Sunday, July 25, 2010

Inspiration Gathering

My wife and I took our son to the library last week, and while we were there I did a bit of hunting through their shelves, trying to find some inspiration for settings and such. I discovered a few books by Margaret Weis of Dragonlance fame, though not a full set of anything. They didn't have any of Salvatore's work, either, which surprised me a bit considering his popularity.

We had arrived late, and the library was closing soon, so I didn't get a lot of time to look through things. I more or less picked this up at random:



It looked to be a blend of science fiction and fantasy, incorporating both magic and space travel. It seems to be the second in a set, possibly a trilogy, so I was a little disappointed that I hadn't been able to borrow the first, but it was easy enough to follow regardless.

Having read it, I've now settled on using Perception for Mage mana. I also have a rather nifty reason for why someone can't just take a firearm from Earth and go on a planet-hopping rampage with it. Essentially, the universe is separated into different zones, each with a different reality. Each reality has its own rules regarding physics and magic. Spaceships are built with the ability to reconfigure the way they work, in order to align themselves with the laws of each reality they pass through. If they didn't reconfigure, they would be incapable of moving past the boundary.

In the book, the closer you get to the center of the universe, the less distance there is between realities. Ships that travel near the center have to be extremely flexible to change their configurations quickly. Their crews carry swords, rather than energy weapons, guns, etc., because a sharp blade is always a sharp blade, regardless of reality.

Those who use magic must learn to manipulate the mana according to the rules of the reality they are in. They need to be able to sense the flow of mana, so that they can figure out how it is used in their current location.

While I may not be ready for an interplanetary campaign, I at least have some ideas for how I might do it, as well as some additional things to keep in mind when I come up with new worlds to explore.

Monday, July 19, 2010

Settings and Genres

Though I've been focused mostly on mechanics, I've also been keeping my eyes open for campaign settings and other tidbits that I hope would make the game more interesting for everyone. My friend Jonathan does his best to keep me supplied with new material to sift through, and loaned me a book based in a setting called the Iron Kingdoms.



As you can tell from the cover art on the character guide, it attempts to be a blend of medieval fantasy and steampunk, and from what I can tell seems to pull it off fairly well. The concept, or at least the concept art, really appeals to me.

So I went through and pulled the weaponry from it to add to my master list of weapons, including the magical/alchemical firearms. The blasting powder and ammunition for these firearms is enclosed in a silk pouch divided into two compartments. The pin pierces the packet, letting the two magical powders mix, and the resulting explosion follows the path of least resistance down the barrel.

This is all very interesting, and very cool to introduce into a world without firearms. But it occurred to me that if interplanetary travel is possible in one's game, then there would no doubt be access to non-magical firearms, as well as much more advanced weaponry. That opens up a terribly large can of worms, since modern firearms would be (I imagine) much more powerful than even the guns in Iron Kingdoms. Bows and crossbows would fall by the wayside, or be relegated to the poorest of adventurers. The game would no longer be medieval, but instead modern fantasy or even science fiction.

I'm not opposed to those settings, mind you. I grew up with medieval fantasy, so I'm more comfortable there, but I've also played in Cyberpunk. My main concern, here, is what my players are interested in. I don't want to end up adding in more advanced technology, whether it's science or magic based (Any technology sufficiently advanced etc., etc.), and especially if it's to the detriment of the existing weaponry available, if my players would be happier retaining a medieval feel rather than a renaissance, Victorian-era, modern, post-modern apocalyptic, or space cowboy genre.

Since Jonathan provided me with the Iron Kingdoms source material, I can fairly safely assume he's comfortable with a certain level of steampunkery creeping into the game (as well as a necropolis teeming with undead, but that's another story). Knowing my wife, I'm sure she'd be comfortable with a touch of steampunk as well. So I feel mostly safe in adding in the IK weaponry. The full setting, however, doesn't mesh well with the rest of what I've set up. And I really don't want to mess with the clockwork warmachines at this juncture. So I'm still trying to dig for campaign and setting ideas, at least to start off with.

