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

Friday, 28 August 2020

A Dice Mechanic for Goose-Gold and Goblins

 Here are the older posts on Goose-Gold & Goblins;

Intro

Char Gen 

Crappy 1st attempt at Shinto

Shinto in Cumbria 

A World Without Violence 

Monster Brainstorm 

Goose-Gold & Goblins 


On twitter, @spookymeal did this charming illustration;


Now on to the prime reason for this particular post;

I hate designing games, I am terrible at it.

However, Goose-Gold & Goblins requires some kind of dice mechanic to power it, so I will have to either come up with, or, more likely, just pirate something. 

Hence this blog post, in which I appeal to my audience for assistance in either creating, or just stealing, a mechanic to power the game.

Since my desired result is very simple, the constraints which lead to it are rather complex. I will lay them out here.



ROLL AGAINST/ROLL UP


After reading this illuminating series of posts from Dreaming Dragon Slayer;


In which he runs very simple D&D with his kids, I have been converted to his way of doing things;
The GM, (presumably the parent), rolls one die, then the player (presumably their kid) rolls another and tries to beat the parents roll.

Kids seem to really like rolling "to beat the dm", which I suppose counts for more if the DM is your dad.

I only want singular rolls, one die rolled against one number and you know the number you are rolling for, its open, right there on the table and you roll yourself, the roll is obvious, then you win or lose.
I know binary yes/know results might sound rough on kids but they are much easier to process and understand than more complex "you kinda win but sort of lose a bit" results, and hopefully GM advice and game process can help GooseMasters produce results which respect the nature of challenge and failure but which don't crush the spirit of the players.




NO MODIFIERS EVER!!!


Even if modifiers are small they are generally bad, especially for a Kids game. So leaving them out would strongly suggest improvement via die *size*. Having a bigger die to roll is immediately visible and *tangible* to children.

However, the complexities of the various probability curves are somewhat beyond me.



STANDARD DICE ONLY


Don't get me wrong the idea of producing a custom set of Zocchi dice, including a GooseMasters D7 with a rabid raging Goose in place of the 7, is tantalising.

Building the intermediate dies into the game also provides more granularity.

BUT, I want the game to be as accessible as possible, which mean no Zocchi.




MY IRRATIONAL DESIRE FOR A D20


I really like the probability curve of the D20, especially the fumble and crit results, they are just rare enough that the world still has a feeling of general verisimilitude but *just* possible enough that its worth taking a swing at even an unlikely result.

For me the probability cuve of the D20 with the 5% crit/fumble likelihood helps to create a lot of the storybook, slightly hectic, dangerous but slightly farce-like texture of a D&D world.

Go up the die sizes and I would say you generally get more "pseudo-naturalistic" results. Go down and I think you get something a bit lighter, more storybooky.

obviously my desire for a d20 curve conflicts totally with all of my other constraints.




SUPPORTING PCS WORKING TOGETHER


The idea of players being able to help each other, if that is diagetically appropriate, is pleasing to me.
Do I want it to be; you roll, and if you don't win, your friend can also add their roll (if they can think of a way to help)?

Or - you both roll together?

I think probably doing it sequentially is best? Its simpler.

The question of what to do if the GooseMaster rolls a 1 is still there. If we assume only single die then its always possible a player could also roll a 1. But if we are allowing 'assists' then if the players know the GooseMaster has rolled a one, if they can get help then they can roll without risk as they have two dice?

Maybe that's ok? How soft do I want to be here?











HOW TO DEAL WITH COMPLEX EVENTS??

What about complex interacting things which would otherwise use modifiers??

Presumably some classic OSR/Apocalypse World advice/guidance on when to roll, how to describe situations and arrange challenges etc would be appropriate and could cover this ground?



HOW TO DEAL WITH ADVANCEMENT?


Hopefully most of it should be tied into diagetic elements like additions to your house, improved resources, Goose-Gold (obv) wider alliances etc.

Otherwise the only advancement is hey - get a bigger die for this quality.




HOW DO THESE INTERACT WITH STATS?


Are my concepts for qualities awful? I kinda suspect that they are;

YOUNG or OLD
STRONG or DEFT
BIG or SMALL
NOTICE or ACT
THINK or FEEL
COURTEOUS or BOLD
ESCAPES –

Not necessarily bad for character *creation* but how do you meaningfully roll for being "Old"?
Likewise, the Courteous/Act axis makes sense for character creation and gives a decent image of a person but would I be better just ripping of Ryuutama with STR, DEX, INT and SPI.

What would a kid understand?

Its body parts isn't it? Because you learn to name those first in rhymes.

BIG & SMALL could stay perhaps, with BIG being used as STR and SMALL being used for stealth rolls, sneaking and hiding.

YOUNG or OLD could maybe stay, with YOUNG giving you more Escapes, and Old being a kind of magic-using, book-using score. Like you roll your 'Old' die to do magic and use books.

Also the idea that your Grandma can just naturally do magic seems appropriate, so if you are playing *as* your Grandma, or *a* Grandma, then knowing magic seems reasonable.

HANDS and FEET could be Dexterity, or deftness, or Skill, vs Speed.

CLEVER HANDS or FAST FEET? Is being able to move fast a reasonable exchange for all the ways hands can be useful?

COURTEOUS or BOLD - don't know if I want to put in a 'behaviour' stat, but I feel like this could work?

Maybe QUIET or LOUD? But that steps on using SMALL as a stealth die.







Other questions;

>> SHOULD I CHANGE OR REMOVE THE STATS


>> SHOULD I TRY TO RETAIN AS MUCH 'BACK-COMPATIBILITY' AS POSSIBLE TO KEEP THINGS OPEN TO THE BX-COMMONS?


Prospective GooseMasters, I leave the comments open for the no-doubt overflowig wisdom of your replies.

