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Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Sunday, May 18, 2025

Dungeons & Heroquests

RuneQuest is not the only game I play, despite all the time I have spent writing about it and for it. Call of Cthulhu has always been a favorite of mine, and I have a scenario for it in the upcoming campaign, The Sutra of the Pale Leaves. I've written here, here, and here about my love for Nephilim, and here about Pendragon. And those are just the Chaosium games. I've blogged about my campaigns for Numenera and The Dracula Dossier, and reviewed tons of other games, including Vampire, Old Gods of Appalachia, SpireKult Divinity Lost, Vurt, Nobilis, and so on. RuneQuest and I have just been a bit stapled together since Six Seasons in Sartar appeared, and I am good with that.

Like so many Gen X brats, I actually started playing RPGs with Dungeons & Dragons. I was in the 5th grade and drafted into my public school's GATE program, mainly because I was that mutant species of weird kid who spent all his time alone writing stories. The school psychologist, who ran the program, had read in a journal about a professor of neurology who had just revised and written a new edition of D&D, John Eric Holmes. Holmes asserted that the game taught communicative and critical thinking skills, and was a way for pre-adolescents to exercise social, math, and creative abilities. So she bought a set, and assigned me the task of reading it and being the Dungeon Master for the other kids in the program. Ironically, the same school district that introduced me to RPGs would ban them just a few years later as the political winds shifted and the Satanic Panic reared its shaggy head.

I ran D&D throughout the 5th and 6th grades, expanding into the Moldvay and Cook Basic and Expert sets, and then the eldritch dweomercraft of the High Gygaxian AD&D trilogy. It wasn't until I arrived in junior high school, and joined the "D&D club," that I was informed they were playing something called RuneQuest. That was the end of D&D for me. Sort of. I would later run a little of 2nd edition AD&D, and the same copy of the Rules Cycopedia that I bought in the college book store in 1991 still sits on my shelf now. But RuneQuest, Chaosium's other titles, and an ever-expanding circle of RPGs kept me occupied for decades.

When I did peek in on post-2000 D&D it was a game I no longer recognized. I am not saying it was bad or that earlier editions were better--I don't really have a dog in that fight--but the game increasingly had more to do with Star Wars, video games, Japanese anime, and the MCU than it did with the survival horror, Conan/Elric/Fafhrd-inspired sword and sorcery game I used to run. I was, however, intrigued by the rise of the retro-clones, games like OSRIC, Labyrinth Lord, and Swords and Wizardry, which attempted to keep older editions of the game alive. As this bloomed into the OSR (another rabbit hole I don't want to meander down here), with games like Lamentations of the Flame Princess, MÖRK BORG, and ShadowDark, I found myself playing them, revisiting dungeons once again (more on the OSR and these games here).

I say all this because in my recent running of dungeon crawls once more, alongside my continuing RuneQuest campaigns, I have noticed something I hadn't noticed before. 

Dungeon crawls are heroquests, and heroquests are dungeon crawls.

Let Me Explain

Right now you are probably asking "what the deuce are you on about, Montgomery?" I'd wager the wording is a bit different, unless you actually are a 19th century upper class Brit, but that general sort of question.

As per Cults of RuneQuest, Mythologya heroquest is "a direct interaction by mortals with the divine realm of myth and archetypes...participants enter the realm of legend and myth to interact with heroes and gods, gambling precious life force to gain miraculous powers and bring back magic" (p. 14). In other words, adventurers leave behind the world they know, enter a shadowy otherworld known only through stories and legends, to risk their lives and bring back wondrous treasures.

Sounds suspiciously like a dungeon crawl to me.

"The Shadowdark," Kelsey Dionne tells us, "is any place where danger and darkness hold sway. It clutches ancient secrets and dusty treasures...daring fortune seekers to tempt their fates...if you survive, you'll bring back untold riches plucked from the jaws of death itself" (ShadowDark, p. 7). In other words adventurers follow stories and legend into the unknown, into a lost world strange and dangerous, where they are tested. If they survive, they bring back wonders. If there is any real distinction between that a heroquest, it is one of degree and not of kind.

