Showing posts with label houserule. Show all posts
Showing posts with label houserule. Show all posts

Tuesday, 23 January 2018

The Ecology of My Goblins or, How to Make Goblins Fun!

An article about how boring goblins are from Kotaku is making the rounds right now and it is clear that the author is missing the opportunity presented by goblins as a monster in an RPG.

They define goblins as stupid automations "produced in a factory" for the sole purpose of a fighting encounter as though they were a video game creature identical to the ones behind them and never leaving their spawn area.

Taunting Goblins by Thorston Erdt AKA Shockowaffel
Goblins have never been brave or even terribly capable fighters, but they have always been sneaky fighters. The author says they aren't "tricksy" or use traps, but even in the old modules goblins would use traps, raise alarms and run for help so they could overrun the party.

The biggest breakdown is in their suggestions on how to make goblins more interesting. One suggestion was an ambush failure because of a lover's quarrel in the goblin ranks. They suggest revealing cultural elements during encounters to make the goblins more sympathetic to the players. This direction is a missed opportunity to introduce the other and make goblins alien to the players.

I'm all for creating villains the party can relate to, but instead of humanizing monsters, why not use humans? Humans can be on the fringes of civilization even more easily than goblins. It makes sense for them to have stockpiles of currency as treasure and they start as relatable so you don't need to build a bridge to them with contrived situations. You can have lawless bandits that are causing trouble for the townsfolk. You can have a resistance group fighting the lawful, yet tyrannical local lord. You can have a chaotic cannibal cult terrorizing the area. You can have camp of refugees from a disaster in another kingdom that has taken to raiding local farms to survive. In all cases the party is dealing with humans who are evil from the point of view of the local population. They can employ whatever solution they want and easily justify it. If they go with combat they still have the problem of what to do with the children. Are the cannibal kids redeemable by society or is it more merciful to kill them? Does the party need to worry about survivors developing into recurring villains? If those are the things you want to deal with in your game, don't go half-way. Use humans.

As for goblins, I use them as scavengers and upcyclers that are close to civilization so they can raid and steal what they need to make things better for their nests. They repurpose all kinds of stuff into ramshackle contraptions that are dangerous and sometimes comical. This use they have for the player characters' society explains why goblins are often the first creature encountered by adventurers as they begin to push into the frontiers.

Goblins by Llaaii
I organize goblins into nests rather than tribes. The hive-like organization explains why so few of them have any ambition for individual achievement (in that they don't take class levels despite being close enough to society to get the resources they need to do so). The rulebooks (in whatever edition) usually have the goblins ruled by a chief with higher hit dice. I give them a queen, whose hit dice come from her immense size. She rules the nest populated almost entirely by her children. The rest include her honour guard consisting of her sisters and her mates. Her bloated form towers above them all as she is at least as tall as a hobgoblin and massive enough to lay the huge eggs.

Goblins in my world are hatched fully grown. They have a certain amount of genetic knowledge passed to them that allows new goblins to start contributing to the nest without wasting resources on developing them. I describe goblin rookeries as something out of one of H. R. Giger's nightmares.

Alien Landscape by H. R. Giger
This lack of childhood and hive organization make goblins different from humans. They are alien in outlook and motivation. They caper with delight as they take pleasure in the sadistic sport of an ambush. They are selfish and cowardly while still putting little value on individual lives. 

They make great opportunists, working with other pack and swarming creatures like wolves, rats and stirges. I love the look on my players' faces when they realize the goblins ambushing them with nets and bows also released stirges to attack.

Goblins need to be sneaky gits to cause the party major grief, but players can also underestimate them because of that. My favourite goblin trap was a shabby wooden construction in the outer entrance to the nest. The party could hear the rats squeaking and scratching in the wooden walls and ceiling but thought nothing of it. Their low opinion of the goblins also caused them to ignore the unstable construction. That made it a surprise when stepping in the wrong place caused the ceiling to fall in and drop a swarm of rats on top of them. The noise brought the guards who raise the alarm and took pot shots at the party while they scrambled and fought their way out of the wreckage. They decided to retreat and come back with a plan.

If you are wondering about hobgoblins, I run them as larger, more martial versions of their smaller cousins and their queens are the size of an ogre! They are organized as warrior cooperatives that value the damage they can do as a group to expand the holdings of the nest. Combat is not a forgone conclusion though. I had a party played by kids find a back door into a hobgoblin nest, kill the queen and then bluff some other hobgoblins into believing they had bought some of the prisoners so they could get directions to where they were held. (B2 Keep on the Borderlands is the gift that keeps on giving!) 

