. It is a little overly-reliable as written in game terms, though, so it's another one that is questionable.

Some theorists, such as Timothy Leary, have seriously proposed that Racial Memory might be a real thing, with a discernible, even possibly materialist, mechanism. There is some slight evidence that some sort of environmental information might be transmitted through DNA, with such things as the effects of trauma or PTSD possibly having an effect on the specific genetic sequences passed to the following generation. I dunno, maybe? This seems less well-documented than, say, Bem's precognition results. At the least, though, it isn't very outlandish in effect. Racial Memory (Active) might be pushing things, though, even at 40 points.

Rapier Wit. I mean, it's not a crazy effect, but it seems like it's probably cultural in nature. I probably wouldn't include it in a modern setting, where we're deeply indoctrinated with the idea that "words won't hurt me", but it might have a real effect in, say, an ancient Irish one where the effects of satire are understood to be real and powerful.

Single-Minded can represent certain types of trance states, but maybe it's better to leave this to the Autohypnosis Skill, which provides a similar effect. Speaking of that, I wonder if the two effects stack? Neither the Skill description nor the Advantage description rule the other out, so it would seem that they do. [EDIT: Looking into it, there is no official ruling yet, but the GURPS Line Editor has opined that the bonuses of the Autohypnosis Skill and Single-Minded Advantage should not stack, and that this should probably be incorporated into the rules. For all intents and purposes, the official stance is that they do not stack.]

Does Special Rapport exist in reality? There are certainly anecdotal reports of something like it. Sheldrake's experiments with dogs knowing about their owners returning home seem similar. It's questionable, but there is some reason to include it. Up to the Referee.

Visualization has a lot of experimental evidence in its favor. High-level athletes are not the only group of people who swear by the method. However, it seems to work best for people who are already at a high level of skill in the real world. Should it be a separate advantage, or just assumed as part of advanced levels of Skill? That's a difficult question. Should the Blessing and Cursing Enhancements from GURPS Powers be allowed? There is less evidence either way for this, but my experience would say that they should be. It's expensive enough that few characters in a realistic game are likely to have these abilities, but plausible enough to be worth allowing in theory. Cut the cost down by taking "Takes Extra Time" or the like.

I don't know about Wild Talent. Anecdotally, it does seem to exist to some degree, but I am not aware of any experimental evidence for something similar. I'd include it in a realistic game, but I can see arguments against it.

I'm not going to go through Perks in detail, though some of them clearly should exist in a realistic magic setting, like Autotrance.

Moving on to Disadvantages, let's just go through them in order, leaving out the ones we've already dealt with in the Luck cluster above.

Berserk matches up with some experiments that some groups have done with somafera "body-wild", which is specifically the idea that the human body can exceed its normal limits in particular circumstances. Advanced somafera practitioners relate that these abilities can be developed so that the loss of control is minimized. I refer the interested to Putting on the Wolf Skin and Scientific Magic, both by Wayland Skallagrimsson. Referees who accept these possibilities may make other Advantages available, using various Enhancements and Limitations. The prototypical ones would be Damage Resistance to Fire Only and Tough Skin, or Enhanced ST (or only Striking ST or Lifting ST) that costs FP, both connected via Accessibility to the Berserk Disadvantage, and then perhaps buying off the Berserk requirement (and Disadvantage) with further development.

Delusions are probably very common among real-world magicians. Certainly, in my experience, many magicians hold some very unorthodox beliefs to be true. Don't forget, though, that GURPS does specify that a Delusion might be factual in the end, it's just that most people don't believe it to be true and react to people who do accordingly.

Disciplines of Faith are a prerequisite to some of the "Technicians of the Sacred" practices described in GURPS Low Tech Companion 1: Philosophers and Kings.

Does Epilepsy allow a character to make use of the Dreaming Skill during waking hours? Up to the Referee. I'd say yes.

A lot of magicians develop something like Guilt Complex, since a lot of their worldview includes the notion that they have the ability to exert control over reality to some degree. In such cases, mishaps can be seen as personal mistakes and failings.

According to some researchers (here I am mainly thinking about T. M. Luhrmann, an anthropologist whose study, Persuasions of the Witch's Craft, is rather controversial in magical circles due to a justifiable perception that Luhrmann abused the trust of many of her informants, many magicians may suffer something very similar to Gullibility. I interpret Luhrmann's data in a very different way than she did, though. It doesn't help, when studying a social group, to apply one's own cultural assumptions to that group in interpreting the data from that group. Whatever, it's a book worth reading when trying to understand what exactly is going on in the real-world practices of magic. Like all of the ones I recommend, it needs to be understood in context, though, and not taken as Holy Writ.

Impulsiveness and Overconfidence might afflict some people who have too much reliance on their magical understanding and supposed powers. Similarly, people who rely excessively on divination might become Indecisive. Those who place too much significance on success and failure as magical outcomes might become Manic-Depressive, or even gain Low Self-Image. Obsessing over astronomical events might bring about Lunacy. Or maybe these things only reflect a deeper sensitivity to acausal connections.

Nightmares, Phantom Voices, Sleepwalker, and Split Personality can represent some cases of "demonic possession", and it may be possible to overcome them, at least temporarily but possibly as an explanation for buying them off, by using some of the magical Skills described later. That's a matter for the Referee to determine, and might already be described in the relevant rules, but I'm not going to go through them in detail right now. I think that GURPS Social Engineering: Back to School may discuss using Skills to justify buying off Disadvantages?

Pacifism is far from universal among magicians in the real world, but some do make it a distinct part of their worldview. Note that, in reality, most human beings should have Pacifism: Reluctant Killer in any case. Not having that Disadvantage is usually described, informally at least, as "sociopathic" or "psychopathic", and it might be worthwhile to give such characters an automatic Reputation Disadvantage (perhaps -2 to all who have the Reluctant Killer Disadvantage and notice that the character is a "casual killer"). Maybe Post-Combat Shakes or even Combat Paralysis could be a reasonable alternative, too, if the Referee is willing. Certainly, other forms of Pacifism could replace these.

Strange events often do cluster around people who get into the practices of magic. Whether that is because the practitioners become adept at reframing otherwise innocuous events as unusual or they actually do happen more often is an open question. If an actual thing, then Weirdness Magnet might be appropriate, though for myself I dislike that Disadvantage immensely (isn't this already assumed to be the case in a roleplaying game?) and would not recommend it.

Finally, the following Skills are directly appropriate to any character in any setting who is said to practice "magic" in the sense of occult sciences. Magicians will also often develop other useful Skills, such as the Influence Skills, Artistic Skills, and the Prestidigitation-related Skills (and see that discussion below), as well as the Cinematic Martial Arts Skills and Musical Influence if they are available, but this list is for the more strictly magical ones.

Autohypnosis, Body Language, Breath Control, Cryptography (one magical text, Steganographia, is entirely a manual of cryptography presented in magical terms), Dreaming, Esoteric Medicine (if available, and perhaps it should be), Exorcism (see the discussion on spirits below), Fortune-Telling, Hypnotism, Meditation, Meteorology/TL4 (aka Weather Sense), Occultism (of course), Philosophy, Propaganda, Psychology, Religious Ritual, and Theology.

It's important to consider the "Technicians of the Sacred" section of GURPS Low Tech Companion 1: Philosophers and Kings. There are a number of skills described there which can be used to induce Autotrance and Dreaming effects in those lacking those Skills, including Religious Ritual, Dancing, Singing, Musical Instrument, and so on, even Erotic Art (which corresponds to a fairly large section of magical practice known as "sex magic").

Now, keep in mind that it was the magician John Dee who founded the world's first espionage agency (and his code name in it was 007!), and that previously espionage was treated as a largely esoteric and magical practice. Specifically, the deliberate obscurantism of the magical arts in history have been useful to those trying to control the flow of information. Even today, espionage agencies are frequently found skulking around esoteric sciences and philosophies.