Friday, 17 July 2020

Goose-Gold & Goblins

My 'Soft D&D' OSR-alike has a provisional name; (see above)

Intro 
Char Gen
Crappy 1st attempt at Shinto
Shinto in Cumbria
A World Without Violence
Monster Brainstorm

Anne-Lise and The Goose Witch SFA Drawing Illustration Canvas _ Etsy


Reasoning On The Name


Opening structure is that of course it has to be a "This" ampersand "This" name, and it has to alliterate. Preferably it has the same number of syllables, so that's accomplished.

It’s not a double trochee though. GOOSE GOLD & GOBlins vs DUNgeons & DRAGons. There is just no way that either of the single syllable words of GOOSE or GOLD could ever be pronounced without the magnificence of a hard stress.

The Goblins are the easiest part to explain. I wanted something emblematic of D&D (see my previous post) and Goblins are a perfect fit for my idea of this game. They are non-trademarked so I can't get sued. Everyone has an idea of what they are, so no problems with recognition. And they fit real nicely into a non or less violent OSR style game as they are famously full of tricks, deceptions, mischief and hammery. They also make relatively good opponents for child PCs.

But GOOSE-GOLD? That will take some explaining.

Firstly, imagining the game to start with being based around a static community (if PCs "grow up" somewhere and have to deal with the same people and relationships over time they are more likely to invest in them and a lot less likely to be sociopaths as they can't just move on and escape the results of negative actions), I want there to be a pastoral or farming-esque Honobono element. Something from the home or the farm.

However, I also want it to be interesting and fun, and to sound cool. Which, unless you know a lot about farming, it’s hard to find that. Plus it also need to start with a "G" and have no more than two syllables.

I settled upon Geese, and as "GOOSE" has a stronger sound, and matches well with "GOLD", I picked that.





Geese As Nuclear Weapons


In Goose-Gold & Goblins, Geese themselves are both the primary treasure, the sought-for item of the early game, and also poses a monopoly on the use of force.

I will explain all this later on.


The geese of the Capitol by Henri-Paul Motte, 1889




Family, The Honobono Thing


Game starts, your Mum is sick and the Geese are missing.

(Oh and Dad is busy, missing, drunk or dead).

Lets assume you are all from the same family, or are close friends of the family. rothers and sisters likely.

Why?

I imagine the game being played including children, and maybe including parents and children. All being siblings in a family solves a lot of the decision paralysis and 'why are we doing this' stuff from sandbox games, or from people experiencing sandboxes for the first time and gives you a solid relationship in a way immediately intelligible to children, or anyone.

In a wider sense it embeds you in the village/community and gives you something to defend (your mum) and a place to adventure from.

Probably not the only way to play the game but a good opener.

(Could steal from Chris McDowall and say the family is in debt to the Vampire Bank).




Arthur Rackham



Freedom And Violence


is it even really possible to create a game with the levels of freedom, challenge and object orientation, with a genuine risk of loss or death, and not have it turn into violence?

Probably, maybe it is.

The means I am using to do this are;

> 'Set and Setting' (like Ryuutama) - the art, background, aesthetic, the way the world is described. Like in storygames this would also have a meta-effect as Goose-Gold & Goblins would be known as the 'less or non-violent' OSR-like game, and that would affect the people who bought and ran it and the kind of culture they created around themselves.

> Options available - so no specific weapons even allowed for starting characters, or accessible in the early game.

> Nature of opponents - they will almost never default to violence, using tricks and bullshit first.

> Any possible violence is clearly 'warning ringed' or 'escalation ringed', its very hard to get close to anything that might kill you without being warned multiple times. Hopefully three times at least, by diegetic elements in the campaign world. Warnings from Loregivers, the environment, the element itself and whatever else I can come up with.

> Your mum explicitly tells you "don't hurt anyone", and she's SICK and in BED. She NEEDS YOU MAN.

> A more high-level Diegetic reason perhaps? Like a Old king who is beloved but dying and doesn't want any violence, or the spirits of the land or something? Not sure yet. (More negative version, maybe there's a dark god or plague god who feeds off bloodshed?)

> THE GEESE - This is the key point. Nothing is more dangerous, frightening or terrible or upsetting than a violent Goose. All beings and spirits fear their wrath.

Geese become angry when they see or sense violence.

So if you are violent around a Goose, you are about to unleash a demon of Berserker rage. (Possibly they also grow in size in a Slaine-Like fashion during this).

(Otherwise, unlike in our world, the Geese are quite tractable.)





I want to avoid placing lots of explicit rules about 'do or don't do this' onto the players so only one element is an actual rule, and that a request from your sick mum, in the game, rather than from the DM

Set and setting is tacit, lack of weapons is a void rather than a rule, warning rings are part of the process of play, if there's an old king, or spirits who sicken from violence then.. still not sure about that. Could actually leave it up to the process of long-term play.

And of course, the Geese. And what could be more natural or reasonable than being unwilling to enrage a Goose?






Geese As Treasure


I don't yet know why geese are so valuable to this society/reality. it might have something to do with Golden Eggs. maybe each Goose is like a Lottery Ticket and will occasionally bang one out, maybe one in every 100 eggs is a golden egg, and maybe golden eggs (or slices of them) are the main currency of the Realm.

Or maybe these eggs have some magical property, which is why Goblins want them. OR - maybe there is a one in so many chance each time of a Magic Egg or something, so eggs are spells?

so obviously, everyone wants to get each others Geese, and having a Goose, or Geese is a big deal for anyone - if someone gets a special egg, that’s a big deal for the village.

BUT - because Geese have a monopoly on the use of force, you can't just murder someone and take their geese (at least not directly), you have to be subtle and use crime, trickery, persuasion and misdirection.


> Geese as ambulatory treasure/threats/problems.

As well as this, Geese can move around on their own, and they can co-operate or not with whoever wants to move them.

Maybe you need to calm or seduce them with an unguent or flute or something. Likely there are multiple ways to do this and you can find them out in-setting.

Thing is, within reason you can have Geese be a settled thing or you can have them breaking out and wandering etc

PLUS -I really like the idea of some child-sized chibi hero picking up a GOOSE in both arms, like a huge bag of shopping, and fucking running for it while being chased by Goblins.