The line gets even blurrier when you stop and consider what a fantasy RPG dungeon is... it's the underworld, one of the oldest archetypes of the Other Side there is. Journeys by heroes into the underworld are so common we have a name for them, "katabasis." In classical mythology, the ability to enter the underworld and return is the very definition of a hero. Aeneas enters the underworld seeking knowledge of the future. Ovid describes Juno descending into underworld, reminding us of Inanna/Ishtar doing the same. Ovid also famously describes Orpheus entering the underworld to try and bring back his dead wife Eurydice, as did Indra to bring back the Dawn (also the goal of Orlanth and the Lightbringers). Heracles enters the underworld as his 12th labor, Pwyll entered in Welsh mythology, and so on. We can argue that the Shadowdark (my new favorite term for the fantasy dungeon) is not literally the world of the dead, but it is a lightless realm where death waits. Even the grandfather of all RPG megadungeons, Tolkien's mines of Moria, blur the line between mundane and myth. In those lost halls the fellowship encounters the Balrog, "a demon of the ancient world," a mythic divine being, and against it Gandalf falls only to return from the dead, much as Jesus did after his descent into hell.

Again, differences of degree, not of kind.

Old Tools, New Uses

As I started replaying old school dungeon crawls alongside RQ, it started to change the way I ran and constructed heroquests. In both Six Seasons in Sartar and The Company of the Dragon, I presented rules for heroquesting. But by the time I wrote a full heroquest chapter for The Seven Tailed Wolf, something had changed.

I had added a map.



I had gotten into the habit by then of making maps for my OSR games, something I have always found immensely stimulating to do. And doing this drives home the difference between a dungeon crawl and a story-oriented game. The latter is a linear thing, in which scene 1 is followed by scene 2, then scene 3, and so on. The characters are simply moved down the line through each. The pejorative term is "railroading." But in the former, each room of the dungeon is, in fact, a "scene." It has a setting, it has characters (NPCs and monsters), it has challenges and stakes. The crucial difference is that it isn't linear. Whether you turn right or left decides whether you walk into the goblin lair or down the hall with the pit trap. Both are scenes, but this time the adventurers have to make a choice and those choices have genuine consequences. Pick the southern passage and you stumble right into the lost shrine of the relic you were seeking. Just fight the final boss and it's yours. Go north or west, however, and you encounter a half a dozen other scenes, wearing you down, making the final boss encounter--if you even live to arrive at it--all the harder.

In The Seven Tailed Wolf I introduce the myth of the founding of the Haraborn vale. The Black Stag arrives at this mountain valley and falls in love with Running Doe. He proposes marriage, but she refused. The valley is the hunting ground of the Seven Tailed Wolf, and she will not marry and have children just for the Wolf to eat them. So the Stag vows to drive the Wolf off, and along the way (just as Dorothy Gale and Momotaro did) he meets others to aid him in his final battle.

This could be run as a story. Scene One, the characters meet Running Doe and vow to fight the Wolf off. Scene Two, they meet the Weaving Sister, and need to recruit her. Scene Three they meet the Night-Winged Bird. Scene Four, the strange hairless beast that walks upright. Scene Five they encounter the Hissing Wyrm, and so on.

Yet it is all much more interesting if you throw away the linear script, and spread the scenes out like rooms in a dungeon. After they make their vow to Running Deer, what next? Do they seek out the hole where the Weaving Sister lives? Do they scale the high cliffs to find the Night-Winged Bird? Do they follow the stream to the Field-Not-Yet-A-Hill? Or do they simply go straight to meet the Wolf head on, not bothering with allies? They have options now, and they have agency. Their choices shape the narrative.

And that is all fairly simple. Old school games had tons of dungeon building tools that can make heroquests more interesting. 

For example, think about the "secret door." The Weaving Sister lives in the Riddle, a sacred Earth temple which earlier in The Seven Tailed Wolf we learn was the place where Ernalda would come to speak with her aunt, Ty Kora Tek. Here they would talk and sing songs to each other, Ernalda just outside the Riddle, Ty Kora Tek just within. Imagine setting up this up as a hidden scene. When encountering the Weaving Sister, if one of them sings into the Riddle into opens a new path into the Ernalda/Ty Kora Tek myth. There they can meet Ernalda and perhaps get additional magic to fight the Wolf... but only if they answer Ty Kora Tek's riddles first. It is a separate myth, and has nothing to do with the Seven Tailed Wolf myth, but the Riddle links both. Maybe the adventurers never think to try singing into the Riddle and never find the other myth. That is fine too. It's a secret door.

