Feb 12, 2017

Considerations on Restocking Dungeons

I had a post-game discussion with Courtney the other day about restocking dungeons, and I thought I'd lay out some of the ideas we discussed for your consideration.

My basic principle, the one underlying everything else that I'm going to talk about, is that restocking a dungeon should be less complicated than simply coming up with an entirely new dungeon or dungeon zone. This seems obvious, but I've seen some fairly complicated systems out there that violate this principle, and I wonder how much they end up using the system in play, rather than just sort of presenting it as a thought exercise on a blog.

The first question I think people should ask themselves is whether they even need to restock the dungeon? I'd add the following consideration: Why restock instead of pushing PCs to new dungeons or new zones within the dungeon? Restocking encourages PCs to linger in zones nearer to the entrances to the dungeon, it slows down their progression through the dungeon, and it can make it seem like their efforts to clear out the dungeon are pointless.

If you don't have clear ideas about how manage these things so they don't kill the fun, I'd actually recommend against restocking. Instead, I'd recommend that you present clear diegetic signs to indicate that a dungeon or dungeon zone is empty / deactivated / cleared and should be traversed to get to new material instead of lingered in. These signs should be some combination of boring and dangerous, with the emphasis on boring instead of dangerous, since this is less likely to confuse them into thinking that there are still monsters and treasure to be found here.

Dungeons that do the best with being restocked are ones that allow or incorporate ways of overcoming the slow down in progression through them caused by restocking. This includes dungeons with short-cuts in them that have to be discovered or created during play (including multiple entrances or teleporters); dungeons with organised factions that you can negotiate with for safe passage; dungeons where you can change the overall organisation of the level (e.g. draining or flooding it) to reach new parts of it; and dungeons where you can temporarily delay or "turn off" the restocking (perhaps by shattering an evil altar or something that draws monsters to it).

Restocking at its best incorporates and recombines familiar elements of the dungeon or dungeon zone, but does so in a way that produces emergent and unpredictable results. One interesting (and perhaps unexpected) thing I've discovered over the years is that PCs tend to feel that their actions have had the most impact on a dungeon or dungeon zone when it shifts levels of organisation. That is, when they "clear" a dungeon that's filled with highly organised enemies and the next time it goes through, the enemies are comparatively disorganised, or when they clear a dungeon of a bunch of random monsters, and then the next time they come through, they find a highly organised set of foes has moved in to replace them. 

What Should Trigger Restocking?

I use four different triggers to determine when to restock via the method I'll describe below. I don't have a strong preference for one over the others, so I just rely on discretion and what I think will generate the most interesting results. These are ranked in rough priority.

1) After the PCs kill the two most powerful monsters or groups of monsters on the level
2) After the PCs have explored all non-hidden rooms on the level
3) Every 2d6 expeditions
4) When the PCs go into extended downtime away from the dungeon

I use these because I like exploration, and hate mop-up. I use the dice counter method mainly once they've cleared out an area entirely and keep on passing through it, and I use the downtime method as a backstop just in case they take an extended break from an area. If you do use a dice counter, I recommend using something that's guaranteed to give you at least a few sessions to restock, instead of trying to do it for every session.

The Actual Method

Here's the method I actually use for restocking, based on the above considerations. You will need:

1) A wandering monster table
2) A wandering trap table
3) A "theme" table of varying length (I usually use six to ten entries) whose creation I will describe below

All you do is roll on the theme table, then roll on the wandering monster table and wandering trap table for each room (in whatever order you please). Any entry on either table that's transient on the table leaves the room empty (from the perspective of a room's contents monsters, traps, treasure, etc.). If it's not a transient entry, then put it in the room. As you roll, apply the transformation rules from the theme table (more on that in a moment) to alter the results. Generate treasure for the lairs as appropriate. At that point, you're ready to go.

NB: I recommend you do this for every room in the area, even if the PCs didn't clear it out the first time.


The Theme Table

I call it a "theme table", but only because that's quicker and easier to write and say than "a table of rules of transformations". Each entry should be a few global rules that modify how you use the wandering monster and trap tables to create entries.

I usually start these off as a 1d6 table and expand them as I get good ideas to fill out more entries.