I also like the idea of Geese in Goose-Gold and Goblins being really big though. Maybe they grow in response to violence, like magically, instantly.

Idea for cover is a bunch of adventurers and goblins running like fuck from a giant goose. Goose is in back field of image, people sprinting like hell in burst pattern towards the p.o.v. Goblins and adventurers intermixed. They were formerly scheming against each other but someone punched another in the nose. Maybe one Gob has a black eye and hero has a broken nose, and now the titan goose hurls itself upon them, their schemes shattered.

Audubon


Tuesday, 7 July 2020

Soft D&D Monster Brainstorm

Latest in the somewhat-ragged series;


Rude Orcs


Other Orcs are poor but these are very rich and pink and loud and will not go away. These Orcs move in groups, riding horses to death and breaking carriages on bending roads. They move into villages and sometimes ruins and have raucous loud and unending parties where they demand to be entertained loudly and endlessly.

These Orcs are very corse, cruel and rude and upset everyone. As well as being very strong, so you can't just force them out, they are also very rich, and have a lawyer, either with them, trapped in a silver mirror, or easily summon able by midnight bat.

Tangling with the Rude Orcs can mean you get humiliated, laughed at, have drinks and food spilled on you, have your clothes torn and be thrown in a ditch.

If the Rude Orcs really take against you they can come to your house, eat and drink everything, break furniture and shout, sing and fight all night, making the place unliveable.

How to get rid of the Orcs?

Magic perhaps, as Orcs are very scared of it. Some other Stranger or Spirit, which would mean making a deal. Or persuading them to go elsewhere for some unknown reason.

Rude Orcs love to bet and hate to be seen to welch on a bet, so its possible to out-gamble them, they also love competitions of eating, drinking, being loud, being strong and breaking things and it can be possible to trick them into such an event.





Moon Mage




Moon Mages live in Silver Towers on the borders of night and are very active under a changing moon.

(This means you can usually only find them around dawn or dusk, unless you have a silver key, or a dream compass to locate them.)

Owls know about the Keys and the Compasses.

Moon mages are very powerful and strange. Distracted and odd. They do not pay much attention to the normal world and are focused very deeply on their moon magic. 

They become dangerous 

Their main danger is that they can massively alter the world around them. 

Transform sheep into cheese, which means you need to hide them from mice until they can be turned back.

Lock the sun so it won't rise properly; "It was getting in my way!"

Freezing a river totally solid.

Playing strange music which makes all the trees dance in the night whether they like it or not.

They are not so much 'bad' as they are strange and difficult to deal with, as well as insanely powerful - there is almost no material thing which you can offer them. Most Moon Mages think the daylight world does not understand them, and they might be right, so why should they care too much about it.

To stop or change what a Moon Mage is doing, you have to understand why they are doing it and try to deal with that problem.

Getting through to a Moon Mage can be very hard. They are difficult beings to introduce yourself to and difficult men to get to know.

(Most do have some specific and particular obsessions though, and if you find those out it can help you get to know them.)

Moon Mage servants are often creepy shadows with silver rims and silver smiles in their shadow faces. They creep into villages at dawn and dusk and do the Moon Mages business - usually acquiring things the Moon Mage wants.

MOON MAGE MOTIVATIONS - Lost love. Something in the Past, needs time travel to correct it.
Fear of Nemesis. Wants to change own personality somehow. I guess these are all old-man problems. Old friend died and is trying to make a moon-replica. Had his magical staff stolen by the Master Thief. The Moon on a stick? To travel to the moon and map its cities? Animals from the white low gravity jungle on the moon. Building a spell that can let them travel to the moon?






Loan Troll

(Greedy for credit cards)
CREDIT TROLL
LEND TROLL
'Toll-Troll' is taken I think? Or did I come up with those already?

These Trolls are extremely greedy... for CASH. (Credit will do fine).

They hide under bridges like most Trolls but instead of eating people they offer them bad deals and make them sign unwise legal contracts. Then they come in the night to collect goods, clambering into the house. But there is nothing the person can do because legally, everything is above board and they owe the Troll.

If Trolls capture someone, they will accuse them of trespassing and make them work picking Oakum or breaking small rocks into smaller rocks, or baking bricks, or weaving baskets, or making snacks to be sold.

They capture children and debtors and take them away to Lend-Land, where they much forever work.

Defeating the Troll - they can be tricked or scammed. If the contract or records of the Troll are lost or destroyed then they have no legal right to what they take and can only caper impotently.

If a Troll can be tricked into breaking its word or ignoring the letter (not the intent) of its own promises - then all the chains of the Troll will spring open and its prisoners will be freed








Crime Bird



Creepy crimes have taken place. Could the answer be this disturbing bird?

Answer = YES


Yes, yes I am.

Catching the Bird will be a problem, as will absolutely everything else to do with the bird.

Bird or birds may be employees of the Worlds Most Evil Dog as seen below.







THE WORLDS MOST EVIL DOG



Yes, another EXTREMELY OLD POST, this time, one of my own.

The Dragon Equivalent, Final Boss and Ultimate Nemesis of Soft D&D




Goblins


Honestly, what can be added to Goblins that has not already been, by myself and also literally anyone else. They are already pretty much perfect for Soft D&D.

Tricks. Lies. Mischief. Low-Level Magical Powers. Transit through the Otherworld. Riddles. Transformations. 




SAD QUEEN -mmmm, no


SUPER PHILOSOPHERS - nnooo





Ghost


Ok this should be do-able surely?

Dealing with a ghost is like solving a mystery, looking for clues and records, interviewing people. Can range from friendly-and-workable to FUCKING TERRIFYING.