Another interesting notion is the "wandering monster." When traveling from one scene to the next, they might encounter beings that have nothing to do with the myth they are exploring. Maybe they find a party of other heroquesters, and now either have to ally with them or compete. Maybe they come across beings from other stories, Broo from the Devil's legion, the dead who are wandering lost an aimless, etc. Setting up a random encounters table appropriate to the Age the adventurers are exploring is a fun way to liven up the game.

Finally, don't be squeamish about letting them get lost. The adventurers find a path up the mountain side, but it forks. Go right, and they eventually come to the Night-Winged Bird and are on the right track. Go left and they arrive at the Dragonewt nest of High Wyrm, and enter a draconic myth. Getting lost was a big part of old school dungeon crawls.

Mythology is a terrific resource for all of this, especially the Mythic Maps. Imagine the adventurers are in the Golden Age, pp. 86-90. They are seeking Aldrya's Tree. While crossing the Yellow Forest their choices might take them to Oslira who has already been tamed and redeemed, or face-to-snout with Sshorg the Blue River, itching for a fight. These are neighboring locations on the map, and two very different scenes. 

So the next time you are running a heroquest, trying drawing an old school map of it first. Be devious. Give it lots of choices and directions, dead ends and wrong turns. Detail each scene like you would stock the room of a dungeon, then let the dice roll and the games begin. 


Saturday, September 17, 2022

The Media has a Dungeons & Dragons Problem

THE OLD ADDAGE tells us "lightning doesn't strike twice." Tell that to Dungeons & Dragons.

Created by Dave Arneson and Gary Gygax and published back in 1974, there is something about Dungeons & Dragons, or "D&D," that repeatedly makes it the focus of moral panics. It might have something to do with it being an entirely new kind of art form. There is a portion of the general public that cannot wrap their brains around role-playing games, of which D&D was the first. Things people don't understand, they fear.

In the 1980s it was the Right obsessing over the game. Frequently (and erroneously) blamed for suicides, murders and depression, in 1984 quoting a police chief the Omaha World Herald wrote:


[Dungeons & Dragons] appeals to very intelligent people, who use their imagination to manipulate characters and work through a series of mazes to achieve treasures and avoid falling into the dungeon. "My undertstanding [sic] is that once you reach a certain point where you are the master, your only way out is death," Stallcup said. "That way no one can beat you."

Obviously the only thing the article got correct was that D&D appealed to intelligent people.

The next year, American media company Knight-Ridder was covering attempts by a group called BADD ("Bothered about Dungeons & Dragons") and published the following little gem:

"Dungeons & Dragons is essentially a worship of violence," said Dr. Thomas Radecki of Champaign, Ill., a psychiatrist and chairman of the National Coalition on Television Violence in Washington, D.C. "...Talk to people that have played it. It's very fascinating. It's a game of fun. But when you have fun with murder, that's dangerous. When you make a game out of war, that's harmful. The game is full of human sacrifice, eating babies, drinking blood, rape, murder of every variety, curses of insanity. It's just a very violent game."

Shortly after this, of course, the same criticisms would refocus on video games, a narrative that continues to this day. Suffice it to say I have my doubts Dr. Radecki ever actually saw the game played. While some of those things do exist in D&D, they are also literary staples. You could find all of that in the Bible. More to the point, because those things might exist in the game it didn't mean D&D was condoning it. My feeling on the subject is best summarized by British occultist Aleister Crowley, who quipped "the world of magic is a mirror, wherein who sees muck is muck." The same is true of any art.

In 1986 the Richmond Times-Dispatch, under the headline "Game Said to Inspire Mind, Raise Satan" quoted Republican candidate for state attorney general Winston Matthews:

D&D teaches Satan-worship, spell-casting, witchcraft, rape, suicide and assassination.



This was at the start of the full swing "Satanic Panic," and literally hundreds of media articles would soon follow associating D&D with black magic and the Guy Downstairs. It became such a popular drum to beat that even 60 Minutes got on the bandwagon.

Now as I said, some of this had to do with people who didn't really understand what the game was. On the other hand, I think we could also say these criticisms came from people who could not fully separate fantasy from reality. D&D was, and is, a game. An entertainment. More to the point, it is a fantasy. Aside from elves and dwarves and orcs and dragons the game often featured a black and white cosmology where gods were real and concepts like Law, Chaos, Good, and Evil were concrete realities. This is not the world we live in. 

Well, not the world rational people live in.