Goblins, like everything else in D&D, are an opportunity to spin your game into something your group will love to play in. Monsters are a place to build your world into something fantastic and different. The darkness surrounding the light of civilization can define the world as much as points of light found in the towns and cities. A great example of that brand of storytelling in the 5e D&D Monster Manual is the aboleth. Although the best example of world building through monsters I know of is the system neutral monster book Fire on the Velvet Horizon. All monsters allow you to double down on the strange and wondrous elements of your fantasy world. Don't skip the goblins because of their low hit die!

What it comes down to is there are as many ways to use goblins as their are DMs. There is no wrong way. If you are happy with goblins as a twisted mockery of humanity that needs to be cut down like the vermin they are in the search for gold and XP, great! If you want them to have a complex society with speech patterns that confuse and confound your players during negotiations and interrogations, great! If you want to give my spin on the goblin a whirl, great! Goblin encounters are what you make of them as a group. Enjoy it!



Thursday, 12 May 2016

Dangerous Magic in Fantasy Gaming

I started reading the Elric Saga by Michael Moorcock just before Christmas. The magic in the stories and some other things that have come up while gaming has me re-evaluating magic in fantasy RPGs.

Back in the days of 1e and 2e D&D, when I played a magic user I would bend spells until they broke. I found ways to use spells that had little to do with their original intent but worked within their description. I drove GMs nuts with my descriptions of how my characters were using the spells because they'd would constantly need to make a ruling on whether it would work out the way I wanted or not. Things like casting an Enlarge spell on a wooden door in a stone frame so it would shatter as it grew too big for the space it was in, or casting a Knock spell to unlatch all the buckles on the enemy's platemail.

The newer games have either nerfed the spells or created far more explicit descriptions that don't allow for these interpretations of effects. That's progress I suppose.

I recently found myself exercising those old creative muscles again in a Fifth Edition game I'm playing. We're well into our second year of play and my Warlock hit 9th level. That means she can summon Elementals now. When I saw that ability as one of many on the menu to choose from at 9th level I thought about the Elric stories and all the things I could get an Elemental to do during the one-hour duration.

Now I look at the abilities of the different elementals and figure out what kind of things I can do with them. The reaction of horror from the other players when my character commanded an Earth Elemental to drag an opponent into the ground and leave him there was something of a surprise. I figure a Warlock has the moral flexibility necessary to bury imaginary bad guys alive.

Between the four kinds of elementals my character can solve a lot of problems. Combat and movement are two common ones. For instance, Air Elementals can carry your character through the air and blast your enemies. So much more fun than a regular Fly spell!



I've mentioned before that I'm working on my own fantasy game system and one of the priorities I have is to make the magic system more open. To design it to reward creativity and unconventional thinking. As wonderful as that is, it's taking a long time for me to test everything and make certain the game does all the things I want it to do (like be fun to play). Not to mention that a lot of people don't want to change their game even though they might like to bring what I'm talking about to their table.

The pulps that influenced the creation of the first RPGs leave their marks on the magic systems we take for granted now but the structure keeps magic safe and largely predictable. Magic was always a bit scary in those old stories. A good example of something that they brought into the structure is the creature from Robert Howard's first Conan story, "The Phoenix on the Sword," inspiring the Invisible Stalker spell. When you read Michael Moorcock's Elric stories though, they summon water elementals to create a fog to hide their navy or fire elementals to set fire to a town when attacking. They summon terrible creatures of chaos to get secret knowledge or help navigating the different dimensions. These creatures have their own agendas and goals. Sometimes negotiation is necessary and sometimes they simply oblige.

I know that Stormbringer has a magic system that works like this, but I don't play Stormbringer nor do I know anyone that does. What I think I need is an OSR/5e D&D compatible character class that uses magic from other creatures and does no magic other than summoning and binding them to the caster's will.

Using the Magic User/Wizard class as a base, we could get there pretty quickly. For whatever system you are playing in simply adopt all the hit dice, skills, weapon and armour restrictions, etc of the Magic User/Wizard class and swap out the spellcasting for summoning and binding magic that can be used any time.

"Summoner"
This piece is actually my own attempt at drawing. I'm hugely jealous of people who can illustrate their own blogs so I'm going to try to learn to do this. If you are interested in my journey in that department or you want to see the links to the reference model you can see it at DeviantArt


This makes it easy to drop the class into whatever game you are playing without disrupting the game balance as it exists. If you are playing LotFP you get a character that can use any weapons and armour, like the rest of them but the lower hit points and lack of martial manoeuvres balances out the magic abilities. In 5e, the proficiencies and characteristics fit the flavour created by that system and its assumptions about setting.

Although for 5e, it might make more sense to use the warlock as a base for a summoner class. Once I've tested it out it would be nice to see if it would work for an Eldritch Knight. Elric was a warrior first. He only summoned elementals for large scale effects or to save him from drowning. He fought for himself.