Dealing with Ghosts also has a range of possible solutions;

- Investigate and fix the situation which created the ghost.
- Form a relationship with, and sooth, the Ghost.
- Get religion involved and either banish or lay to rest the Ghost.
- Super-Science, like Renaissance Ghostbuster stuff where its more like a strange technology, like maybe you can hoover a Ghost into a green glass tube with certain equipment. Ghost is still in the tube but it’s a temporary solution at least.

Wide range of threats, responses and fixes makes this a pretty good monster for Soft D&D


For extra child-friendly quality, make it..



THE GHOST OF A SINISTER PIG



Maybe instead of aging you prematurely the Ghost just steals the last lunch you ate and makes you extremely hungry. Or quietly eats your shoes, like you look down and they are gone..

The pig moves by night, rattling cans and eating pies in the pantry by moving through its walls. 





Well Dweller

WELL SPOOK
WELL WITCH

I think I like 'Well Dweller' the best as its quite indistinct, could be a troll, a Witch, a Ghost, a Jenny Greenteeth, you don't really know what it is, except that its down the well.

You can hear it, and it pulls on the bucket when you go out for water, and asks for things..

Possibly there is a big claw that comes out.

That might be the limit of my description here.

A Well-Dweller could be the opposite of a Hearth Spirit, they are both persistent, connected to the home and family, perform some kind of exchange for information, (for the Hearth Spirit you agree to keep the Hearth Fire burning and also feed it small specific things to eat, for the Well Dweller it asks you to throw things down the Well), but while the Hearth Spirit, largely good, or at least pro-social, gives you broadly legal and decent advice about what you need or how to achieve your goals, the Well-Dweller, while possibly sociopathic and predatory, can also give you advice of a more chthonic character.

A Hearth Spirit might be a little like Google with the safe search on; "Now now, [POP & CRACKLE] Moon Mages are said to be sad and solitary men, obsessed with their Moon-Work. But they often have hobbies, or a special tobacco, or something of that kind. Perhaps that might be a way to speak to him?"

While a Well-Dweller would be more like trawling the dark web, /pol or advice from your sketchy friend who often has speed on them and who's parents went on holiday without telling him; "Ssssteeall the sssilver stafff of the mooon maaan, for his sssorows are in the ssstaff and without it he sssshal forget them and hissss magic sssshalll be losssst. NOW. Ffffeeed eee Mothhhherr Hitttons Litul Kittonsssss asss weee agreeeed."

God damn it anime




The Master Thief



Ah, the master thief.

The way I used him before was really as a kind of meta-agent, setting up impossible situations, always escaping, interacting with the world almost like an uncatchable god who sweeps through invisibly and re-arranges everything around him.

In many ways that's not that good for a game. You can put him (or HER) in an adventure as you can control the interrelationship of elements more easily but as a piece of world-building technology they are a bit irritating.

Could be someone that you call on in an emergency, like maybe they owe you a boon.

Could be that only a deranged plan created by children can catch the Master Thief, but you can only catch them once, and they must answer a question or do you a boon if you request it to let them go.







Sticky Mimics


Mimics but they don't actively consume you but just adhere to you in a friendly but disastrous way, like Acme glue.

Like they use you as if they were a tree parasite and eat any food coming to you before you can get it, and obviously no-one wants to be around you while you have a cupboard with a mouth on it hanging off you.

So - appears as an ordinary piece of furniture- but being dumber than a normal Mimic, will often just 'double' something else like a chest or a sink. So now there are two.

If you interact with the wrong one, it sticks to you and you can't get it off. So you are walking around like a complete tool with this piece of furniture hanging off you except it has a gawping, chattering cartoon mouth with a super-long tongue that comes out and snaffles your lunch.






Corn Goblins


We are doing Goblins again? Ok. 

The fact that these are out in the Corn, still and watching, maybe made of corn, makes them feel rather more disturbing than just "Goblins". Why is that?



They steal your hair and come back for your eyes - that's a nice escalation. Small things go missing, and someone’s like 'oh ho look out for the Corn Goblins' and then someone wakes up without fingernails, and then without hair. Then its like o fuck we have to sleep tonight.

And the thing with agricultural monsters that live in the same crop the community itself grows is - you can always destroy them, or remove the threat of them, by destroying the crop;

Corn Goblins - burn the corn.
Rice Imps - crack open the gates and let the paddies dry out.
Apple Kings - just cut down the apple trees.

But then your family or household are 'thrown into poverty' and what do you do then?

So you have to look around to find some other way to deal with this. (Obv, talk to the Hearth Spirit or Well Dweller first).





Sky Witch


How is a Sky-Witch different and/or better than any other kind of witch and didn't Adventure Time do this first?

So - if her house is in the Sky, and her power comes from the Sky, then presumably if you are *under* things, like roofs and trees and under the earth or under your bed, then her power is limited.

If 'the floor is danger' is a common childrens game then 'the sky is danger' should also work as a kind of game?

How does the Sky Witch come down from the sky? Presumably with a Sky Ladder, so if you can find that ladder (and its glass, to keep it secret, and so heavy people can't get up it) then you can find the Witches Sky-House.

She wears and very heavy hat, which squashes her down, and heavy shoes, to keep her on the ground so you can spot her in disguise that way, and if you can trick her into taking off the hat and shoes then she will float away, up into the sky again. (But she will hold a grudge). Also she might grab someone on the way up so you will have to go and rescue them.




Snail Knight


I guess these would be extremely honourable and very slow and quite mad. Like a slow Quixote invading the village doing all kinds of crazy stuff like duelling scarecrows or marrying shadows, fighting an army of bread loaves.



You can't really hurt them as they are not a bad person. You couldn't anyway as they are pretty heavily armoured. So you have to see inside their madness to try to get them to stop, go away or be less insane.

You would need to find out their quest I think.





Mirror-Gibbons


Gibbons which stand on each others shoulders and wear long coats, trying to act human. Or steal paper and write letters trying to lure people out to the trees; "PLS COM KWIK 2 TH GIBON TRES I UR MOFER NED U I AM NAWT A GIBON RITING TIS"

Then you wander out there and BANG, you are in a Gibbon-Sack and some Gibbon is in your house pretending to be you.