But before we cluck our tongues at the silly right-wing religious nuts and their inability to separate make-believe from real life, the exact same thing is happening to D&D again these days...and this time it is coming from the pearl-clutchers on the Left.

Two days ago Gizmodo published an article "Why Race Is Still A Problem In Dungeons & Dragons." This is just the latest of a very long series. Last month the UK Independent asked "Can Dungeons & Dragons banish its racism problem?" Last year ComicYears informed us "Dungeons & Dragons Has A Race Problem They Aren't Doing Enough To Fix." And Wired told us in 2020 "Dungeon & Dragons' Racial Reckoning is Long Overdue."

The crux of this argument, if you can call it such, is summed up in the Gizmodo piece as "Racial bioessentialism is a core design crutch for Dungeons & Dragons." Bioessentialism is basically the idea that biology plays a larger role in identity than culture, socio-economic status, or environment. The article quotes Wizards of the Coast, the current publishers of D&D, who are trying to respond to the criticism:

“throughout the 50-year history of D&D, some of the peoples in the game—orcs and drow being two of the prime examples—have been characterized as monstrous and evil, using descriptions that are painfully reminiscent of how real-world ethnic groups have been and continue to be denigrated.” 

The article goes on to say:

With this one statement, WotC confirmed what most people already knew; that the fantasy of race in Dungeons & Dragons is sometimes racist in a way that reflects the racial dynamics that continue to oppress people of color across the world. To depict an entire group of people as “monstrous and evil”–e.g. because orcs are born to orc parents, they are evil–is the very definition of racial bioessentialism. To do so, even in fiction, is reductive and monolithic, and encourages real-world stereotyping at the expense of the racial “other.”

It is hard to know what to say to any of this, and what is truly remarkable is that D&D once again seems to be dealing with people who do not understand the concept of fiction. Yes, D&D had human sacrifice and devils and demons...but that did not mean it was encouraging such things. They were fictions within a story. And yes, D&D has malevolent beings. But so does folklore, and this is a game based in folkloric roots. Goblins and kobolds (both found in the game) date back in the English language to at least the 12th century, where they are described as wicked and evil entities. Dark Elves, the inspiration for the Drow mentioned above, are described in the Norse Eddas as being blacker than pitch and wicked. This was not a racial slur. The Dark Elves were "black" because they were the personifications of the underworld and night. 

D&D is a game with unicorns and dragons and gods and devils...things that do not exist. More to the point, many D&D campaigns assume the existence of moral qualities as concrete cosmological forces, just as Tolkien did. Good and Evil are as as real in these settings as heat and light...and that is why we call it fantasy. Orcs are not evil just because they were born to orc parents. They are evil because this is a fantasy game where evil is personified.

And in a case of history repeating itself, D&D is backing down. Back in 1989, the second edition of AD&D removed all references to devils and demons, assassins, thieves, and whatever else the morality police objected to. Today they are doing it again by capitulating once more. When the 3rd edition of D&D appeared in 2000, enough sanity had returned to the world that the devils and demons were put back in. Hopefully twenty years from now sanity will return again   

Are there people who will look at Orcs--as they have with Tolkien--and see real-world racism in them? Sure, but these are the people Crowley was talking about. They look in the mirror and see only what is in themselves.


Hat tip to Chris Higgins who wrote an article back in 2012 referencing one of mine. It gives a lot fuller treatment of the "D&D panic" of the 80s than I do here.




Wednesday, November 19, 2014

NUMENERA; A REVIEW

1. When a distinguished but elderly scientist states that something is possible, he is almost certainly right. When he states that something is impossible, he is very probably wrong.

2. The only way of discovering the limits of the possible is to venture a little way past them into the impossible.

3. Any sufficiently advanced technology is indistinguishable from magic.

Arthur C. Clarke, "Hazards of Prophecy: The Failure of Imagination"




TOWARDS THE END OF THE 1960s, Arthur C. Clarke and Isaac Asimov were sharing a New York City cab.  Alongside Robert Heinlein, both were considered part of the Holy Trinity of science fiction writers, and often asked which of them was the best.  In the back of that taxi, the pair found an elegant solution, and the so-called "Treaty of Park Avenue" was drawn up between them.  Clarke would ever after insist that Asimov was the best, while Asimov would always insist his superior was Clarke.