The magic of summoning should be accessible but dangerous. Since the entities often want to get to our world for whatever reason summoning them should be easy while the real challenge comes when trying to control the creature. I also like the idea that it gets more difficult to control new entities throughout a single day. That way there's a good reason to conserve the magic and use it only when it's needed. That escalating danger is a good reason for characters using this kind of magic to be universally feared by ally and foe alike.

I already have summoning magic baked into my own game and tests are going well so far. I'll be putting together an OSR Class for summoning soon, but since I'm playing mostly 5e and playtesting my original game I'll probably do one for 5e D&D first. If you beat me to it, send me a link!









Sunday, 13 September 2015

Religious Magic in RPGs

This post was inspired in part by the contest Zak S is running over at his blog: Playing D&D With Pornstars. The Thought Eater Tournament is a series of match-ups of two writers per topic to encourage better, deeper writing about RPG topics. The first one is about religion in fantasy role playing games and is something I've thought about a lot myself. More specifically, I've thought about the source of religious magic in RPGs while designing my own fantasy RPG.



We don't need to have actual gods to have religious magic in a game. D&D and other fantasy games have a long history of making gods characters in the setting. Certainly there was plenty of inspiration for meddling gods from the stories of Greek and Norse myth. Some of the fantasy stories that inspired the original Dungeons and Dragons had extra-dimensional beings locked in a war between the forces of law and chaos that spilled over into the fantasy world. It was often expressed as a kind of dimensional cold war fought through proxies who were champions and spellcasters given extra powers by their extraplanar backers. It also mixed in the crusaders, saints and biblical stories. D&D, especially the older editions, calls back to the legends of the middle ages and invokes the Arthurian tales of chivalry and knighthood.

With such material informing the setting it's no surprise you end up with gods granting spells to clerics and special powers given to paladins. For me it's never quite sat right though.  The idea of gods showing up, messing about with human affairs and having the odd affair of their own to create demigods has a certain quality to it, but it's more like the brat pack era of Hollywood than a group coming together over a common belief. Fantasy religions are less about faith and devotion to the idea than they are hierarchies with a supreme being at the top. They are more like corporations with clearly defined goals based on the godly portfolio coming down from head office.



With freelancers like adventuring player characters it's often a kind of contract. There's give and take with the godlike creature. Some characters who deal with extra-dimensional beings, performing sacrifices, other services and advancing their patron's goals in exchange for powers are called Warlocks/Witches/Cultists and others are called Paladins/Clerics even though at the core they are doing the same thing.

There's no reason why the existence of a god needs to be settled to account for religious magic. In a world where magic exists, reality is already disrupted. It can be bent and even broken with the correct pressure. In such a world a large enough group could form a kind of psychic pressure that could be used to disrupt reality in the form of miracles and other faith-based abilities.

A large enough group of people believing in an idea gives that idea power. The more people that believe, the more power that builds behind the idea. This power might manifest randomly in miracles and other unexplained phenomena. They could be mysterious like burning bushes, epic like earthquakes and thunder, or ridiculous like the visage of the god appearing in common food items like toast. Where it becomes interesting and gameable is when there are individuals who can tap into this power provided by the belief of faithful. People who can shape the will of others into particular effects like healing or even a plague.



These conduits of the faith would be as rare or common as is needed by the setting. They could be found leading a faith, drawing on the power of the faithful to perform miracles and gather more to their religion through these demonstrations of godly "intervention." They could even begin as charlatans who are suddenly surprised by their ability to perform real miracles thanks to the faith of their flock, despite having no belief of their own. The idea that a religious leader could fake it until they make it has all kinds of possibilities. They could also be individuals operating outside of a hierarchy as chosen champions, druids leading their communities, or even hermits serving in remote shrines.

It's the champions of the faith that are the most likely to become adventuring characters and played. Powerful missionaries carrying their message into the wide world or passionate believers living as examples in the dark times. Certainly a player character might want to build their own religion or religious faction of an established church. Depending on the campaign your group is into, the intrigue and challenge of creating a new religious order might provide the best adventure hooks.

When the characters get their power in the form of spells from some deity or demon prince there's not much incentive for them to do much in the way of religious boosting. If the character's power is tied to the faith of those following the same religion there is a good reason to spread the good word.

In game terms it could break down to numbers and distance. The larger the group the more power that would be available to an individual able to tap into it. How much of that power they could access would depend on the talent and experience of a particular character though. There would need to be some critical mass to get the minimum required to perform the most basic of miracles, the cantrip in D&D for example. It could be a number with some kind of meaning or completely arbitrary. Each level of power could require a different number of believers, growing exponentially from a single village to the population of a country or empire.



The distance would come into play as the champion moved away from the centre of religious belief. As they move farther away from the faithful the harder it is to tap into the psychic power provided by the belief of the masses. This could be overcome by setting up missions and chapels as outposts of the faith to form a kind of psychic corridor back to the power base of the faithful.