Prestidigitation. In the past, magicians had to provide a show for their clients, going all the way back to the shamans of Siberia and other such "primitive" magicians. Magic is largely a practice that affects the mind, and so its effects are not immediately visible. This can reduce the effectiveness as the client stops trusting in the process and begins to fall back into previous patterns. To dramatize these rituals, some magicians have made use of "special effects" involving sleight of hand and misdirection, such as seeming to withdraw "disease" matter from the body of the client. Modern "skeptics" have pointed to these practices as indicating that the underlying techniques were therefore ineffective, with many modern stage magicians getting in on the scam of "debunking" anything that isn't described in purely materialist terms. They're mistaken, of course, but then as someone who doesn't accept the automatic supremacy of the materialist hypothesis, I would say that. Anyway, a magician, especially before the early 20th century, is very likely to have learned various prestidigitation skills like Sleight of Hand, Filch, Holdout, and the like, as well as Performance and such.

Spirits. Here we come to the biggest break between the materialist and the animist worldviews. The fact is that we can't measure spirits. On the other hand, we have fairly reliable methods of communicating with them which anyone who wants to take the effort can learn. The more sensitive among us can naturally feel their presence even without communicating directly. Materialists have attempted to explain these feelings with talk of standing sound waves, low-frequency sounds, and the like, but these seem to ignore the intermittent nature of some of these perceptions.

So do spirits exist? I would argue that they clearly do, as many people report being able to sense them, and that is repeatable enough, if not 100% reliable. Religions exist because many people are able to sense the presence of spiritual forces or entities (and then those perceptions are organized into social forces; the existence of the latter does not disprove the former). If some can't sense them, that doesn't disprove them any more than the fact that some people are blind or deaf disprove the existence of light and sound. They do seem to be very subtle forces, of course. I wouldn't go so far as to simulate them even with, say, ST 1 Telekinesis. Or maybe they are capable of such limited effects, as some hauntings correspond with physical stigmata such as scratches appearing on the afflicted, and of course some people have documented, inconclusively, some sort of "poltergeist" phenomena. Don't even get me started on the weirder end of what has been called the "Daimonic", though the interested can begin with books like Passport to Magonia by Jacques Vallée, Daimonic Reality by Patrick Harpur, or just about anything by John Keel (but especially Operation Trojan Horse, aka UFOs: Operation Trojan Horse).

How, then, to represent them in GURPS terms? The simplest method would be to start with the Astral Entity Meta-Trait, and to assume that Medium or Channeling are the only sure ways of communicating directly with them. Alternately, some of the Spirit Meta-Traits described in the Basic Set, GURPS Fantasy, or GURPS Horror provide a great place to start, and then the Probability Alteration Power from GURPS Psionic Powers can represent the more direct effects that some Spirits can use to affect the world. In any case, the ability to affect the material world should definitely be kept to a minimum, but that doesn't mean that it should be ruled out entirely. Even beyond that, though, these entities have the ability to communicate with those who are sensitive to them, as seen through Medium and Channeling, but perhaps also through Dreaming Skill. Dreaming communications may require interpretation via Fortune-Telling (Dream Interpretation), and are likely to be presented in symbolic terms, such that a Spirit wouldn't just say, "Hello, there are people preparing to raid your headquarters," but would instead be understood through a communication of dogs bursting through the windows of a dream house. How this is differentiated from the same dream being a sexual metaphor and wishful thinking is via the use of Fortune-Telling (Dream Interpretation).

Some such Spirits should be tied to locations, representing the Spirits of those locations, while others will be tied to objects, groups, or concepts. A great many Spirits are those of living or formerly-living persons, with Spirits of dead people commonly being called ghosts while those of living people have various names such as doppelganger, the Double, and the like. GURPS Spirits has some discussion of different sorts of Spirits. The most complex and powerful Spirits are frequently called Gods, Lwa, O-Kami, and similar terms that usually indicate deep respect and worshipfulness. In my own experience, apparently contacts with these great beings are usually with entities that are representative of them, rather than the beings Themselves. GURPS Voodoo: The Shadow War was particularly accurate, in my opinion, in framing all such contacts as being with Spirits of varying power level and able to appear in more than one example, such that one person could call for a Major Manifestation of a particular Lwa, while their friend could also call one at the same time, and the person they were opposing potentially could as well! These could be said to correspond to angels "messengers", while the Arch-Angels of monotheistic traditions would be in roughly the same position as the Gods of polytheistic ones. (I will refrain here from arguing how polytheistic assumptions seem to match observed reality better than monotheistic or atheistic ones. See A World Full of Gods by John Michael Greer—note, absolutely not the one of that title by Keith Hopkins, which is on an entirely different topic relating to the rise of Christianity in the ancient world—if you are interested in that topic.)

I'm not going to enter into a long discussion of herbalism (GURPS: Pharmacy (Herbal), at least in part, plus Meditation and other Skills described in "Technicians of the Sacred" in GURPS Low Tech Companion 1), entheogenic substances (again, see that "Technicians of the Sacred" section in GURPS Low Tech Companion 1), alchemy (GURPS: Chemistry/TL0-4 plus Meditation, as well as the occasional prestidigitation Skills), and the like.

Finally, it is useful to any real-world magician to have detailed and specific knowledge Skills. Everything from Intelligence Analysis to Naturalist to Market Analysis to Strategy and Tactics Skills, and many more besides, are going to be useful parts of the knowledge base of a real-world magician. Gambling is useful in calculating the odds and so advising a King or other decision-maker, which is a common enough place for magicians in history (again, see Dr. John Dee and his relationship with Queen Elizabeth I's court). Even outside of that, magicians were sought out by other people looking for advice on topics ranging from love to healing and beyond.

Because I think that it can be useful to end a long article with a bibliography of works that are useful but weren't referenced in the body, here are some works that are going to be particularly useful in understanding real-world magic that weren't referenced above:

Betz, Hans Dieter - The Greek Magical Papyri in Translation

Brennan, J. H. - Astral Doorways (also a game designer, known mainly for Timeship, which was notorious for blurring the lines between magical practices and roleplaying, and that during the Satanic Panic years)

Child, Alice B. and Irvin L. Child - Religion and Magic in the Life of Traditional Peoples

Couliano, Ioan - Eros and Magic in the Renaissance (if you read nothing else I've referenced, read this one)

Dukes, Ramsey - How to See Fairies

Dunn, Patrick - Magic, Power, Language, Symbol

Dunn, Patrick - Postmodern Magic

Greer, John Michael - Green Wizardry (attempts to be for the modern world what Picatrix and similar texts were, in part, to the early modern one, a collection of useful science and art that can help a community or individual in daily life; more importantly for these purposes, discusses in some detail what such texts were trying to transmit, and so what magicians were often expected to know)

Greer, John Michael - Mystery Teachings from the Living Earth

Keith, William H. Jr. - The Science of the Craft (a somewhat credulous, but definitely worthy, attempt at understanding magic through modern, cutting-edge science; written by a noted gamer and fiction author)

Lecouteux, Claude - Witches, Werewolves, and Fairies (really, anything by Lecouteux is worth looking into; pick a title that interests you and go from there, and if you can read the French originals, more power to you)

Marsh, Clint - The Mentalist's Handbook

Paper, Jordan - The Deities Are Many (along with Greer's A World Full of Gods, an excellent primer of polytheistic theology; where Greer's work is an apologetic and even a polemic, Paper's is a confessional; I should probably point out here that "polytheistic" and "animistic" are pretty well synonymous in the world outside of academia and the people who build their worldviews on the frequently artificial and theoretical distinctions of the academy—which is to say that I can't think of a real-world instance of a polytheistic religion which isn't also animistic, nor any pre-modern example of animism which is not also conceptually polytheistic)

Paxson, Diana - Trance-Portation

Pócs, Éva - Between the Living and the Dead

Skelton, Robin - Spellcraft (especially in conjunction with Thompson, below)

Skinner, Stephen - Techniques of Graeco-Egyptian Magic

Skinner, Stephen - Techniques of Solomonic Magic

Smith, Dave - Quantum Sorcery (another credulous approach to mixing science and magic)

Smith, Morton - Jesus the Magician

Stone, Kelly L. - Thinking Write

Thompson, Christopher Scott - A God Who Makes Fire (especially in conjunction with Skelton, above)

Whitcomb, Bill - The Magician's Reflection

Wier, Dennis R. - Trance: From Magic to Technology

Wilby, Emma - Cunning Folk and Familiar Spirits

Anyway, I hope this is helpful to you in some way.