They act human by doing a crayon drawing of your face and sticking it to the front of their Gibbon face, and also wearing human clothes on their Gibbon bodies.





CREATURE FROM THE UNKNOWN



Thursday, 25 June 2020

A World Without Violence

Part of the 'Soft D&D' series;

Introduction & Concept
Character Generation
Shintobox- failed 1st attempt.
Shinto in Cumbria - 2nd Attempt
A World Without Violence 
Monster Brainstorm 
Goose-Gold & Goblins
Looking for a Mechanic 

THE PARADOX AND DIFFICULTY OF A WORLD WITHOUT VIOLENCE


There is a kind of cognitive box around our imagined selves, stuff that’s easy to both imagine and communicate - I have discussed this many times, it relates a lot to the same range of topics, situations items and agents as ballads, fairytales and folklore.

Violence is a neat, coherent part of that cognitive box, and it's great for games. Its relatively easy to model, highly dramatic, always (often) interesting to the players, simple to communicate with its results and general schema easily understood by all and something that is charismatic to ordinary people as a mode they are interested in but don't wish to experience in real life.

In games violence is a very handy tool.

As I wandered through the following field of ideas, I have come to think that stepping away from violence and still making something OSR-y, with meaningful sandboxification, real choices, environmental investigation, challenge and possible death, is a matter more of research and effort than a simple political or aesthetic choice.

It’s just a bigger mountain to climb and I doubt I will be able to climb it myself, but I think I can chart a few paths.

A second problem is that of how to arrange the game rules, the game as played and the imaginative world in such a way that a less-violent game results, but without it feeling intuitively "off".

There are, after all, a huge range of situations where violence might interact with the natural play of any adventure story. What happens when you encounter a dangerous beast? when you go hunting, which  presumably requires a roll to hit of some kind?

Or are there only three states from a hunting arrow? Miss, Hit-and-kill, and Hit-and-Wound-O-Fuck-We-Have-to-Chase-It.

(A side note here is that a play space where violence is strongly de-prioritised can still have a post-OSR-like system of very quick and lethal violence. It doesn't need to be a soft system with a lot of ways out. The simple fact the violence is rare, and that you are strongly expected not to use it, means that when it does happen it can still be very dangerous.

A rule of thumb might be that, if we imagine the PCs starting as children. Direct lethal violence is off the books for the first few adventures, and then can be slowly dialled up as a *possibility* in later ones. And that, using Chris McDowalls cult of information, we can strongly circle any potentially lethal violence with bands of signalling, both in the imagined world and from the DM.)

What happens when the Kings Tax Collector comes round? You can't resist by force, and they can't take by force.

The absence of violence would seem to indicate a pretty politically quietist game, at least by D&D standards, a long period, and large area, of peace. If authorities exist they are either beneficent or neutral, and almost always distant.

Situationally the characters are unlikely to do violence to other sentient beings, to be trained to do intra-human (or equivalent) violence, or to have violence focused upon them (but its not impossible). The simplest way to achieve this is - childhood. Since in most cases all children are victims of the niceworld conspiracy, and maybe more importantly, it means Players will be more likely to limit their behaviour without being nudged or constrained.





Kikis Delivery Service





THE CONSTRUCTION OF MEANING


Horror films are essentially 'normality' films (though not always, Susperia is almost pure.. whatever it is, from the start). But, for my intended example of the standard issue American Horror film, generally it starts with the creation of normality so that normality can be disrupted by whatever horror is going on. They are a little like Trojan Horse realism films.

These less-violent (I won't say "non-violent") games, would need a complex social, environmental and cultural base to disrupt. We need players to value this and want to protect it.

It can't be gold for XP can it? Because while that doesn't necessitate violence, it is on the same lines. And there can't be XP for fighting things.

So there has to be a strong reason to adventure, to journey, explore, encounter strange beings and deal with remarkable objects. And the simplest way I can think of is if the Character (and maybe Players) already have something they value and are trying to protect and preserve it.

Have I talked myself into a situation where, if D&D is a somewhat capitalist, mercantile, violent game, then this must be in a way a kind of conservative (small-c) game?

Regardless, if you want people to value something at the start of the game, the simplest way seems to be for them to have a hand in creating it.

Other possibilities - maybe each Player plays a *Family* or a Household, and they level up not by making any individual more powerful but by keeping the Household together?

A thing I think would hit very hard for young players is if the PC is a child or near child and their mother or father is sick and needs help - see the Disease adventure below...

Maybe you play a Hearth? That seems insanely abstract..

But maybe not, maybe you, the player, the meta-being, are the fire spirit or hearth spirit at the heart of a Household. That feels solidly diegetic, easy to grasp, but also weird enough to be interesting. Imagine being the fire in a small household, you do all the cooking, everyone gathers around you and you warm them.

It makes the diegesis of what happens when they are out adventuring challenging. Are you controlling that person as the spirit? Of is there an exchange of some kind.

This might be better for the DM, if they play the Hearth Spirit then that gives them a reason to go along, they are the flame in the lamp, and can only advice the PCs when the fire is lit..




Howls Moving Castle





SICKNESS AND POISON


MUTATION BABY - The really interesting things about sickness are the change it effects on the people you care about, and the gradual measured degradation of the victim, a kind of highly visible organic clock which anyone can understand. Once they know that the disease goes in stages then that creates the stages of an adventure.

Seeing your parents or loved ones change, become weak and suffer, is in some ways a more powerful motivator to a child character than death.

Also a Father or Mother figure who is desperately ill and begging for your help, is much, much more effective than the same figure simple asking/telling you to do it.


PHYSICAL ALIENATION - The particular emotional horror of a plague - the disease almost always spreads person to person, so the natural stress reaction of humans, to huddle close together and attend to loved ones in pain, becomes dangerous. To save the people you love, you must send them away, often far away.