Despite this, the two had their differences.  Asimov, for example, drew a firm line between "science fiction" and "fantasy."  The first, he insisted, was grounded in science and dealt with the possible.  The latter, centred purely in the imagination, dealt with the impossible.  But Clarke, perhaps in part as a play on Asimov's famous "Three Laws of Robotics" issued Three Laws all his own.  The first of these, I like to think, was a tongue in cheek jab at his friend and rival;  "When a distinguished but elderly scientist states that something is possible, he is almost certainly right. When he states that something is impossible, he is very probably wrong."  He finished with the famous and oft-quoted assertion that "sufficiently advanced technology" was indistinguishable from "magic."

No other role-playing game has ever embraced Clarke's point-of-view as deeply as Monte Cook's Numenera.



A bit like Clarke, by 2001 Cook found himself in a Holy Trinity of RPG designers.  Alongside Jonathan Tweet and Skip Williams he was tapped to design the d20 3rd edition of Dungeons & Dragons, writing the Dungeon Master's Guide.  If you weren't familiar with his name from Champions or Rolemaster, or from his days at TSR writing books for the Planescape line, you couldn't be a gamer and escape it in the wake of the d20 system's ubiquity.  Despite my own antipathy for the system, I liked Cook's work in it.  His translation of Chaosium's Call of Cthulhu might have been (to me) completely unnecessary, but he pulled it off brilliantly.  Likewise his take on White Wolf's "World of Darkness" was inspired.  By the end of the decade he was bit of an RPG "rock star," and it was no surprise that when he turned to Kickstarter to generate capital for a new project called Numenera, he raised more than 25 times his goal of $20,000.  Cook has that sort of name recognition and fan base, and Numenera is the perfect example of why he deserves it.

Depending on whether you lean towards Asimov or Clarke, Numenera is either a fantasy or a science fiction RPG.  Set a billion years from now, Numenera is about the peoples of the Ninth World.  At least eight previous worlds have risen and fallen back into obivion, each over a cycle of hundreds of millions of years.  Some of them left behind orbital satellites to bathe the world in a massive datasphere.  Some of them terraformed, and then re-terraformed, the planet.  Some of them were the centres of vast, interstellar empires.  Some of them mastered the fundamental laws of physics and played with them like toys.  Some of them created the nanotechnology that now invisibly swarms across the planet. Some of them explored other dimensions.  Some bioengineered new forms of life.  And several--if not most of them--were not even remotely human.



Now, inexplicably, humans have returned to the Ninth World, though no one can say from where.  Spread thinly across part of the planet in a quasi-medieval patchwork of kingdoms known as the Steadfast--and some in a wilder region known as the "Beyond"--the humans of the Ninth World dig through the ruins of the ancients collecting "numenera," a catch-all term for any and all of the wonders of the past.  They are guided by the Order of Truth, a "church" of sorts led by the Amber Popes and dedicated to improving the human condition by learning the secrets of the old worlds.

If you close one eye and look at Numenera from the right angle, this is all pretty generic fare.  Medieval kingdoms built on the bones of ancient, wondrous empires, bold adventurers combing dangerous, monster-filled ruins for treasures...we've seen this a thousand times before.  Even the three core character classes--the Glaive, the Nano, and the Jack--look pretty much the same as the Warrior-Mage-Rogue archetypes from other games.  Numenera looks the same as any fantasy RPG.  But shift a few steps an take a look again.  Suddenly Numenera starts to look like a post-apocalyptic future.  Move a bit further and it looks like weird horror.  From another angle, an almost Roddenberrian game of hope, wonder, and exploration.  It can be used any of these ways.  It is at its best when used in all these ways.

Which brings us back to Clarke's laws.  That desert hermit, mumbling to himself?  With hand gestures and incantations he can bring a rain of fire out of the sky.  Is he activating the clouds of nanotech machines swarming through the air?  Is it some form of pyrokinesis caused by a mutation in his brain?  Does he channel extradimensional energies?  In the end it is simpler just to call it what it is; "numenera," the same as the Doctor's TARDIS, the Monoliths from 2001, or the "killing words" of Dune.  This is tech so far beyond us it looks like magic.

So what is the game about, then?  How does it work?

Numenera is a game of discovery, where experience points are handed out for uncovering wonders rather than killing enemies.  It operates around a simple d20 roll and a difficulty scale running from 1 (ridiculously easy) to 10 (practically impossible).  When a character wants to attempt an action, the GM assigns a difficulty, and the player needs to roll equal to or above that difficulty x 3.  For example, a chasm might require a Difficulty 4 Might roll to jump across it.  Multiplying by three gives us 12, and the player needs to roll that number or higher.