Monday, September 24, 2018

Just Updates

Turns out that I am not able to run two games concurrently, so the MegaTraveller game went on a long-term hiatus almost immediately.

Scheduling issues have kept us from meeting much in the last month or so.

I'm probably not going to write up the fourth session of the GURPS Deindustrial Future game in detail. It was a lot of investigation, then the players tried to visit the ranch boss who seems to be the cause of the troubles they've been dealing with. On the way, one of the ranch hands fired a musket at the group as they rode up the road to the ranch, hitting Clementine and severely injuring her. The ranch hand ran off to a fate unknown to the players. When they confronted the ranch boss, it quickly became apparent that the town marshall had visited earlier and been killed, as her spirit was still hanging around and attempted (badly) to communicate with Caleb, one of whose talents is the ability to act as a spirit medium. The marshall's spirit has followed the PCs back to town and is quickly learning how to be an effective ghost.

The nominal fifth session was a mostly administrative one. I discussed how the adventure is going with the players and learned that the reason Caleb's player hasn't really been using magic much is that he didn't know some of the aspects of the Path/Book system, so I helped him out and now all of the PCs are loaded up with amulets and blessings. Both of the injured characters have been given Succor and have healed up in a matter of a few days.

It's been my observation that the Path/Book Adept advantage is priced far too cheaply. After some quick calculations, I think that it should be set at either 15 or 20 points per level. I won't make that change in the current campaign, though I will likely adopt it in the future when using that magic system.

As the current adventure nears an ending, I have been thinking about what to do next—whether to continue the current setting or start up a new one. I'm pretty interested in starting up a new setting for a different sort of adventure with the option to return to the Deindustrial Future one. Something with more melee weapons and fewer guns maybe. The players seem to be interested in continuing with GURPS, which I can live with. Maybe I'll shift back into high gear on the GURPS Greyhawk concept. Or maybe I can do a GURPS Voodoo/Illuminati/Cabal mashup with plenty of wuxia martial arts and spirit warriors.

Alternately, one of the players was in the game when I ran RuneQuest 3rd edition (that's the one from Avalon Hill) a number of years back. He has generated some interest among the other players by talking it up pretty glowingly and I have been playing around with an idea for a setting that uses systems developed for that game.

Or, as you may recall, there's that long list of other ideas I've had, and I have an even longer list sitting in my files right now.

Saturday, May 30, 2015

Ruminating On Gaming Projects

Because the best thing to do when stuff needs
to be done is something else.
Sometimes, you have to sit back and take stock. I've been letting myself run wild and take on a number of gaming projects. I'm not sure if I should continue with all of them, what priority I should put on them, and so on, so it is time to think about that. I'm doing it here because it might help someone else see how another person organizes his thoughts, because someone might mention something that casts this all in a whole new light, and because doing things publicly helps force me to discipline my thinking a little.

First, let me just catalog the projects I have active, or at least semi-active, at this time, not counting actually playing games:
  1. A Top Secret retroclone.
  2. A MegaTraveller retroclone/revision attached to a space operatic setting.
  3. Spectacular Science Stories (aka Rockets & Rayguns).
  4. A Fantasy Wargaming retroclone/update.
  5. A "sixguns & sorcery" setting for GURPS.
  6. Flanaess Sector (for AD&D 1E).
  7. Updating GURPS Voodoo: The Shadow War for GURPS 4E.
  8. Codifying my version of the Trait System.
  9. GURPS Greyhawk.
  10. A magic system for Flashing Blades.
  11. A mashup of Traveller and Flashing Blades.
  12. My ideal roleplaying/adventure game system (mostly in the notes stage). It should be "semi-generic" in that it is intended to cover a number of genres, but all with the same "tone", for lack of a better term.
That, you might notice, is a lot. Several of these projects are stalled for various reasons that I will get to in a moment. Note that some of these have been projects I've undertaken for nearly the whole four-year existence of this blog. If you've been reading this blog for a while, you might notice a couple of projects have been dropped from the "active/semi-active" list, such as the WRG Ancients-based RPG or a couple of attempts at an AD&D setting. The setting, actually, is also an ongoing project, but I'm not counting it here since it is purely for my own private use. I do intend to post about the current state of it at some point. The WRG Ancients RPG served its purpose and has been put to bed. Some of the ideas that came up in it have been incorporated into other projects.

Here's the thing, though. All of those projects kind of get in each other's way. For instance, I frequently find myself working feverishly at one of them for a while, then stepping away to another one, and when coming back to the first one finding out that I want to tear down some of what I'd already done and rework it. That's not really helpful if I ever want to finish any of these, and I do want to do that.

So, the first thing to do is to figure out what is most hampering each project at this point.

  1. I remain uncertain just what direction to take this: should it be updated to the modern world's War on Terror or should it reflect late-'70s/early-'80s Cold War? Each has its merits, and Merle Rasmussen recently presented an adventure for the original game set in the modern day.
  2. Rewriting the rules is a bigger task than I had envisioned at first. Yeah, that's mere whining and I should just get on with it, but the core of the game, the Task System, is turning out to be difficult enough to get the same sense in new language that I wonder if I really understand it. On top of that, I've been considering if I want to continue this way or approach the idea from another direction. That is, is MegaTraveller really what I want, or is there another, less drastic revision of classic Traveller that would be better?
  3. Writing a D&D-based SF game is more difficult than some might think, unless you're just re-skinning the D&D rules with SF chrome, which I'm not. Plus, White Star kind of did a number on my head for a while, since it explicitly took Swords & Wizardry: White Box and made it SF, which is sort of the remit of Spectacular Science Stories. Still, I'm plugging away at this one pretty solidly.
  4. I keep finding myself torn between the desire to present a more-or-less straight retroclone and the desire to update the game considerably. Reining in the latter tendency is exhausting. On the other hand, there were clearly some mistakes made in the original that need correcting.
  5. I'm having a sort of crisis of faith with GURPS. It was my go-to, indeed nearly only, RPG for a decade. As I have been examining what I like about RPGs, though, it turns out that GURPS fails at many of those things. Trying to make a random character generation system for it was sobering. I remain convinced that such a random character system for it is possible and desirable, but it seems like too much work when not being paid to write it. I still have much affection for GURPS, but I have things to work through in regard to it.
  6. Many of the same issues present with 3. are also problems here.
  7. See 5.
  8. While I still love the Trait System, I'm not sure that it fills my own needs anymore. It's kinda being superceded* by 12.
  9. See 5.
  10. Actually, nothing. I just haven't gotten back to it in a few weeks.
  11. It's a crazy idea. It's actually more just a "hack" of Flashing Blades as a space opera, but since Traveller is definitive for that sort of thing in my head that's how I conceived it. Mostly, I haven't yet really convinced myself that it's a good idea, so I haven't done much work on it.
  12. Work on this will be slow. I'm sort of thinking of it as "Hârnmaster, GURPS, Flashing Blades, PendragonRuneQuest, and classic Traveller have a mutant baby". At this point, I'm just writing down notes when I think of something related to it. I want it to have the detail options of GURPS, the breezy character creation of Flashing Blades, the integrated social systems of that game, the personality approach of Pendragon, and the gritty realism of Hârnmaster, RuneQuest, and Traveller. Or something like that. A lot of it is still very much in flux. This is my very own Heartbreaker. Maybe I should call it MOHb (for "My Own Heartbreaker").
I haven't even touched on the half-baked ideas I've had on which I haven't done any significant work. An adventure game that uses the Car Wars pedestrian combat and character rules (yes, yes, Autoduel Champions, Car Wars Tanks, and the Ob-Racing article) as its basis, probably scaled up 4x, so that 1/4" in Car Wars is a 1" square in the adventure game. An edition of Traveller that hits a spot somewhere between the Classic and Mega- editions (probably as a supplement to the Classic edition, since The Traveller Book is back in print). An entirely new Pulp Solar System setting, with my own versions of ancient Mars and swampy Venus (and the other planets). Returning to the WRG Ancients-based adventure game in a more serious fashion. My own attempt at GURPS Warhammer 40,000.