Of course this is actually wonderful for the construction of an adventure setting involving children. They must be sent away from their parents (who usually stop adventures happening) to an unknown environment, usually a less-urban one. And subjected to reduced adult supervision. - Boom, instant YA novel.



HUNT FOR A CURE - and in stories and adventures at least, there is always a cure for a plague or disease, its often very far away. Sometimes it is a rare material, first you have to discover that it exists, and then find it. So 1. Investigate to Gain Knowledge then 2. Travel and Adventure.

In an animist Ghibli story, the disease might be the result of imbalance between complex environmental forces and the protagonists might be able to negotiate a settlement.



Totoro be creepin'



SPELLS AND CURSES


Basically super-diseases, but perhaps even better for provoking adventure and investigation. Again, these can isolate certain members of a community - the PCs HAVE to go questing because everyone else is borked, and it specifically sends them looking for *magical stuff*, as they know the problem is magical so that means they have to poke into the dark corners of the world, looking not for treasure, but for magic knowledge.

There must be a magician, one with a history and personality, and a motive, which suggests you don't have to beat the magician, (though you can try), but can do something about the motive, or just lateral-think it and bring in some disruptive element like another spirit, or a world alteration.

(For a non-violent game the possibility of "converting" an antagonist should be a possible focus. Maybe they are doing bad stuff because they are also cursed or limited in some way, and maybe this is something that the Child PCs can deal with but they themselves can't. That would suggest either more magical reasons why the "Villain" is constrained, or complex psychological ones, like maybe they can be persuaded?

So antagonist constraints and motivations should be a linked development strand.

And for a true OSR feel, it shouldn't be the case that you can *always* convert the Antagonist, or that the means and knowledge to do so are always available. An OSR-derived game should have a more pseudo-natural patterning of moral consequence and less a story-based pattern.)

We get a more specific and gameable version of the Disease-change, in this case, someone could be cursed to change slowly into glass with a little more of them changing every day, that’s non-violent, but still terrible. The thing with a curse-change of this kind is it should fundamentally alter someone’s relationship with their environment in a way that is bad, they don't want it to happen, but which is still *interesting to play through*. Another one is being made a real gingerbread person, sounds fun to a kid and then you realise it’s terrible, or turning into a pig (actually that just sounds like fun).



Guilty Crown


THE ISSUE OF MOTIVATION


This implies a history, so maybe in addition to creating a social and environmental matrix, we need to include history with the culture.

I tried to deal with this a little in the Shinto Cumbria post.

I can see this easily becoming a weighty and rather leaden part of the rules-matrix.






ENVIRONMENTS


What would the dungeon-equivalent of a low-violence D&D game be? A maze of mysteries? A labyrinth within a forest? Something like Labyrinth (the film) certainly.

Something that comes to me is that - ok I got distracted and don't know what that was but I'm sure it was going to be a good insight.

Need to pin this subject for later.

(They would probably have to be more "civilised", social and mysterious than D&D dungeons as movement through them is meant to be a challenge and without violence to impede PCs then alternative elements will need to be enhanced.)


https://www.deviantart.com/pancake-waddle/gallery



DISASTERS, WEATHER - STORMS ETC


Seemingly easy but in fact overwhelmingly difficult, because it will not break down into the objects and agents that the standard D&D-human cognitive space is good at dealing with. Weather is wide-scale and difficulties with it involve lots of passive action. Much of weather resistance is, well, resistance and involves getting the right clothes first, and doing lots of prep, which is interesting in a limited way - getting the right clothes can mean getting the materials for those clothes, and dealing with an agent who has the skills to create them - so that can be an adventure. But weather is still passive and it’s hard to make a passive effect interesting.

I tried with Veins of the Earth but caving provides a lot of imaginative 'real estate' - specific hard and interesting things that could go wrong as a result of failing to resist the environment and I still had to link CON into that system at a base level, making it a meta-quality that controlled or increased the consequences of a fail.

Nevertheless it is possible, let me see if I can dig up some of the fire effects I came up with for BFR.


.............................................................

Here is some old BFR text;

"Fire as a Monster

You can run an encounter with fire in a similar way to running an encounter with a monster.

Fire grows in power by feeding on itself. When small, a fire is weak and static, easy to defeat and drive back. As it gets stronger, fire learns to crawl, then climb, finally it flies from crown to crown.

At low levels it’s like stamping a gnome to death, at high levels it’s like facing a demi-god.

At its greatest intensity a fire can send forth waves of heat strong enough to boil the sap in living trees before the flames even touch their bark.  It moves attended by whirlwinds of flame and rains of burning wood. Cyclone-limbs and gale-tentacles pick up things and people, hurling them into the advancing front.

D6 Crawling Fire Attacks
1 Spits sparks – Those in close combat must save vs breath or be blinded one round.
2 Sends smoke into lungs – save vs poison or be paralysed by hacking cough for one round.
3 Sets clothes or possessions smouldering – Counts as a ‘smoulder’ on the PC’s person.
4 Escapes suddenly – moves double speed away.
5 Advances suddenly – moves double speed towards PC’s.
6 Sends burning leaf or twig spiralling – lands d20 feet random direction, must be stamped out or may create new spot fire."


The fire gained new powers as it got larger..

...........................................................................


An idea which has fascinated me since I read it in Mouse Guard is that the Seasons have stats - as if they are active agents, and that could be interpreted as storms and other weather effects having stats in the same way, and being interpreted as living things interacting with the PCs and their environment in a particular way. That seems like a more pleasing and workable way to model such things.

And it locks into the animist world again, if you piss of a certain segment of spirits then the North Wind is angry with you but maybe other winds are your allies.


Unsure of creator



MAGIC - ADVENTURE TIME PLOTS


Well, all this Nature stuff is somewhat limiting, though I think I have enjoyed working within those limitations, but I should acknowledge that, using classic D&D tropes and aesthetic, other paths are possible.

In a fantasy world we can create situations to fill our needs; like, a bunch of Giants have a rowdy rock-throwing competition and its in or near your village, they don't want to hurt anyone but they are hurling huge fucking meinhier around, and maybe cows also.