What then about Difficulties of 7, 8, 9, and 10?  You can't beat those on a 20-sided die.

Characters have three core attributes; Might, Intellect, and Speed.  They also posses special abilities and skills.  Skills can lower a Difficulty one or two steps, reducing a Difficulty 5 task to 4 or 3.  Certain abilities and pieces of equipment can lower a Difficulty as well.  Or, the player can chose to use "Effort," spending points from his attribute pool to lower the Difficulty.  This can be risky, because your attribute pools serve as your "hit points" as well.  The amount of Effort you can spend, and how much you must spend, is ruled in part by your Tier (level).  A lower Tier character needs to spend more Effort to lower a Difficulty by a single step; a higher Tier character can spend less Effort to lower a Difficulty a step, and can lower Difficulties by multiple steps.  It is a simple, flexible, and very elegant mechanic.

Combat, incidentally, works the same way.  Your opponent has a level from 1 to 10, which determines the basic rolls you need to strike and defend against it (again, level x 3 modified by unique NPC features).  In Numenera, the GM never touches the dice.  All rolls are made by players.  Damage is fixed by weapon type (Light, Medium, or Heavy) and reduced by armour.  A roll of 17 adds +1 to damage, 18 adds +2, 19 adds +3, and 20 adds +4.  19s and 20s can trigger special effects as well.  Naturally, a character's abilities affect combat and damage as well.

One of the finest features of the game is that it is "player-facing."  The GM, as mentioned, never rolls dice.  Instead, Numenera uses a mechanic known as "intrusion."  The GM is allowed to make things "happen" that normally would be handled by a roll.  Do the palace guards hear the sounds of the player characters breaking in?  Does the ancient bridge collapse under the character's weight?  Does the device the character is carrying suddenly malfunction?  The GM can invoke any of these effects--any effect she needs to further the plot or make things more interesting--but for a price.  The character affected by the intrusion is given two experience points immediately...one to keep for himself, and one to award another party member for any reason.  Or, he can refuse the intrusion, and pay an experience point back to the GM.  Between this mechanic, and the ease with which NPCs and creatures can be extrapolated using the simple 1 to 10 scale, Numenera eliminates the heavy lifting other games saddle the GM with and lets her concentrate on moving the story along.

Character creation is another excellent feature of the game.  It basically works out to a simple sentence in which the player picks the noun, the adjective, and the verb; "I am a (adjective) (noun) that (verb)."

The noun is the easiest; it's the three "classes" I mentioned above.  There are the warrior Glaives, the mage-like Nanos, and the roguish Jacks.  Each gets special abilities to chose from each new Tier, as well as a base pool of points for Might, Intellect, and Speed.  Each archetype comes with options to personalise the character choice.  

The adjectives are things like "Charming," "Graceful," or "Strong-Willed" that bestow a package of bonuses, skills, flaws, equipment, and connections to the setting.

Finally, the verbs are things like "Bears a Halo of Fire," "Controls Beasts," "Explores Dark Places," or "Masters Weaponry."  These are professions, super-powers, or character motivations that grant a suite of additional abilities that increase each Tier, as well as a wealth of character shaping details and extras.  

Thus, a Numenera character might be "a Clever Jack that Works the Back Alleys," "a Rugged Glaive Who Howls at the Moon," or "an Intelligent Nano Who Commands Mental Powers."  These three lenses come together to create detailed and interesting characters.

What Cook gives us then is a streamlined and very modern "D&D" with an Arthur C. Clarke twist.  Much of what characters do--explore ruins, discover treasures, fight hideous creatures, navigate local politics--happens in other RPGs, but Numenera's focus never leaves the theme of wonder, of weirdness, of discovery.  Whether it is science fiction or fantasy depends on how the group approaches it, and it's unique setting allows the GM and players to shape the world to their tastes.  Already with a strong line up of supporting products, Numenera is a far future game with a bright future ahead of it.

Go see the Numenera page here.

  

  

     

  

  

  

    
   














     

Sunday, May 25, 2014

THE 13th AGE: A VERY MINI REVIEW




Imagine you took a stack of 4th Edition Dungeons & Dragons books, a few of the old school TSR "basic" D&D products, and a heap of indie games like FATE and The Burning Wheel and tossed them all in Seth Brundle's teleport pod from The Fly. Once the smoke cleared, and all the DNA was scrambled up together, you would have a copy of The 13th Age sitting there.