So, how do I prioritize these? I'm thinking that Spectacular Science Stories is my most important project right now, so that should be what I work on until it is finished, with the only intruding project being MOHb. After that, I'll pick whichever one is the most interesting to me at that moment (probably not Flanaess Sector, though, because that would be just too much SF all in a row) and work on it until I'm finished with that one, and so on. One project at a time might just be the best way to go.

What do you think?

*Some people say that this is an incorrect spelling of "superseded". Those people are wrong.

Monday, August 18, 2014

Sixguns & Sorcery

Ever since Gary Gygax included a section on converting Boot Hill to use with AD&D in the DMG under that title, I have been attracted to the idea of a fantasy setting with revolvers instead of broadswords, boomtowns, stagecoaches, stetsons, and such. Heck, I remember reading an issue of The Avengers where they, along with Moondragon, pursued Kang the Conqueror back to the Old West (and they teamed up with the Two-Gun Kid), so all sorts of Marvel-style magic and whatnot got going in the setting, to say nothing of Jonah Hex. I've come closer and closer to what I want to do over the years. The inclusion of a variation of the Spirit Magic system from GURPS Voodoo: The Shadow War in the last edition of GURPS Old West under the 3E rules (to cover Native American shamanism in game terms) was enlightening. Until recently, though, I had thought of it as the American West. Suddenly, a couple years back while re-reading The Lord of the Rings for the umpteenth time, I realized that I could create a separate fantasy world, with only the vaguest references to the real world, for the concept. I'd been told that I should read Stephen King's "Dark Tower" series in relation to the idea, too, so I picked those up recently and enjoyed them greatly (I liked the stories of Roland's younger days with his first ka-tet the better of the two periods that King chronicles, but both were quite excellent), but King's parallel universes aren't really what I want to explore with this. Which is not to say that I wouldn't play in a game someone was running set in Mid-World, because I sure would!

In researching for this blog entry, I've learned about a few other such settings, such as Teara Adan, and of course Castle Falkenstein had a supplement titled Sixguns & Sorcery, but they aren't quite what I'm looking to do. Specifically, I am not interested in making it a steampunk setting. It is decidedly fantasy, not science fiction, even of the Victorian style. Deadlands is pretty close, but a little further over-the-top than I want, plus it is tied to the historical Old West. As with Mid-World, if someone else were running any of these, I'd be up for it.

So here's what I've got going. I am going to run a solo game (using Mythic Game Master Emulator and GURPS 4E). Right now, I don't know much detail about the world other than the name of one county (Tioga County) located on the Great Plain. I've been calling it, alternately, the Sixguns & Sorcery game and the Tioga County game. Neither of those are ideal, but I haven't figured out what I want to call it for sure yet. I know that, someday, I will have characters in Tioga County who will work through a scenario based on the initial conditions, in a general sense, of the real-world Lincoln County War (famous for being the main exploits of Billy the Kid, and subject of movies from Chisum to Young Guns, and many others besides). I think that scenario will include the characters I call the Shootist and the Witch, David McArthur and Lizzie Hanchard, who I introduced on Friday with representative pictures, but I can't know that for certain, as they might die in a scenario before then. A lot of the details of the world will be generated as part of the Mythic GME process. In any case, it won't start in Tioga County or be centered around that area until the Tioga County War scenario gets going, and there's that issue of the Castle Falkenstein supplement. Maybe I should just stick with Fantasy West.

I do know a couple of things, I guess. I know that there are spirits and gods, known collectively as the fatas, but I only have the vaguest ideas about who exactly they are. There are something like traveling revivalist preachers. I know that technology is not much advanced beyond what existed in North America in 1860-70 or so, but there are no steam engines and so no trains. It's a world made almost entirely by hand. I'm pretty sure that there is a network of telegraph wires, though, run by animal- or water-powered generators. I know that metallic cartridge ammunition exists, but costs ten times as much as would be expected due to the difficulties of hand manufacture - most people rely on cap and ball with paper cartridges for ease of loading, and might even carry a bullet mold sized for their specific weapon. I know that there are semi-nomadic tribes living in the wilderness surrounding the towns, who don't have a lot of metallurgy (it's hard to carry a forge around with you), but trade for such items. I am not playing with the racism of the real-world Old West, so these tribes somewhat resemble the "barbarians" of the Hârn setting. I do have a vague idea that there are different cultures: in addition to the towns and the "barbarian" tribes, there are something like Mexicans in the south, some pseudo-Mormons in the mountain west, more civilized kingdoms (I think? They might be republics) in the east and the southern part of the west coast, pirate kingdoms along the southern coast, maybe some others. So, I guess I have a vague outline of a continent somewhat like North America in mind, but it's subject to change.

For rules, I plan to use the "Path/Book Magic" system found in GURPS Thaumatology, because I like it a lot. I want to use some of the more involved systems like Technical Grappling and "The Last Gasp", so that I can learn to use them more proficiently. Running solo means that I can spend as much time as I like figuring out what to use and when - I don't have to worry about pacing at the table. I'll definitely be using Social Engineering for personal interactions, which should make the solo game more manageable, or something. I'm trying to decide on whether I want to use Divine Intervention. I'm leaning to "no", though. There is definitely alchemy, which is mostly known by traveling snake oil salesmen (not all of whom are legitimate alchemists) and the occasional drugstore chemist in the larger towns. Some of the more adventurer-ready potions are pretty rare, though, as they tend to focus on healing potions of various kinds (and the occasional love potion), which is what they can sell to the average person. GURPS Martial Arts will be in use, though I am unsure as yet how prevalent various fighting styles will be. I plan to use the detailed gunfighting material from Tactical Shooting, and perhaps some of the more benign systems from Gun Fu. Some "cinematic" material is available, such as Gunslinger and Trained by a Master, but otherwise the setting is intended to be fairly gritty, with blood loss rules and other detailed injury material in effect. If it ever comes to it, I plan to use the "Tactical Mass Combat" variant. I dislike narrative rules like Signature Gear and the like, so those are not in effect. For timed advantages like Luck, I'll treat each "scene" under Mythic GME as an hour of play, regardless of how long it actually takes, and allow the characters an appropriate number of uses per scene. By default, NPCs will have Pacifism (Reluctant Killer) unless they have a reason not to have it, such as an alternative mental disadvantage representing some type of sociopathy or the like, or a (cheap, maybe 5 points) unusual background. Chances are I'll build these ideas into many of my PCs, too. Certainly, Lizzie Hanchard is a Reluctant Killer, though David McArthur has disadvantages representing his difficulties sleeping well (Insomnia and Light Sleeper) instead.

Speaking of "The Last Gasp", I've made a small change to it, as the fatigue recovery rates are just too punishing as far as I can see. They don't interact well with a number of the original systems, such as hiking. That's easily remedied, though, and can still keep the intent of the original by moving each category down a level, as it were, and making the quickest category based on 120 minutes. (If you don't know what I'm talking about, don't worry too much about it. It's a way to make fatigue a serious expenditure, which complements the Action Point system of short-term fatigue that the article introduces, rather than the original system which allows full recovery of all fatigue in a couple of hours, and the fatigue of most fights in 10 or 20 minutes.)

Let me see… I know that there are werewolves running through the woods (probably not like the ones in Ginger Snaps Back, but that is definitely inspirational material). Snolligosters, Whirling Whimpuses, and of course Jackalopes are around and about, among other creatures of North American legend. There may be dragons, I am not sure, or maybe dinosaurs. Or both.

Some of the specific movies that inspire the setting include (but obviously this isn't all):

Dead Man
Django
Django Kill! If You Live, Shoot!
Eyes of Fire
Ginger Snaps Back
The Good, the Bad, and the Ugly
High Plains Drifter
I am Sartana, Trade Your Guns for a Coffin
If You Meet Sartana, Pray for Your Death
The Magnificent Seven
Pale Rider
The Resurrectionist (an obscure one, to be sure)
Romasanta (aka Werewolf Hunter)
The Strangers Gundown
They Call Me Trinity
El Topo
Unforgiven
The Valley of Gwangi

I want to add The Phantom Empire, but I've never yet had a chance to see it.