Here's a sample of one to give you an idea of what I'm talking about:
1) Monsters from elsewhere have moved in and taken over. Use the wandering monster table from an adjacent zone (or the overland table if there are no adjacent zones) to populate the rooms.

2) The two most intelligent monsters generated are the leaders of factions that are at war with one another. Reroll on the wandering monster table for all rooms and corridors adjacent to the room each one is in (even if there are already monster results for these rooms). These are their allies and servants.

3) All monsters in this area are mind-controlled by the first monster you roll a lair result for. If no lairs are generated, then roll again for each room on the wandering monster table and add additional monsters until you get a lair result.

4) Monsters are using traps to drive intruders out. After the first monster is placed, all further monster results are actually rolls on the trap table (that is, roll twice for traps for each room).

5) Monsters are reworking the architecture of the area. Any two rooms with the same monster type in them will have a secret passage connecting them. If any monster type has a lair on this level, then there will be a secret passage connecting them to any other rooms containing the same monster type.

6) There is a power struggle going on for control of this area. After rolling for monsters for each room, reroll for each room a second time using a wandering monster table for the nearest adjacent zone. Monsters from different wandering monster tables are hostile to one another.

These are all fairly straightforward and rudimentary. You could easily expand this (I both do so in practice and encourage you to do so). In its current form, it's highly generic and could be used for any dungeon, and on any level of that dungeon. The table is meant to be used multiple times for the same area, and each time different "layers" of results build up.

If you really wanted to, you create a unique table for each zone of the dungeon. I recommend against this (based on the above-mentioned principle of keeping restocking simple), except if the level has a very strong theme (e.g. it's a rotating level, or a level that floods and drains or something else like that). In that case, I'd use a d4 table with four strong and interesting options customised for that level, and otherwise use the generic table for the rest of the dungeon.

My experience using various versions of this method is that it's easy to use, fairly fast to do, and the addition of the themes / transformations is more than enough to make it seem like complex and interesting changes are going on in the dungeon in response to PC actions, without having to get into a lot of political simulation, or relationship mapping or weird flowchart things or other overly complicated stuff.

Jan 22, 2017

An Updated Version of My Chase Rules

There's been a lot of interest over in the OSR Discord channel about my chase rules. I originally posted them here, but they've since gone through a few updates and slight revisions, so I thought I'd post an updated and clarified version for anyone who'd like to use them.

Each round, each group of pursuers and fugitives rolls 2d6. If the fugitives are slower than the pursuers (for example, because of encumbrance), they roll an extra 1d6. If the fugitives narrate some clever maneuvering or other interference with the pursuit, the pursuers only roll 1d6.

If all of the fugitives' dice match one another (i.e. they roll doubles or triples) then they get away and the chase ends. If the pursuers roll doubles, they corner the fugitives and the chase ends. Ties go to the fugitives.

If any of the results on the fugitives' dice match the pursuers, then they can each exchange a round of missile fire with one another. e.g. if the fugitives roll 2d6 and get a 4 and a 6, and the pursuers roll a 4 and a 5, then the 4s match one another and each side can shoot the other. You can't reload or do anything other than take a snap shot.

If either side's roll totals to 7, then they can take a round of melee attacks against, or other actions affecting, the other side. Only the side that rolls the 7 gets to make the attacks. Actions can include reloading your ranged weapon, or casting a spell.

If either the pursuers or fugitives have more than one member on their side, they can choose to split off at any time and roll separately, but they're only affected by their own dice rolls.

The chase continues until the fugitives get away, are cornered, or either side is dead.

Jan 3, 2017

Live Settings

I like to do a review and update of the various settings I'm running, planning, designing, etc. This is partially for my benefit, partially for the sake of those interested in them.

Fantasy:

Moragne (Mongoose Runequest 2)- Dead (since 2009!) and cannibalised for the Old Lands. I took a few of the story-ideas and setting elements from this, but left the Anglo-Norman trappings behind. I ran one single-shot adventure and one campaign in this, and felt I'd done the bulk of what I wanted. The was the final campaign of the group I ran this for (my old university group) and it disintegrated as we moved onto other phases of life (only one other guy and I still play RPGs).

Emern (Swords and Wizardry) - Dead since 2012, when I ran the last campaign in it. The group I ran this for has basically dispersed as well. There are elements of this that have made it into most other D&D campaigns I've run or planned since, but I don't think I'm coming back to it any time soon.