I think for now I'm probably *not* going to go deep into this aesthetic. The range of options is too great. Each of them feels like an individual adventure. Right now I'm more strongly drawn towards a more pseudo-real Ghibli social drama/semi-historical aesthetic. I feel like if I can solve the problems there then that provides a strong framework to expand on, while if I go deep into classic D&D land then I will just end up producing a range of semi adventure-seeds which, will probably be fun, but won't provide a strong bedding for system growth and development.




Adventure Time



WHAT HAPPENS WHEN YOU ENCOUNTER INTELLIGENT MONSTERS


We can replace outright predation with alteration (the troll steals your voice, your eyes, your hands, your legs, all pretty terrible but assuming it steals differently from each PC they can still work together to do stuff and maybe team up to get their parts back), authoritarianism (the Troll enforces some crazy-ass law like you can't look down and abduction (the Trolls don't eat people, instead they pick them up, put them in a bag and take them away somewhere to make them work).

In this way Monsters are more like really abusive teachers from a Harry-Potter type environment. They have an interest in controlling the PCs and their environment but not primarily a violent one.


Rien Poortvliet



POVERTY!!!


Again, without dramatic violence, this is like weather, how would it work in real life?

I guess poverty turns every single thing you do into a specific adventure. Because you don't have anything, even getting food, shelter and clothes is like getting treasure, so its like, todays adventure - get enough rice for dinner! Get mum a new dress as she can't go out in this one. Find SHOES.

This is an avenue worth exploring I think. You could do a whole range of "Beggar Adventures" where you have to risk and think and scheme just to find food, where you start at minus-levels or something, and can trade levels for stuff like missing feet and facial sores, where the monsters are the Guard and the Dungeons are rich peoples homes and the top-level Big Bad is like a local drug dealer.

I mean I think I just invented a new genre of adventure, the Zero-Minus Urban Survival Crawl, so stick a pin in that, but firstly it feels mainly like an Adventure strand of ideas rather than a Core System strand, secondly I want to make a game that children can comfortably play and the Urban semi-crime setting would be an even harder mix to deal with and thirdly .. that's just not there my head is at right now. It contrasts with everything else in my current development palette.

FARMING would be a better development strand as it fits more directly with my initial concepts, however, even to do a Farming simulator, you would need to do a lot of research or have a lot of experience, and to turn that concept box into meaningful OSR-style adventures would take all that knowledge plus talent and time, which I don't have right now.

But, 'learn about farming - at some point' is on my infinite list of things to learn



We all remember this laff-a-minute tale I'm sure


DANGEROUS ANIMALS 


Another "stick a pin in it" situation since, to deal with potentially-dangerous animals *they way they often are in nature* would require deep contextual knowledge. Again, this would need to be a series of Adventures or Modules. Like, its a long winter and a Wolf-Pack has come down from the Mountains, what do you do? This is how Wolves act, this is the amount of your sheep or whatever they will take, here is the unlikely but still possible situation in which they might go after children and the old, and here is how you hunt wolves. And here at the end is what the local animist spirits might think if you do hunt the wolves.




TWO TYPES OF THREAT


A theme has emerged here that there are two kinds of threat; those which are going to come for you in your pastoral paradise and force or encourage you to do an adventure, and the other is something you encounter out there as you do your adventuring.





THE META-PROBLEM OF INVESTIGATION AND DEPTH OF KNOWLEDGE


To return, again, to the beginning;

The answer to a lot of these problems is simply that you need a lot more contextual knowledge to run them and to produce the items of sensing and processes that would make them interesting and palatable to players.

Boo hoo D&D is descended from Wargames - yes, and that deep depth of knowledge and research about medieval war all provided a base of improvisation and development which Arneson, Gygax & Co could use.

To make it into a game you need a lot of knowledge, and then to break that knowledge down into simple intuitive heuristics which are much more cognitively light than any of the original processes but which give the right *feel* and which magically work together in some kind of coherent way despite being basically made up.


SO - The central idea is to produce a Core Book, with all of the central rules and ideas for a limited scale of play.

AND - To produce a design document explaining everything and suggesting/prompting development possibilities, a 'manual for the manual' if you will. Then if its a popular idea, people will already have a river tributary of possible paths of investigation and development and individuals can create and fill in with their own knowledge spheres, like "I know about ships so here's the ship version of this" or "I’m from Malaysia/India/Nigeria and here are the social structures and cultural background that make a "pastoral child-based sandbox in that environment."


Arthur Rackham


TAKEAWAYS


- It's going to be hard & will require real research I HATE WORK!
- Settling likely politically quietist.
- Political authorities likely distant, beneficent &/or neutral.
- Initial game likely to focus on children.
- Characters should start with a social matrix they value (opposite of classic OSR D&D).
- Players will probably value this matrix more if they generate it.
- Player as Household is a possibility.
- DM as Hearthfire Spirit is a possibility.
- Your Mum being sick is a good starting adventure.
- Sickness & Plagues good adventure concepts (more YA than Child though).
- Curses and Spells are a good less-horrible equivalent for younger players and have a lot of give in them for adventure development.
- Magicians with complex histories as possible antagonists?
- What are Dungeons in this game? Mystery mazes? Labyrinths?
- Civilised, social & Mysterious Dungeons-Equivalents?
- Consider Seasons, Weather, Disasters, as *monsters* & give them "attacks"?
- Monsters like bad, cruel Teachers or Authoritarians.
- Consider Urchin-Crawls as later development strand.
- Learn about Farming - at some point.
- Make a Central Book and produce a Manual for the Manual.



Friday, 12 June 2020

Shinto in Cumbria

This is my second attempt to create a systemtisable way to build a geography of interrelated gods and spirits attached to a local environment for Soft D&D.

Basic Concept
Character Gen
Shinto - first attempt
Looking for a Mechanic 

This one will be less popular as I couldn't quickly find a landscape artist of the same caliber I STOLE from for the previous posts.