Monday, July 28, 2014

GURPS Voodoo For 4E

I've wanted to play a GURPS Voodoo solitaire game using Mythic Game Master Emulator for some time now. One of the things pushing me away is that I'd wanted to play it as a GURPS 4E game (among other things, so that I can become more conversant with those rules) using the "Path/Book Magic" system found in GURPS Thaumatology, but the setting was written for 3E. There are significant enough differences that it does require conversion to use. So, I've worked up the spirits, Lwa, and monsters in 4E terms. I'm hoping that any GURPS-fluent people might look at these and give suggestions on improving them if necessary.

You'll need both GURPS 4E and GURPS Voodoo (which apparently hasn't been released in PDF in the "GURPS Classic" line yet) to make use of this material, as all of the background and non-game mechanical stuff is in there. I have not explicitly included what spirits can do yet. I am working on a spirit template for GURPS Voodoo games, but it's the most complicated part of the whole conversion.

For all Possession effects, see GURPS Voodoo for special effects that apply. For Spirit Warrior templates, use the value given as the base for the Shapeshifting (Alternate Form) advantage. Note that if a character has some of the advantages and disadvantages involved in the Possession effects, it will change the Spirit Warrior base value.

The stats are long, so they are behind a cut.

Thursday, July 17, 2014

Polytheism And Religion In Games

The heat wave is continuing here, though things are getting better. I haven’t done any work on the blog at all, so there’s a good chance I won’t have the Middle Sea Witch class done by Monday. We’ll see. Maybe I’ll work on the Bullrider instead.

But I’m not here to talk about that. I’m here to talk about polytheism in game worlds.

Most people think that polytheism is just like monotheistic religion. However, there are many characteristics of polytheistic religion that make it completely distinct from the latter. For one, there is no exclusivity. That should seem obvious, but people designing games tend to forget that and make their “polytheistic” cultures look like a whole lot of competing monotheisms, or at least henotheisms (henotheism is the practice of acknowledging that there may be other gods, but worshiping/venerating only one). This becomes particularly noticeable in those settings where gods generate power through the number of their followers, and so the competition for worshipers ends up being fierce.

Now, it has been rightly pointed out that in polytheistic cultures, there are priests or other religious specialists who focus strongly on just one god. This does not, however, change the fact that the general body of the people give honor to any number of gods, and even the religious specialists are known to look to other gods when the need or desire arises. Also, there is a marked tendency in most games for a priest specialist to pick the “strongest” god, as the powers that the priest will be able to wield will be determined by their god. This flies in the face of the historical fact that there have always been priests who focus on even the smallest gods – or even non-god beings like nymphs.

To illustrate the point, let’s look at how various games handle religion, whether well or poorly.

First up, the basic D&D approach (also used by most D&D-like games) is to have a Cleric class which represents the main way to approach the gods. In some versions, other characters are allowed a slight chance of appealing to the gods by invoking their name and hoping for a good die roll to get Divine Intervention. The second mechanic there goes a long way toward alleviating the problem, but limiting the majority of divine appeals to a specialist class is something that is particularly a characteristic of monotheistic religions. A good rule that would help even more than the Divine Intervention chance is to incorporate the ability to get one-time bonuses for a character of any class who makes an offering to the god at their shrines, temples, or whatever. For instance, by buying and sacrificing a sheep at the temple of Fortuna (with the aid of the priests of the temple, of course), the character might be given one reroll (must take the second roll) to use at any time in the future. Or whatever, maybe even one-use spells of an appropriate level to the character (and certainly the bonuses carried at one time should be limited by character level, perhaps one bonus per level). This should probably require tracking the piety of the character with regard to that god – those who blaspheme Fortuna shouldn’t get her bonuses without making some sort of appropriate penances. There was a good method of tracking such piety in the old FGU game Lands of Adventure. Of course, now that we’re tracking piety in relation to each god, we should work that into the system somehow, but I’m not here to write up an entire method.

Speaking of Lands of Adventure, religion in that game is handled much like it is in D&D, where characters choose one god from whom they get most of their divine powers, leading to a henotheistic system rather than a polytheistic one.

Next, we find RuneQuest (and, to an extent, HeroQuest). In that game, characters can become Initiates of various Cults, each dedicated to a deity. Even non-Initiates (called Lay Members, though Lay Members still have to undergo a minor initiation – they just don’t have to sacrifice POW to get their initiation) can often gain some bonus from the Cult. This is a very good approach, but leaves out the possibilities, common in historical polytheisms, of approaching gods one has not yet had a chance to become acquainted with, not to mention the fact that, normally, becoming a Lay Member should give one access to all of the gods of the culture. Still, RQ is a great way to approach polytheist religion, and I recommend it. Not surprising, really, as the designer of the original RQ setting, Glorantha, is an active and practicing polytheist himself.

In Chivalry & Sorcery, religion is dealt with cursorily, by specifying religious practitioners and giving them powers, pretty much ignoring the gods themselves. Eh, it works, but has all of the problems present in the D&D system. At least by avoiding naming particular gods and sticking to the social roles (“Priest”, “Druid”, “Shaman”, or whatever), the C&S system avoids the problems of seeming to be a henotheistic semi-polytheism.

GURPS Voodoo takes a slightly different tack, by ignoring the religion parts, but treating the gods for what they can do. Anyone can approach any god (or “Loa”, more properly spelled “Lwa”) and ask for assistance (which is generally granted by the dispatch of messengers – what Christianity and some other religions might call Angels – to provide assistance). In some cases, that process is treated generically, as a regular use of magic. In other cases, it involves the specific summoning of Manifestations (the aforementioned messengers). Some characters have an entourage of spirit helpers. Finally, certain characters, called “Spirit Warriors”, are given the ability to call on the powers of the god (or Lwa) and manifest them in their own body. This is a really good system.

An obscure game (which I plan to review eventually) is Legendary Lives. This game handles religion well enough, but no better, by giving characters a choice (or roll) of religion based on their culture. This system is only added in the supplement, Societies Sourcebook, though. Every character is given a Devotion score, which acts as a skill in relation to religious powers. The details of what Devotion does vary by religion. Unfortunately, the game falls into the D&D trap of treating individual gods as religions in themselves.

Pendragon is one of the better treatments of religion in gaming, though it avoids immersing players in the role of religion. Characters have five Personality Traits, known as Religious Traits, that are related to their religion, and if those Traits are kept at a high enough level the character gains special bonuses, varying by religion. Beyond that, religion is mainly assumed to be a strong background factor. Unlike Fantasy Wargaming, to choose one example (see below), the characters are given no reason to pursue religious ceremonies (except for the relatively minor effect of being a requisite for the Pious Personality Trait – which is actually a hindrance to Saxon Heathens, for whom the opposing Trait, Worldly, is one of their Religious Traits).

Hârnmaster allows characters to gain piety points that they can spend in exchange for miraculous interventions. The religion system of Hârn resembles the normal henotheism of most games, though. It could perhaps be fixed if characters were allowed to accumulate piety in regard to all of the gods involved, but that might end up being too complex to handle easily in the game.

Unknown Armies only tangentially deals with religion, and mostly from the point of view espoused by Chaos Magick. Characters may pursue becoming an Avatar of a particular Archetype. Archetypes are the game’s equivalent to gods, and the more that a character manifests that Archetype by emulating it, the more of that Archetype’s powers can be expressed by the character. A good system for the setting and ones that use similar assumptions, but not one that fits most historical religions.

Speaking of modern-day/near-future games, Shadowrun has gods of a sort, but they are relegated to a secondary role. The totems in that system factor in as “gods” after a fashion. I wonder if it would be possible to make actual gods using that template? I suspect that it would end up looking very much like D&D-style henotheism, though.