The Wolf Sea (Openquest)- Dead and cannibalised for the Old Lands. This was basically a map and some notes, so I mostly reused names and a few setting elements. The work I did on this was as much about learning how to use Hexographer to create child maps properly as anything else.

The Dawnlands (Openquest / Mythras) - Still alive, but I haven't run a campaign in it since 2013! I'm converting it over from Openquest to Mythras and revamping the setting extensively to remove some of the D&D 4th edition-isms from it and replace them with other weird fantasy and Central Asian elements. I'm working on turning this into a setting book, in fact, which is why a lot of what I'm writing for it isn't turning up on my blog right now. I think I'm going to aim to run another campaign towards the back half of 2017, when a rough draft of the new and revised material will require some playtesting.

Necrocarcerus (Swords and Wizardry / Into the Depths) - Still kicking. I was running a campaign of this as recently as the end of 2015 / start of 2016, and ran an adventure - Ribshack of the Demon Prince - in summer 2016 using Into the Odd. I took a break from running to free up the time slot to play in Courtney Campbell's Perdition game. In hindsight, what was slowing me down was writing a huge house-rules document that quickly spiraled out of control without adding a ton of fun to the game. I wrote Into the Depths as a chassis to run Necrocarcerus and the Old Lands, and killed the giant house-rules document. Over the holidays, I also read the Doomed City by the Strugatskys, which is surprisingly Necrocarceran, though I'd never heard of it prior to seeing it in the book store. Reading it got me a bit fired up to work on the setting again in a public-facing way. I'm going to go back to writing fun, fluffy content for it. Expect more Necrocarcerus content for the blog, but I don't think I'll start working on a book for it until 2018.

The Old Lands (Into the Depths) - Living and currently under development. Basically a garbage-can setting in the good sense. Necrocarcerus is a high-concept setting in a lot of ways, and running an adventure that assumes you're dealing with a medieval village full of living people doesn't quite sit well within it. So I created the Old Lands to let me run modules, pre-written adventures, megadungeons, etc., and to recycle the best ideas from Moragne, Emern and the Wolf Sea into one setting. It's an early-modern setting with weird and dark fantasy elements. Expect to see it pop up from time to time, but probably as actual play reports. I'm hoping to start a campaign set in it sometime in February and run it for at least the first half of 2017 (hopefully longer).

Science Fiction:

The Tellian Sector (Stars Without Number) - My 40K / Stars Without Number mash-up is effectively dead. I haven't worked on it in years (though I still get a few hits a day of people looking it up). I worked on it originally because I really disliked the original Dark Heresy rules, and when I looked at 2nd edition, I liked them even less. I think I've also had my fill of fantasy translated to space settings, and want to run some (slightly) harder science fiction. If anyone wants to finish this, the only things it really needs to be a complete conversion are a weapon and gear write-up, and a consistent way of converting Spike Phases and their effects into Void Shields (plus, I guess, Space Marine rules if one must).

Unnamed Transhumanist Post-Apocalyptic Star Trek Thing (Openquest - River of Heaven? / Stars Without Number?) - I've been reading Alastair Reynolds' Revelation Space books, Peter Watts' Blindsight stuff, Transhumanity's Fate (the FATE conversion for Eclipse Phase), Feersum Endjinn and a bunch of other semi-hard transhuman sci-fi stuff of that ilk. I've been having an itch to run a science fiction game for some time that would focus on a small group of post-human post-scarcity explorers sent out to recover and enrich the beliefs and ideas of the devastated star systems around them. That sounds boring, but the idea would be to delve into ancient space hulks to recover encrypted data libraries with the cultural production of entire clusters, to encourage and assist the masses of crapsack worlds to overthrow their feudal masters by smuggling them cornucopia machines through cyberpunk hijinks, and beat back interstellar imperialism through cool space battles. I'm still thinking this one through, and it'll probably be 2018 before it's ready to go.

Dec 26, 2016

I Get By With a Little Help From My Friends

+C Huth of The Elder Skull blog and Pelgrane Press, as well as a friend in real life, has very kindly created a one-page version of Into the Depths for your enjoyment using his layout wizardry. I like it a lot. I've also edited the numbering issues on the original 3-page pdf version, if only to prove to myself that yes, I can count.