The idea that the smaller groups of worshippers could connect to the larger faith and carry the signal forward to the conduit of that faith like radio relay towers. If war or change disrupted the reach of the original religious organization the new churches could provide their own faith for the character to draw on. Regardless, there's an incentive for them to convert new followers and set up churches wherever they go. Also giving them something on which to spend any treasure they happen to find. The rest of the party might be keen to chip in since the one character's ability to access the power of faith affects their fortunes as well. The amount of available power would drop by one level for a particular distance so the faith of a theocracy might be felt and used on the far side of a continent or even ocean while a village of believers might only provide useful power out to a day's ride away.

As a factor of belief the faith magic becomes more dependant on religion and the religious instead of the terms of a contract with a god-like creature. This changes the game and creates some new incentives for players of religious characters to play their role as proponents of their religion or religious order. These are the reasons I chose this direction for the system and setting I'm working on for my own game but I don't see why the concept couldn't be used for any other fantasy RPG. It's just a matter of tweaking the setting a little.

In this model of using the common belief of the group as a source of magic rather than a god or group of gods gives the GM quite a bit of latitude in defining the place of gods in the game world. Their existence could be a question that is not answered, which is my favourite but certainly not the best. They could be remote and uncaring like Conan's Crom with the worship of lesser beings passing unnoticed. They might be like Terry Prachett's Small Gods that draw power from the devotion of mortals and are even created by it. They could need the worship to allow them power in the world. Perhaps with enough believers they could even enter it. That makes the Cthulhu cults a little more dangerous if they can frighten or bribe or fool enough people into devoting themselves to the great old one it might show up!





NOTE: This is an updated version of the original blog post. The original had an unnecessary definition of faith that people were stumbling over. I'd rather people engage the premise than debate my use of an overly simplistic definition, so I took it out.





Thursday, 4 June 2015

Playing Boardgames Wrong!

Last week I went out to an evening with friends that revolved around playing some boardgames. There was great food, drink and a couple of copies of Settlers of Catan.

Settlers of Catan is a popular board game, largely because its design keeps almost everyone at the table in the running for the win until the last turn. It's often a close win, keeping tensions high and making it exciting to play. I love it for these things as well as the multiple levels of strategy that allow a nimble thinker to change direction and pull off a win even when it looks like all is lost. Dog-piling on the front-runner is rare, since you never can be sure who the points-leader actually is. The players tend to need each other so the game is cordial and burning someone is something to be entered into carefully.



The place where Settlers is lacking is the instructions. They are pretty terrible. There are on-line resources that are useful but you need to be careful about whether those are official rules or interpretations. The rules in the box are not helpful. My friends who hosted the evening played their first game of Catan with my wife and I. They fell in love with the game, bought their own copy and immediately introduced it to more people. What they didn't do is read the rules. They had played with us and thought they knew them. The people they taught to play learned from them so almost everyone at the party was "cheating."

It would be more accurate to say they were all playing with the same house rule. As a player of Table-top RPGs I am used to and comfortable with house-rules so after teasing them a bit for being cheaters I accepted their method and we started the game. While we were playing I was observing the mechanics of the game and thinking about how the change disrupted the balance of play. In an RPG balance is not terribly important because the lack of structure allows so many variables into the play that balance is largely irrelevant. In a board game, the structure of play is fixed. All of the options are proscribed under the rules and flow of play. The variables allowed are strictly controlled features like die rolls or card draws. The trading element of Catan is another variable, but even it has specific rules. The board is also random but its set-up is still carefully structured.



In the set-up phase of Catan where players are placing their pieces they will collect resource cards only from the second (and last) settlement piece they place. On Wednesday, players were collecting resource cards from both settlements. I resisted this cheaty method of starting the game, but couldn't form a compelling argument against their logic that this was more fun and accelerated game play.

It certainly accelerates game play, but it gives the people playing first and second a huge advantage. The regular rules temper the advantage of placing settlement pieces first by making the first players choose the territory that gets them their resources last. It also tempers the advantage of playing earlier by making certain that first couple of players have fewer resources to work with. The cheaty resources for the everything house-rule disrupts this balance completely.

Sadly, I didn't understand the effect of the rule completely until after I had won the game. At the time I was excited that I had one in spite of the house rule, but now I realise I likely won because of it since I went second.

What I've taken away from this experience is a new appreciation for the elegant design of one of my favourite boardgames. Settlers of Catan is a well-crafted experience for any group that I would heartily recommend. It is balanced and fair. Chances are when I play over at their place they'll want to play their way so all this musing only serves to increase my appreciation for the magic of the game design. I doubt it will change anyone's mind about how they play.

I've never considered board game design before. It presents some interesting challenges. Who knows? Maybe this look behind the curtain of Catan will inspire me to follow though on some crazy idea for a board game if the muse ever strikes me.