And by 'create', I mean adapt and steal from the design concept of Echelon Explorations who came up with the Polyhedral Pantheon matrix concept and produced the PDF guide to it here.


The basic idea is that you create the matrix of interconnections first, then fill that in with individual elements based on the background of whatever you are trying to model.

Then the connections between the various elements provide the connections and order of the beings when you encounter them.

The original Echelon Explorations version is much more complex and involved. I don't want to rip them off too much and also I prefer something a bit simpler.

https://www.lancs.live/news/local-news/27-reasons-cumbria-should-chopped-18197241


1. Grab Your Matrix


Here  is a d10



Ten sides marked by numbers and twelve points marked by letters.

The sides will be elements of the environment, and points will be spirits.

You can use any die I think, with the amount of stuff generated rising with the size of the die.


https://www.pinterest.co.uk/pin/463589355362062546/


2. Think of an Environment

I'm going to use my memories of Cumbria from my previous post;

"its a flat,narrow fertile plain, 
on one side are the fells, the mountains of Cumbria
steep, grey ,scree-sided, covered with heather and sheep
with tarns and narrow tracks and slices of mountain and black lakes hidden
on the other side is the irish sea- shifting in colours like the sky
rippling with like like jewels in summer
black and heavy as wet slate in winter
where storms come from
in that part of Cumbria - all the trees lean to one side, like letter Z s 
the wind has blown them all since they started to grow and now they grow in the direction of the wind from the sea even when that wind is not there"


https://www.flickr.com/photos/johntasaurus/43214460801

3. Break down elements or aspects.


One for each side of the Die

1 Flat fertile plain
2 Steep scree-sided fells
3 Heather hill-tops covered with sheep
4 Cold rivers over round stones
5 Deep black lakes
6 Wind blasted trees
7 Dense boggy ferny moorland
8 Deep dark iron mines smelling of rust and the earth
9 The storms from the sea?*
0 Sea, shifting in colours like the sky

*The rest are strongly bound to geography while this is different, it seems to work though.





https://www.pinterest.co.uk/pin/584201382883171534/


4. For each Point, note the sides which touch


A   1,7,3,5,9 Plain, Moors, Hill, lake, storm
B   6,1,9 trees, plain, mine
C   4,1,7 river plain, moor
D   2,9,5 fell storm, lake
E   0,3,7 sea, heather hills, moors
F   8, 3,5 mines, heather, lake
G   4,6,1 river, trees, plain
H   2,6,9 fells, wind, sea
I   0,4,7 sea, river, moor
J   5,8,2 lake, mine, fell
K   0,8,3 heather hill, iron mine, sea
L   0,8,2,6,4 sea, mine, fells, trees, river


https://www.flickr.com/photos/joepalframan/39448525385


5. Work out your Spirits



A - this would have to be a village or town, on a hill by a lake, with a fertile plain to one side and dense moorland to another, lashed by storms. Maybe this is where the PCs start out and this place has a powerful, but silent spirit, female, ancient, quiescent, maybe something roman.

the Queen of B, C D, E  and F

NOCTURNUM

(filled in later - the Queen of Iron Jack, Lady Penne, Mad Rackham the Raftershaker, Great Waiting One and Millerwife)


B - a forest of wind lashed trees on the plain, a cold mine within. maybe a spirit of the earth or of the forest, a root spirit perhaps, tasting of the iron in the earth, one recognised by the miners.

IRON JACK


C - The river, running through plains and moorland. a civilised reasonable slow spirit of the wandering river.

LADY PENNE



D - This seems like a black turbulent spirit of high storms, steep hills and a dark lake, old, male a moody.

MAD RACKHAM THE RAFTERSHAKER


E - a moor and sheep-strewn hill-land overlooking the sea, this feels like another spirIt of an ancient culture rather than a primordial nature being. something stone and bearded, waiting under the heather
sleeping, a giant perhaps.

GREAT WAITING ONE


F - Another mine, this one seems calmer, in the heather hills by the lake. I'll say this one actually likes the sheep tickling them, and keeps watch over them.

MILLERWIFE



G - The river, the plain and wind-blasted trees. This seems like another very civil place. A village spirit I think, or one accustomed to humanity.

OLD GOS



H - A steep sided fell lashed by wind from the sea, a salty spirit, grim, probably one that maybe feeds off ships or resents them passing its coast.

SIR COOMBE



I -Somewhere the river passes through moorland and meets the sea,a sandy  estuary spirit then, presumably one that rushes in fast with the tide, maybe drowns people, likes to hold on to things that pass through.

ESK



J - A mine in the steep fells above a lake, some utterly dark, cold and seeping spirit that fills the mine
very alien, turning in its sleep at the bottom of the lake, the miners all know well to make many signs and to do their work quickly and quietly so as not to awaken or anger it.

CALDER



K - This must be a brother to MILLERWIFE. A coastal mine, one that reaches out under the sea
full of noises, a tapping that sends people mad,and of dripping.

KNOCKERMAN


L - sea, mine, fells, trees, river. This must be another powerful and capacious near-ancient god,
another town or a port perhaps.

Perhaps this is the governing spirit of Old Gos, Sir Coombe, Esk, Knockerman and Calder. 

This one feels industrial wild and male rather than civil and female

RAVENGLASS


So now the diagram of relationships looks like this, with Noctorum at A and Ravenglass at L.




And thats that really...


https://www.walesonline.co.uk/news/wales-news/how-chernobyl-made-welsh-sheep-16360676

Results


Is this really better than someone with imagination just drawing a map?

Not really, but I can't draw so I fall back on these graphical info-design elements.

All it really is is an interconnected relationship/hierarchy map. BUT, the simplicity and availability of the system ideally makes it something that is easy to systematise between different cultures, backgrounds and imaginations.

Its something you could fill-in with children, and it gives a range of personalities and implied relationships that mean there are knock-on effects from dealing with spirits.