Next up, I'm going to work on two supplements, one for Necrocarcerus, and one for the Old Lands. The latter is basically my "I want to run a module" low-concept campaign setting. These will have the much-anticipated "mystery cults", more gear, languages, that sort of thing. I don't know when I'll get them done, but hopefully soon, I've got a lot of stuff scheduled for the new year to work on.

Dec 24, 2016

Merry Christmas

I decided that rather than struggle doing conversions of various retroclones / neoclones, I might as well just write another one (the first one was Microlite Iron Heartbreakers). Here it is: Into the Depths. It's free for download and you're welcome to modify it however you please.

It's a chassis that I'll be building off of and using for Necrocarcerus and other fantasy campaigns, loosely inspired by the size and rules minimalism of Searchers of the Unknown and Into the Odd, with bits and pieces of my favourite house rules in it, and based off my experience using various versions of Swords and Wizardry. It's meant to be easy to plug material from other games into - my become-a-wizard rules for it will be some mixture of Wonder and Wickedness with the spell research rules from Crimson Pandect. It's classless, with minimal stats to keep track of, and is almost entirely the player-facing elements of the rules. I stuck in an upgraded version of my leveling rubric for the Black Hack, since that seemed popular with folks.

Anyhow, merry Christmas and enjoy!

Dec 11, 2016

Swords and Wizardry Core: A Short Reappraisal

After running somewhere just shy of a hundred sessions using Swords and Wizardry Complete, I find that I'm kind of hankering to go back to Swords and Wizardry Core. It's odd, but compared to the sheer amount of material I see for Complete and for Swords and Wizardry White Box, I'm surprised that Core doesn't get more love.

Swords and Wizardry White Box is actually kind of fiddly, especially in how it departs from how an increase in level also means an increase in hit die, but also in the unequal level distribution between classes, and in the various perks each class gets. There's also a loyalty mechanic unique to it, and several other instances where little variations make their way in (Haste and Slow become the single spell Alter Time, etc.). Perhaps counter-intuitively, Core is actually simpler in these respects, while the only real increases in complexity compared to White Box are that it lacks a universal attribute modifier chart and has variable weapon damage. To head off any "edition warring" at the pass, White Box is a perfectly fine game that many people seem to greatly enjoy for many reasons, and I don't have a problem with that, it's simply not the game for me, for the reasons above.

From what I can tell, the fondness for White Box and Complete over Core appears to be mainly an effect of support. White Box and Complete both have companies that seem more or less (at any given time) invested in supporting them - putting out new printings, supplements, translations in other languages, adventures, etc. Core has no such company (Mythmere Games is just Matt Finch in trade dress, from what I can tell, and hasn't put out new stuff in years, and the Swordsandwizardry.com site has been down for about a year now). That's a shame, since it's such a simple, lovely little retro-clone.

Nov 27, 2016

A Proposal for Cover in Openquest

Cover in Openquest is your main defense against ranged attacks, since you can't dodge them (unless they're thrown weapons). I think with some judicious planning, you can load on enough cover modifiers to make it fairly hard to hit you most of the time (e.g. using a giant shield for a -50% penalty to attackers, combined with standing behind decent cover for another -50%, which will neutralise all but extremely skilled mundane attackers and the magically enhanced). NB: For anyone trying to find the shield cover rules in OQ2, they're not a table and they're not where the text says to find the table, they're on pg. 60 under "Defensive Reactions" subheading "Parries".

Where things start to break down a bit is that many of the ranged attack spells don't have attack rolls. This is the case for several spells where you do get a chance to dodge them, implying to me at least that there is some sort of physical projectile sent on a specific trajectory (several of the spell descriptions also confirm this). So if someone shoots a lightning bolt at you, standing behind a castle wall is useless, because they don't have an attack roll to be penalised.

My proposal is simply that in these situations, cover penalties to attackers' rolls should become bonuses to defenders' dodge rolls. This isn't spelled out in the rules anywhere I could find, but I think it makes sense, and is mechanically simple to resolve. It does mean that huge shields automatically provide a 50% bonus to dodge against spells of this sort, but I'm fine with this, since it makes combat-focused characters (who are more likely to be carrying a shield) more resilient against sorcerers and priests.