Whatever other merits or flaws it might have, Dogs in the Vineyard treats its religion very well. However, it is focused on one specific sort of religion, in which there is a religion of the Community, and forces outside of that religion that attempt to destroy the Community. Like real-world Mormonism, the religion of DitV tries to account for the polytheistic peoples living around them, and does so only moderately well. Certainly, the religion system in DitV could be adapted to other monotheistic religions, or even the henotheistic ones of most D&D games.


There are other games with religious systems, such as The Riddle of Steel, The Burning Wheel, Wyrd is Bond, and so on, but they are minor and don’t really fit into historical religious beliefs, in my opinion, no matter how good they may be as games. They generally end up appearing much like D&D-style henotheism.

My favorite approach, though, is that in Fantasy Wargaming. In that game, both monotheistic and polytheistic religions are covered (the former primarily by Christianity and Satanism, the latter by Norse religion), and the system manages both well. Characters in that game are given a “religious rank”, which is not directly tied to the Religion level (FW uses a system where every character has three levels: Combat/Adventuring, Magic, and Religion, corresponding to the original three classes in published D&D, with characters generally starting at level zero in each). For Christians, this is either as Lay Clergy at the lower ends of the scale, Ordained Clergy, Monks, or Friars (or Religious Knights), with most characters having no religious rank at all. Satanists are all given a minimum rank, and there is no particular process of Ordination, so that characters may rise in the Devil’s hierarchy on their merits. Norse pagans have two main tracks – either as Priests or as Laity. Priests have a higher minimum/starting religious rank, but Lay members are actually capable of gaining a higher religious rank than Priests (although only if they can manage to become King or Queen)! For the most part, religious powers mainly consist of Ceremonies, which dedicate Mana (magical power) to the god or gods being worshiped and provide a bonus to morale for a while and a chance of Inspiration to the participants, which gives various bonuses, along with other benefits depending on the Ceremony. Anyone may appeal to higher (or lower) powers for a Miracle, which is resolved by the invoked power using the methods of the magic system to cause changes in the world (or, in a few cases such as Resurrection of the dead, the magic system is used in a modified form). Characters can have “patrons”, which gives the character a bonus in appealing to that power (the Norse ones usually are given at birth, and their patron’s name is typically incorporated into their personal name). There is no method given in FW for changing patrons during the game, which is something I will add in my rewrite of the system. Another aspect that helps the system work well is the concept of “Intervention”, whereby an appeal is made to one power who is asked to Intervene with another power. This has benefits in the matter of patronage mentioned, but also because some powers are more difficult to appeal to than others. In the Norse religion, the personal feelings and relationships of various powers affects this chance of Intervention, as well, so that, for instance, the wife of a god will have a better chance of Intervention with that god, while two gods who hate each other (Loki and Heimdall, for instance) reduce the chance of successful Intervention. Finally, each power has areas of Favor and Disfavor, which affects the likelihood of the power responding to the appeal. Altogether, this system became the first to incorporate the personalities of the powers into the game system in a meaningful way. So, this system included both the religious (characters can attend or perform Mass, for example) and the miraculous (through the process of appeals) into one system. Sometimes both are incorporated, such as the rites of Benediction and Malediction. The primary weakness of the FW system in regard to religion is the handling of “negative” piety, which is always assumed to place one in communication with the Devil, even if a Norse pagan. I hope to address this problem in my revision of the game.

Saturday, July 5, 2014

More Musings On Preferences

Earlier, I discussed what I like and dislike about D&D and closely related games. I offered some possible solutions, largely drawing on Fantasy Wargaming, to the problems that I have with the game, which is almost by definition the designing of a fantasy heartbreaker. This time, I will consider one of the first divergent variants of D&D, RuneQuest (I am not considering Tunnels & Trolls in the main because I have almost zero experience with that game, it being one of the very few early adventure games that I have not played much at all).

RuneQuest began, in part, as the Perrin Conventions for D&D combat (should that link go away, the Conventions are also available as part of All The World's Monsters Vol. 2 and as a .doc file here). This was a rules variant which provided a little less abstraction to combat, introducing ideas that would also be modified and incorporated into AD&D (segments, for instance, seem to develop from the "Melee Time" tracking system of the Perrin Conventions) as well as the rudiments of the RuneQuest combat system. RQ also attempted to alleviate the reliance on character classes, providing a new system, "skills", to allow one character to be mechanically differentiated from another. Skills in RQ were defined by their function and their skill level. Uniquely, RQ skills were rated by their percent chance of success (though in the first two editions, they might as well have been rated on a d20-scale, as all skill ratings were in 5% increments; as the basic game system has grown over time, some versions have indeed chosen to use d20s directly, such as Pendragon) rather than by an abstract level. RQ also introduced a magic system that was closely tied into the default game world presented in the rules, which allowed any character to learn some magic, but reserved the most powerful sorts of magic for characters who wanted to spend a lot of time and character resources on that pursuit. The combat system was further modified, as I said, to reduce the abstraction by introducing hit locations and limiting hit points severely, removing many of the functions of hit points in D&D to skills such as Parry and Dodge. Armor was changed so that it no longer provided an abstract protective value, but actually reduced the amount of damage that a successful, undefended strike would do to the character. Finally, the experience and improvement system for characters was tied to the use of skills in the adventure, so that a player would choose the direction of character advancement by the choices made in play, rather than by selecting a character class.

Those are some significant changes, but like D&D they are pretty straightforward and based in play at the table. Later games (GURPS, I am looking at you) would start more strictly with design, rather than being largely developed in play, and there are benefits and drawbacks to that approach. I will note that RQ does begin with such design considerations, but they seem to be developed from systems that were applied at the table and then refined.

Whatever, the point is that RQ offers a set of solutions to perceived problems in D&D, making it in many ways a fantasy heartbreaker in the classic mold. I like many of the solutions that RQ makes to D&D questions, but I dislike others. Skills, while a wonderful concept in theory, become, in practice, a bit unwieldy. They slow down character creation by forcing too many choices, extending the process of equipment buying (always the slowest part of character creation - which, by the way, is something that needs to be solved) to the character's abilities and, worse, doing so at a stage when the character should probably be just sketched out anyway. This may be less of a problem for generic NPCs, as their skills may be given default values based on the type of encounter, but that does require many more (or much longer) entries in the "monster book" portion of the game, as creatures vary by a lot more than just hit dice. I've already discussed other solutions to the problem of character abilities in my earlier discussion of D&D, so I'll leave that off now.

Combat, on the other hand… wow. What a revelation the RQ system was back when I first saw it. Even more because when I was younger I never really understood hit points and the abstractions of D&D-style combat. RQ's combat has the disadvantage over standard D&D style combat in that it is more involved and takes more time (what can be resolved in two rolls in D&D takes at least a full four in RQ, and there are more decisions for players to make which also add time). That said, I think that those tradeoffs are very much worth what they add to the game. Interestingly, the writers of Fantasy Wargaming seem to have looked at RQ at least in passing, as they apparently try to address the problem of multiplying dice rolls by combining the "to hit" and "hit location" rolls into one. Unfortunately, FW's method of calculating the column to use on their tables works against this. Speaking generally, I think that my ideal fantasy heartbreaker would draw its combat system from the Perrin Conventions and RQ to some degree or another.

Magic and religion in RuneQuest was similarly a revelation. It is one of a very few magic systems that I feel approaches the feel of what real-world people think that they are doing with magic and spirituality, to some extent. By giving most people access to minor magical abilities (increasing the damage their weapon does by a point or two, improving other characteristics by a point or two, minor healing, and the like), giving the option for more expansive magical abilities to specialists (a lightning strike or a burning ray of light from the heavens! breathing underwater! flight! and so forth), and tying access to these magical abilities to the religious sects to which the character can belong (which provide guidelines for behavior through emulation of the sect's ideals - a far better choice than the abstract "alignments" of D&D), RQ solves several D&D problems nicely. That said, there are other solutions to the magic and religion questions that I am interested in - again, I point to Fantasy Wargaming, which gives some excellent solutions to the matter of polytheistic religion that are not well covered by RQ's method, and which may be better than RQ at handling monotheistic religion as well. The other major magic/religion system that I want to consider (and will do so in more detail in due course) is the one currently called, clumsily, "Path/Book Magic" for GURPS 4E, which was previously called "Spirit Magic" in GURPS 3E and was introduced in C.J. Carella's GURPS Voodoo: The Shadow War. Finally, I've been researching the claims of medieval and renaissance magicians to see what sort of abilities would be best to include in a fantasy game (not specifically for this project, but the information is definitely of value here). There's a surprisingly wide variety of effects to consider, many of which are valuable for an adventure game.