I was a very vocal critic of the d20 system when 3rd Edition D&D first reared its ugly head. Mechanically it was just a rehash of Jonathan Tweet's Ars Magica with all the good stuff taken out and a d20 shoved in. D20 was a love letter to the obsessive rules lawyers I have kept from my gaming table for over thirty years, and with the revised version's insistence on moving miniatures around and counting squares it went from bad to worse. Despite this, I knew the game would succeed because A) it had the D&D name and B) they very cleverly made the rules public so that everyone could adopt it and cash in on the D&D name. When the 4th Edition appeared, it became painfully clear to me Hasbro wanted a miniatures battle game instead of an RPG. The system had migrated as far from the spontaneous, free-wheeling fun of the original game as you could possibly get; everything was options from a menu rather than player contribution.

So when I heard that Tweet (the lead designer of 3e) was teaming up with Rob Heinsoo (the lead designer of 4e), I expected more of the same. Instead, I got a new d20 fantasy RPG that was dead sexy.

Let's be clear; this is another Dungeons & Dragons. There are Clerics and Fighters and Barbarians, there are Chromatic Dragons and Owlbears, there are levels and hit points and feats. And Drow. These days you gotta have Drow. And since this is basically a game that takes 4e, strips it down, and runs with it, I am not going to linger too much on the rules except for what The 13th Age brings to the table.

Let's start with the Icons.

The game has a very loosely described setting (the Dragon Empire) populated by 13 loosely defined uber-NPCs known as Icons. Their names read like a Tarot hand; the Elf Queen, the Archmage, the Prince of Shadows, the Lich King, etc. In a sense, these are the Elminsters and the Gandalfs and the Elrics of the setting. But they aren't...they really aren't. First, they are loosely described so that the GM and the players can define them for the kind of world they want to play in. Your Dragon Empire could be Asian and the Archmage could be Quan Li the Emerald Seer. Or it could be faux Roman with the Archmage as Ipsissimus Magnus. It's your world. Second, the Icons exist solely for the purpose showcasing the player characters and giving them adventures to play in. Here's how;

During character creation, PCs get 3 relationship points to assign to the Icons of their choice. They could assign one point to three Icons, or three points to one, or one to one and two to another. They also get to decide if the relationship is Positive, Negative, or Conflicted. Each point represents a d6, and these relationship dice are rolled at various times to see if the players and Icons cross paths somehow (directly, through influence, or minions). A roll of 1-4 means no interaction, a 5 means an advantageous interaction with some complications, and a 6 is a beneficial interaction. Usually these dice are rolled at the start of a session.

What does this mean? Think of Bilbo in The Hobbit. He starts off with a relationship with Gandalf (aka the Archmage). This relationship exists solely to get Bilbo into adventure. Gandalf isn't there to steal the scenes and be the hero, he's there to make Bilbo the hero. Likewise, Frodo starts off with a relationship with Gandalf (the Archmage), Aragorn (the Emperor), and Sauron (the Lich King) and they all exist solely to propel him through his epic quest. The Icons are plot engines that connect the characters to the world and the story. They tell the GM what kinds of stories they want to play based on the Icons they pick. Do players ally with the Priestess and against the Crusader? The campaign might be a conflict between the gods of light and dark. Do they ally with the High Druid and against the Lich King? A sage of life versus death. With the Emperor and against the Orc Lord? Civilization versus barbarism. The Icons help the players define their tale.

Second, on top of picking a race and a class and all the d20 standards, PCs pick a One Unique Thing. This is something that makes the character special. It can be anything, but if it is a power it has to be something interesting and non-combative. It can even be something that changes the setting. "The stars sing to me and sometimes whisper the future," is an example of an appropriate power. "I have a clockwork heart forged by dwarves," is an interesting feature that may be explored down the road. "I am the last of the Dark Elves" is one that changes the entire setting. This is another way that character creation makes the world the players'.