I'd like to be able to roll with any punches the group would throw at me, switch from one world/setting to another, one quest-line to another in midstream without flinching. I remember my mother telling me how she used to set up elaborate campaigns, just to have the party decide, "Nah, let's go that way instead." So now she drops groups in an established safe zone, and lets them choose where to go. Her home-brewed campaign setting, though, encompasses not just worlds, but alternate dimensions. It's large enough that it is still mostly unexplored territory. I end up feeling rather intimidated when trying to choose where to start adventuring.

So I know I need to start off small. Limit my focus to one area, with a handful of low-level campaigns, and build outwards and/or upwards from there. But I want to make sure that, despite it being a small area/low-level, it will grab the interest of my players. To that end...

Anyone have a favorite setting, genre, or concept they'd love to have a chance to play in?

Saturday, July 17, 2010

Intelligence, Classes, and Experience

Multiclassing has faced as well as posed a number of difficulties in D&D. Back in AD&D, the Player's Handbook gave very specific multiclassing options, based upon race. 3rd Edition removed both racial level caps as well as race-based multiclassing, but limited multiclassing through Alignment requirements, as well as arbitrary limitations (Monk and Paladin, I'm looking at you).

After reading through my previous postings, I'm certain most can figure out my thoughts regarding Alignment restrictions on classes. And trying to convince me that you can never gain another level in a certain class because you took one level of something else? No thanks.

The system I grew up on, which had been based out of AD&D, had no multiclassing or alignment restrictions. This worked out just fine for many years, until we ended up with players who started taking four or more classes in order to gain various 1st level benefits and abilities.



Yeah, like that. Only not 1/11th of a class each level, but 11 first level classes all at once.

Our DM decided this was just silly, and so it was ruled that the total number of classes you could have was limited by your character's intelligence. This made sense. Certain classes were considered to be "worth more" than others, like Paladin (because it combined both Fighter and Cleric) and Ranger (Fighter, Druid, and Mage - AD&D, remember). Overall, the system seemed logical and also helped prevent any more Multiclassing Minmaxing. The biggest problem I had with it was the feeling of obligation to "fill up" with the maximum number of classes that the character's Intelligence could support, so as not to waste it.

So over the past few days, I've put together a ruleset on multiclassing for my own system. In this system, your total number of "effective classes" is what determines your experience needed per level. No more taking a class just for one level.

Taking more classes than your Intelligence would allow can be done. Doing so, however, increases the experience needed for each level based upon how many beyond the "maximum" you took, even above what would normally be required just by having the additional classes. As any college student knows, it's much harder to remember everything when you're taking too many classes.

On the other side of the coin, if you take fewer classes than your Intelligence can support, you gain a discount on the experience needed each level, based upon the difference between the number you were allowed and how many you took. You can learn faster, because you're capable of learning more than what is being presented.

On a previous topic, I asked my wife how she viewed magic users in D&D - whether the power was coming from within, being channeled, or simply using ambient energy, or even something completely different. She reminded me of how Steven Brust has things set up in his Jhereg series: Dragaeran sorcery is more or less grabbing available energy and tossing it, while Eastern witchcraft is mentally and physically taxing on the practitioner. And then there's Pre-Empire sorcery. Let's not get into that.

Taking that into consideration, I see a correlation between Brust's witchcraft and Druids, so I would most likely leave Constitution as the power source for them. Equating Dragaeran sorcerers with Mages, however, still doesn't give me a well-defined source of power. The Dragaerans pull energy through their link with an artifact-level magic item, which basically gives them an inexhaustible supply of mana. I can't really have that.

I've tinkered with a number of options: Base mana off of Cunning, to represent craftiness through the handling and redistribution of ambient mana. Base it off of Perception, to represent the ability to see or notice the surrounding power in order to use it. Base it off of Luck, to represent the idea that ambient power levels can vary from location to location. I've even considered the option of reworking Shadowrun's system of magic, where spells don't take mana, but instead have a chance of draining you when you cast one. Fail too many "Drain" checks, and you're unconscious. Trying to balance that in a d20 system, though, would take a great deal more work than I'm willing to expend on just this one aspect right now, and still leaves Mages with a potentially inexhaustible supply of power.