So, to summarize, there's a lot to love about RuneQuest, but the breadth and ubiquity of the skill list is too fiddly for a really robust game of the sort that I might find to be ideal. I'd previously suggested a middle ground that might work better, which retains levels for players who are not interested in messing with skills, and skill specialties for those who are.

Thursday, June 5, 2014

Updates

First, the sad news. I have decided to abandon my attempt to make a GURPS random-character generator, as it is simply too much work. Instead, I will go back to the Sixguns & Sorcery setting for the basis of my solo game. I still have work to do for that, but at least it is pretty clearly defined and doesn't involve massive feature creep.

For the Sixguns & Sorcery project, I need to develop the religion a bit more, enough to be able to stat out some of the spirit/gods and their possession effects, similar to the Loas in GURPS Voodoo. I'll talk about the religion another time. I've already converted the NPC templates from The Knuckleduster Cowtown Creator, which is a great wild west resource, but which was only statted out for Deadlands and D20 systems (and a nod toward FUDGE). Happily, there are available conversions for Deadlands to GURPS Deadlands in Dime Novel 1: Aces and Eights. Those are to 3E, of course, but converting from there to 4E is a snap. I did discover that the templates are pretty high-point valued if taken straight, so I tinkered with them to bring them down to power levels I think are appropriate to the basically gritty, yet still somewhat cinematic, nature of the genre as I envision it in the setting. It was disconcerting, to say the least, to see an NPC type called "Loafer" come in at over a hundred GURPS points, but I've chopped it back to 56. Still a fair amount, but it fits the character description. Many of the other NPCs similarly had to be cut back considerably from their raw converted state. I'll probably post them somewhere for others to make use of them. GURPS really needs more "generic" NPC statblocks for Referees to use, especially ones who are just getting their heads around the system. I hear experienced GURPS Referees say that they just set some numbers that look right, but it's getting to the point where the numbers that "look right" are also actually right that Referees need assistance with.

What else? I have returned to my AD&D 1E (mostly) sword & sorcery setting, Terra Ultima. I've made some decisions about it, definitely deciding, at last, to restrict players to human characters. I have, however, opened out the character classes somewhat, so that there are fifteen available options: Bard, Cleric, Druid, Fighter, Illusionist, Magic-User, Monk, Mountebank, Outdoorsman, Paladin, Psionicist, Ranger, Spy, Thief, and Witch. The Bard and Mountebank are pretty much the versions from Adventures Dark & Deep, though I keep looking at the Bard material in Dragon 56 (the stat requirements of that version, though, make the Bard less common than the Monk). The Outdoorsman is a slightly modified version of the "Bandit" class from Dragon 63 (main change: HD are d8 rather than d8+1). The Psionicist is mainly the version by Arthur Collins in Dragon 78 (I changed the XP progression a lot and set the HD to d4 only). The Spy is a reskinned version of the Assassin. The Witch, right now, is mainly from the version in Dragon 114, but I am playing with ideas from Tim Brannan's The Witch. His class is pretty solidly written for D&D, though, so the AD&D-isms are coming from the Dragon magazine class. He does include an appendix on using the class in AD&D, so if I get around to picking it up in hardcopy before any witches show up in the game, maybe I'll use his version completely. That would change the demographics slightly (see below), but I can live with handwaving that, or changing just the stat requirements to the Dragon magazine version - if I get ambitious, and bored enough, I could always recalculate them.

I'm pretty interested in fantasy demographics and what they can do to flesh out a setting, so I worked out how frequent each of these classes are. My method was somewhat interesting, if I do say so myself, at least if mathematics and basic arithmetic don't scare you. I started by noting Gary Gygax's assumption that only one in a hundred people have the potential for having a class and level (DMG, p. 35). Then I went through each class and figured out what would be the chance of a character, rolling 3d6 in order, to qualify for it. Some of the classes are ridiculously difficult to qualify for under that default system. Even worse, there is a certain chance that a character will not qualify for any class at all (I called these "Hopeless characters" in my results). At the rate of one in a hundred having even a chance, for example, it turns out that only one in 250,000 people can become a Monk (and that is still only one in 2500 characters if you roll without any of the gimmick methods), which is rarer than Paladins (at one in 111,111).

My next step was to set a societal preference scale. That is, I set the priority of classes based on how important the class was to the society on the average. Lower-probability classes were typically set higher than the "usual suspects", and various assumptions were incorporated into the list. My list of preferred classes went like this: Paladin, Illusionist, Monk, Ranger, Outdoorsman, Fighter, Bard, Mountebank, Thief, Spy, Psionicist, Druid, Witch, Cleric, Magic-User. My assumptions were that it is very difficult to become a magic-using class even for those qualified, that people would typically prefer to be in a class that has wider abilities than more limited ones (such as preferring Rangers to Outdoorsmen), and that some orders actively seek out qualified applicants (notably Illusionists and Monks, who represent the more advanced priesthood of the Denialist Church, and Paladins, who represent the warrior-monk elite of the Radiant Church). I assumed that people would prefer to be a member of the various Cleric-like classes than to be a Magic-User, since the former have social and economic benefits that do not accrue to the latter. Finally, I assumed that people in the setting would prefer honest occupations to dishonest ones. Placing the Psionicist and Bard where I did are more intuitive, and I can't tell you why they are at those particular places in the preferences.

For each stage of preference, I figured out the percentage of the population would qualify, multiplied that by the percentage that remained and recorded the result. Then I subtracted that percentage from the total percentage (so that, for example, if 5% could qualify for a class out of a remaining 20% of the population at that stage in the preferences, 0.2 x 0.05 = 0.01 of the total population would be recorded, and that 1% subtracted from the running total of 20%, leaving 19% for the next stage in the preferences). Rounding all of the values to the nearest 0.0001 (0.01%) gave me the following table to roll d10,000 (which I will mainly use to replace the table on p. 35 of the DMG):

d10,000 (4d10) (only 1% of random NPCs even get to roll on this table)

0001-0088: Bard (1/11,364)
0089-0747: Cleric (1/1517)
0748-0779: Druid (1/31,250)
0780-6433: Fighter (1/177)
6434-6468: Illusionist (1/28,571)
6469-6723: Magic-User (1/3922)
6724-6727: Monk (1/250,000)
6728-7323: Mountebank (1/1678)
7324-7561: Outdoorsman (1/4202)
7562-7570: Paladin (1/111,111)
7571-7615: Psionicist (1/22,222)
7616-7631: Ranger (1/62,500)
7632-7714: Spy (1/12,048)
7715-9773: Thief (1/486)
9774-9838: Witch (1/15,385)
9839-0000: Hopeless Character, no class/level

The fractions after each class represent how many of that class there are per how many total population. I may come up with a class for characters who don't qualify for any other class, so I have something I can do with the Hopeless Characters.

For reference, here are the stat requirements for each of the fifteen classes:

Bard: S6 I6 W6 D14 C6 Ch14
Cleric: S6 I6 W9 D3 C6 Ch6
Druid: S6 I6 W12 D6 C6 Ch15
Fighter: S9 I3 W6 D6 C7 Ch6
Illusionist: S6 I15 W6 D16 C3 Ch6
Magic-User: S3 I9 W6 D6 C6 Ch6
Monk: S15 I6 W15 D15 C11 Ch6
Mountebank: S6 I10 W6 D9 C6 Ch12
Outdoorsman: S12 I10 W6 D12 C12 Ch6
Paladin: S12 I9 W13 D6 C9 Ch17
Psionicist: S3 I10* W10* D3 C9 Ch10* (*one of these must be 16)
Ranger: S13 I13 W14 D6 C14 Ch6
Spy: S12 I11 W6 D12 C6 Ch3
Thief: S6 I6 W3 D9 C6 Ch6
Witch: S6 I13 W13 D6 C6 Ch6

(Note that the Psionicist breaks the rule about Strength below 6 being limited to Magic-User and Dexterity below 6 to Cleric. This is deliberate.)