A final way character creation empowers players is the abandonment of skills from a list in favor of Backgrounds. Players don't put points in Athletics or Stealth or History, but create backgrounds they can assign points to. A Fighter with "Emperor's Elite Guard +3" would be able to use that bonus for a range of things, from etiquette to area knowledge of the capital city. A Rogue with "Iron Sea Pirate +5" knows how to sail, but also uses his bonus in dealing with other buccaneers. The players create and name these backgrounds, and again shape the world. Did we know the Emperor had an elite guard? Now we do. Were pirates common on the Iron Sea before? They are now.

This flexibility runs throughout the entire game. The setting is left vague, waiting to be filled in. The races and classes have mechanical functions but are again left open to be fleshed out. There are Clerics, but we know nothing about the gods. There are Dark Elves and Wood Elves and High Elves, but we don't know what separated the races (or in a strange twist, why they still all bow before the Elf Queen). All this waits for you to decide.

I don't want to get into classes too much, but I should point out that every effort has been made to step back away from 4e, where every class was essentially the same, with at-will, once per battle, and once daily powers. Elements of this remain, but now playing a Barbarian is a very different experience from playing a Wizard. Every class has feats, but they also have unique features and mechanical differences that set them apart. I mention the Barbarian and the Wizard specifically because they are at opposite ends of the complexity spectrum. Barbarians have talents that enhance their ability to do and take damage, Wizards have spells and cantrips that cover a wide range of possibilities, and these are flexible enough that they can be tinkered with or altered on the fly. Play a Wizard if you want a wide range of choices in combat and like improvisation. Play a Barbarian if you just want to hit things. Each and every class has a unique "thing" or two, a clear rejection of 4e's design philosophy.

Combat is also retooled. The grid is gone and minis are optional. It's a role playing game again, not Warhammer Fantasy Battle. You are now engaged or far away, intercepting, in front, or behind, the way D&D used to be. There are still 4e elements, like being "staggered" (bloodied) at half your hit points and having "recoveries" (healing surges), but battle is faster and more fluid. In part this is because player's do more damage; weapon damage now scales up (a d8 weapon does 3d8 damage in the hands of a 3rd level character and 8d8 in the hands of an 8th level). But the real cause for joy is the escalation die.

The escalation die is a d6. It is set on the table during the second round of combat, showing a "1." That one is added to all the attack rolls of the players (only the most powerful and lethal monsters, like dragons, receive a bonus from it). Each round it goes up by one, so that in round seven forward players receive +6 to attack rolls. This does all sorts of things. For example, casters who opened up early with the big guns like "fireball" in older d20 games might now play for time to get the bonus. Second, the way monsters are now weighted they start with the advantage at the start of the battle, and the heroes slowly rise to the challenge. There are all sorts of powers--on both sides--that old get activated by certain numbers on the escalation die. It adds a dramatic arc to the game.

Speaking of monsters, there have been innovations there too. The game now includes mooks, a bit like 4e minions. Basically the mook version of a monster is now a swarm of five. For example, a Dire Wolf has 80 hit points; the mook version is a pack of five Dire Wolfs with a combined total of 80 hit points. Every sixteen points of damage kills one off. Another innovation for the GM is that special monster attacks are "triggered" by the attack roll, rather than being chosen. Take the Chimera, for example. The Chimera has a fang, claw, and horn attack that does a certain amount of damage, but on an attack roll of 14-15 the target is also dazed by a head butt from the goat head; on a 16-17 extra ongoing damage is inflicted (bleeding) by the lion's raking claws; on an 18-20 it gets an additional fiery breath attack from the dragon head. GMs don't have to chose tactics, and the monsters play themselves.

A final point to be made is how The 13th Age handles experience. Experience is a potent tool because it motivates player behavior like nothing else. In D&D variants were most XP comes from treasure, players will practically crawl over each other's bodies for a gold piece. In versions were most experience comes from killing things, player characters will pick any fight they can. Numenera, Monte Cook's latest RPG, rewards XP for discovering relics of lost worlds, making exploration the focus of the game. The 13th Age has a novel approach as well; it doesn't offer experience. There are no experience points in the game. Players level up automatically after completing stories, or reaching a dramatic pause in an ongoing tale. 

This is very much in keeping with the spirit of the game. Players are free to pursue their own agendas and stories without having to focus on killing things or grabbing treasure. A character can do these things, but a PC can be a Cleric or Monk with a vow of poverty or even pacifism if he or she wishes and still level up. 

So in closing, if you had asked me awhile back what I would think of about a game designed by Heinsoo and Tweet, "sexy" would not have been my response.

But hot damn it is now.