I briefly considered making each Mage subclass (Illusionist, Transmuter, Evoker, etc.) have a different stat that it uses for power, but I think that would just make things far too complicated and confusing. And it still wouldn't answer what stat to have Mages use. At this point, I'm tempted to either stick with Constitution, or assign it to Perception, the latter mainly because I don't have a lot tied to that stat yet.

Suggestions?

Monday, July 12, 2010

Ability Scores and Casting - Multiclassing

Reviewing everything I've posted so far on spellcasting mechanics, it came to my attention that basing some classes' mana off of Constitution also would alter the dynamics of multiclassing. AD&D and 3rd Edition both use a spells/day system, so multiclassed spellcasters, even if both classes used the same stat for spells, don't have to worry about sharing a mana pool. In the system I grew up on, however, each casting stat has its own mana pool (ie: Intelligence gave Arcane mana, Wisdom gave Divine). This meant that while you could play a Mage/Illusionist, or a Cleric/Druid, you wouldn't gain any additional casting power, just another spell list to choose from.

By making Constitution the casting stat for Mages, Druids, and Rangers, I've now reduced the effectiveness of a Mage/Druid or Mage/Ranger multiclass combination.

I also have a system I've developed to give Fighters and other melee-based classes more versatility and variety than AD&D without making them quite as powerful as 3rd Edition's tireless killing machines. This system uses Endurance points, also based on Constitution. They aren't magical abilities, but I can still see arguments for a Mage/Fighter using a single pool for both casting and the fighting abilities. After all, if you've drained your body by channeling arcane or nature-based force, why would you still have just as much Endurance?

Effectively, though, this would mean that hardly any melee-based class would want to multiclass with Mage or Druid, while Rangers would end up being almost at a disadvantage since they come prepackaged with both spells and the fighting abilities. Power-wise, anyway. The benefit, still, would be increased versatility despite the lack of additional power. Whether this would be worth the increased Experience cost to level, I'm not sure. I guess that would vary, depending on the person.

On the other hand, it would open up Cleric/Druid as a more potent multiclass option, since Clerics draw power from Faith. Paladin/Druid would still have the problem of splitting Constitution between Endurance and Mana. Mage/Cleric would still be just as effective as before. The Thief class gets a few Endurance based abilities, but not as many, which means multiclassing into Mage or Druid might be a slightly more attractive option than it is for the more combat-focused melee classes.

Sunday, July 4, 2010

Confessions of a Gamer Parent

I love my son. He is intelligent, curious, creative, and adorable. He is frequently well-behaved, despite being in the "Terrible Twos" range. As much as he may frustrate me at times, I am deeply proud of him and am, daily, glad of the fact that he is in my life. I would not give him up for anything...

But I would appreciate the option of paying someone to watch him for a few hours, maybe twice a month.

At present, that's just not an option for financial reasons. Even when I do have some spare cash, though, I simply do not know any babysitters in our area. The nearest relatives are an hour away, and have enough physical difficulties that it would be, at best, hard on them to keep up with a toddler.

This comes about because: for the past couple of months I have been making the 1.5-2 hour drive, every other week, to play Shadowrun with the old Tuesday Group(tm). But as much as I enjoy seeing the guys, and getting out for a game, this is just not a sustainable situation for a few reasons.

1) Again, money: Gasoline is not cheap. Purchasing nothing else, a round trip costs about $13. That may not sound like much, but seeing as how my current job is giving me no work, has not given any work for about two weeks, and doesn't expect to have any additional work until the middle of the month, I'm counting every penny.

2) Time: The game goes from 7pm to 10pm - three hours. Often, I'll end up spending another hour just talking with my friends, reviewing the game, making plans for the next one, etc. But the game itself is three hours, which means I'm spending at least as much time on the road as I am at the table. This also means I'm leaving home at around 5pm and not returning until midnight or later.