Finally, I've returned to working on the Top Secret retroclone game that I had set aside for too many months. No idea what I'm going to call it. I'll probably figure it out when it is closer to being complete. I have decided to incorporate some of the better ideas from Dragon magazine into it, such as rules for car chases and a better Contact (NPC reactions) system.

Monday, March 17, 2014

Top 10 Gaming Products

Over at Dyvers's blog, he's asking for lists of our Top 10 favorite gaming items of all time. To simplify things, I limited this to RPG items for my list. Anyway, here goes…

10) The Arcanum, Second Edition.

This is probably the best Old School set of published variant rules for D&D. It is well thought-out, addresses many of the problems perceived in D&D at the time, and keeps the things that make the game simple and quick, such as character classes and advancement through collecting treasure and defeating foes. It does include options for the more problematic things that would later get incorporated, such as experience bonuses for "role-playing" (without bothering to define that), but not many. Finally, it includes a simple skill system, armor that reduces damage, spells that aren't forgotten (but are limited in number of castings per magic user per day), and other simple, obvious fixes that would eventually become nearly standard in gaming. Ahead of its time, while still retaining the best of the origins, this remains one of the best rules systems in general.

9) This entry has been removed. I cannot continue to support the game that was listed.

8) Lords of Creation.

Tom Moldvay was given free rein when Avalon Hill was making a desperate attempt to remain relevant in a market increasingly moving toward roleplaying games, and he came up with this. In what may be the most gonzo setting ever, the whole of reality and alternate realities is opened up to play. The player-characters are given maximum freedom for advancement, hoping to eventually be able to achieve the status of Lord of Creation and create their own settings, alternate worlds, and so on. Along the way, they might learn magical powers, acquire cybernetic enhancements, fight dragons or robot soldiers, even travel into the poetry of William Blake. Seriously, one of the alternate world settings is derived from the poetry of William Blake. There is nothing cooler than that in gaming. Since the very next session could take players into the Nine Worlds of Norse mythology, an alternate world where Boudicca was not defeated by the Romans, or a crystal forest hiding crustaceous humanoids guarding a staff of power, the game was wide open for anything, and was able to handle it with cleverly designed (though, to be fair, occasionally difficult to understand) rules systems that still felt a lot like D&D.

7) Adventures Dark and Deep Bestiary.

There have been a lot of monster books over the years. None of them has been as good as this one, which includes every creature from the AD&D monster books (less, of course, the ones that WotC has reserved for itself as "product identity" - though those have been replaced by versions created to be effectively the same but with different names and physical descriptions, as many people have been doing). Mr. Bloch did not stop there, though, creating a whole batch of creatures of his own design to add in. Among them are the Faeries and their Sidhe Courts, which are some of the best things to come out of the OSR movement (which is not to take anything away from the many, many wonderful things which that movement has produced). I love this monster book more than most, and of course it is easily used with any compatible game.

6) World of Greyhawk Boxed Set.

What can I say about this that hasn't already been said? It is exactly what (A)D&D needed in a setting, with an interesting balance between the idea that would later become known as "Points of Light" and the clash of Kingdoms that drives medieval wargaming. As people have looked at this over the years, the cleverness built in has only become more apparent, adding pathos to the unfortunate direction taken by subsequent products in the line. Including everything from amazingly euphonious, yet still absurd and camp, names to interesting factions and organizations, there is more implied adventure in any one area of the setting map than some settings have in their entire worlds. Topped off by that amazing Darlene map and some really helpful random encounter tables, there is little else that a DM would need to run a wide-ranging campaign for years.

5) Pagan Shore.

I love Pendragon. It is among the best roleplaying games, and one that I wish I were able to play more often. I'm personally most fond of the Fourth Edition rules, but I'm not a fanatic about any of the editions. Whatever, though, the one book in that game line that rises above anything else is this one. Giving a description of a society that is as alien to most modern-day gamers as the Aztecs, but doing so by building the cultural differences into the rules, players will soon find themselves approaching the mindset of the Iron Age Irish. There are a few quibbles to be had, but almost all of those have been addressed by people online, such as a discussion of how to incorporate the actual legal systems of Iron Age Ireland into the game in a way that is neither intrusive nor overwhelming of the adventure parts. It really does work, too. It doesn't hurt that I have a deep and abiding love of the Irish culture and very often want to play a character from whatever the closest analog is in the game world.

4) Flashing Blades.

Despite being one of the most popular settings for adventure fiction throughout the years, the 17th century has seen remarkably little treatment in roleplaying games. One of the earlier (but not the earliest, by any means) games to address that period was Flashing Blades. Marrying a relatively simple game system to a detailed and deep social climbing system, the game calls forth the ambitious swashbucklers and supports that style of play with rules that encourage such behavior without privileging "story" over game play. I'm fairly certain that the only reason this didn't do better than it did is that it didn't have a magic system. Of course, there is little way to include such a thing into a game of this subject, so that is not surprising at all. That said, it might have done it well if the next product on my list had come out a little earlier.

3) GURPS Voodoo: The Shadow War.

This was a game I didn't know I needed until after I got it. At the time, I was simply addicted to GURPS, so I was picking up just about everything that came out. When I got a look at the magic system, though… Look, up until I saw this, I was of the opinion that the RuneQuest magic system was the best one around - and don't get me wrong, it is excellent in many ways that have still not been matched by most games - and the one in Fantasy Wargaming was a glance at what might have been possible had it undergone more development. This one, though, hit every button of what I wanted in a magic system. Mages are not walking artillery pieces, they are subtle (except for the ones who aren't). Magic isn't just wave-wave-BOOM, but a process of conjuring spirits in smoky temples that are kept in the back rooms of Curandera shops and sending them out to do one's bidding. Yet, it still makes this all a part of an adventure game. Some magicians are Spirit Warriors, letting themselves be ridden by powerful Lwa who can do so much more than mere human beings can. The setting was, at the time, very nearly the only one on the market which dealt with race in the Americas in a relatively mature fashion, and was a surprise in that most, or even all, of the players' characters would be black.

2) AD&D 1E Dungeon Masters Guide.

Obviously this was going on my list somewhere. It has been, and rightly, lionized over and again, so I don't really feel the need to add to that general acclaim. Suffice it to say that there are few books out there which include as much useful advice, and none which include the density of advice and actually useful charts per page. Admittedly, one must get used to the writing style, which has been described as "High Gygaxian", but for myself I grew up on it and miss that idiosyncratic voice in gaming. Even if D&D isn't your game, you will almost surely find something of value in here, even if it's just to learn that there is a difference between jasper and onyx or discovering a passel of different terms for "prostitute". This is one of the most recommended books in gaming history, and it is for good reason.

and coming to the pinnacle, what could be better than the DMG?

1) MegaTraveller Boxed Set.

OK, I know that it is rife with typographical errors, mistakes, and other problems that gave this game the nickname "MegaErrata". Still, the first game I chose myself was Traveller, seeing that little black box in the bookstore that served as my first dealer of gaming products, and finding out that it had a book all about starships. Now, all these years later, having played or learned seven (or more, depending on how one counts it) different editions, I have come to the conclusion that this is the edition that did everything closest to right. It retains the flavor of the original game, while still fixing the problems inherent in the original design. It is compatible enough to use the supplementary material for the classic game, but can also make use of a great deal of the material written for T4 or T5 with only minimal conversion, and material for TNE with a little (a lot, actually) more work. Outside of the errata problem, the only disappointment about this game is that it was cut short before being finished, due largely to whatever happened with Digest Group - for example, only two of the alien races (plus two extra human cultures beyond the default one) of the default setting were ever converted to its specifications. The only edition which came as close as this one to perfection has been the Mongoose edition, but I have my own problems with that one.