3) Fairness to my wife: She's been wonderful and sweet, and was the one who insisted I start going to the games, but there is no equal and opposite reaction here. I go off and have fun in tabletop gaming, leaving her to watch our son. She does not have a group of friends to go hang out and game with for hours at a time, and so I have no way to reciprocate the favor.

Ideally, we'd love to find a local gaming group that both of us can participate in together. I actually do know of a couple of people in the area who are gamers, and would most likely welcome us to the table.

But our son, as bright and talented as he is, is still a toddler. He is not going to sit still on a lap for several hours while Mommy and Daddy are bashing goblins. While he is getting close to the point where he might enjoy similar pursuits, he most likely will not have the attention span to maintain that interest for an extended period of time. For the moment, then, unless we game in our own home (and oftentimes even then) we will expend more time and energy trying to wrangle with him than with monsters.

The experience has given me a new appreciation for what my parents must have gone through while raising me, and adds a new perspective to the memories I have of their tabletop games during my early years. I could argue that they had an advantage in the fact that my mother was frequently the DM, since I imagine a lot of players would be more willing to put up with having a kid around (alternately wanting to play, seeking attention, making noise, and then running off when focus is lost only to return five minutes later wanting to play the game again) if it meant that they didn't have to run a game themselves, and the DM is generally more forgiving of having the game they've put together interrupted when the disturbance is caused by their own child. Still, I imagine they may have lost some players, or simply had fewer of them, due to my presence. And I'm certain I kept them from playing as often as they may have liked.

Maybe I'll see about trying to run a local game myself. I've been working on a system, and looking for opportunities to playtest it, but I've currently got absolutely zilch as far as campaign ideas go. I'd also have to overcome my anxiety of inviting strangers into my house, since there really isn't any local gathering place I'm aware of that would look too kindly on playing D&D, no matter what version or variant. And, of course, there's the cleaning to do.

*glances around*

Maybe we could try the local Hardees instead. They ARE open 24 hours...

Friday, July 2, 2010

Responsibility and Me

The past couple of years, I've noticed a trend in my behavior with games. It is not a new behavior for me, but is one that I'd suppressed for several years and now has a new reason behind it.

My first forays into online gaming were with MUDs. I searched through hundreds of them, trying to find one that seemed worthwhile, and eventually settled in a Roleplay-required place that wasn't too different from what I had become accustomed to, gameplay-wise. I created a vast number of characters but could never seem to stick to one for long. I kept coming up with concepts for characters, creating them, and then letting them falter and languish when my concept or idea failed to come to fruition quickly enough, or when I got too bored with level-grinding. After all, it's a game. Why should I spend too much time devoting actual work-like energy into it? Finally, I decided I was tired of the cycle, and made up my mind to create a "throw-away" character, one that I wouldn't care one way or another what happened with. No predestined goals, no background, no real concept, but I promised myself I'd make it to the maximum level. I even used a random name generator, so I wouldn't assign the character any hidden meaning or goals that way.

This "throw-away" still exists. I have been playing him for over eight years now. For over three of those years, he was a key governmental figure in one of the game's kingdoms. I gave my all to that game, that faux-government, to make the in-game environment feel as real as I could, to give the people who worked with me a real sense of connection and achievement. I held the position for longer than any other character, and even when real life took precedence with moving, finding and maintaining a job, and marriage, I did my best to remain accessible to those who depended on me in the game, albeit by messages rather than direct contact. Three days after my forced retirement, due to my "increased absence", everything I worked on was tossed out.

It's taken me years, but I'm finally coming to terms with some of my disappointment and bitterness (this site, which I came across recently, has helped). I've sought solace in other games, but I never seem to stay satisfied with one for very long. None have the depth I'd felt in the MUD, despite the beauty of graphics and the potential for RP, the latter of which I find to be severely lacking in most cases. And in all cases, I've intentionally avoided any duty or responsibility that anyone has tried to assign to me. After all, it's a game. Why should I bother putting too much energy into something that will, ultimately, have no effect on real life? Especially since any work I do will likely end up being undone once I'm no longer there to sustain it.