Wednesday, July 9, 2014

Of Orcs and Evolution




Recently another blogger put forth the claim that monsters with only one hit die should generally be assigned 7 or 8 hit points, as opposed to the standard range of 1-8 generated by rolling for them. (Obviously we're assuming the  eight-sided die standard of Greyhawk and AD&D as opposed to the six-sided standard of Monsters & Treasure, but the same sort of considerations would be applicable in the latter case.) Essentially the argument is an evolutionary one-that for any community of one-hit die creatures where its members lead dangerous and violent lives, creatures with fewer than 7-8 hit points would inexorably be weeded out by a sort of social-darwinian process. I'm calling it "social-darwinian" as opposed to "darwinian" partly to stress that the argument has nothing to do with reproductive chances (though I suppose one could add that consideration to it if one chose) but rather simply looks at what would happen to the same group of, say, Orcs over a period of time in which they fought a set of battles containing multiple attack rounds. Probability analysis shows that after a relatively small number of combat rounds, the overwhelming majority of surviving Orcs would be those that started out with 7 or 8 hit points. So the typical Orc from a tribe that did a lot of fighting would presumably be one of those Orcs. The Orcs with fewer hit points would have already fallen off the treadmill, so to speak, in this tough and unforgiving world.

If you're like me, you probably find the conclusion annoying, though it may not be clear precisely what if anything is wrong with the actual argument. Various commentators on that blog and elsewhere proposed various "solutions"-maybe low hit point Orcs are actually high hit point Orcs that are just having a bad day, perhaps the low hit point Orcs have just come from another fight, etc. J.D. Jarvis at Aeons & Augauries has a series of three quite useful posts ending here where he considers the issue from a number of angles.

In my view, the original argument is perhaps valid. But it is certainly unsound. This is because one of the premises is false. Which premise is that?


I'll say in a moment. But to first digress slightly: When various theories of evolution were proposed by Darwin, Huxley, Spencer and others in the late 19th century, some felt that while evolution in some form was probably true, it was imprudent to, so to speak, make too big a deal of it, especially to the scientifically untrained "masses". Darwinian evolution had the potential (so went the argument) to shatter people's most cherished beliefs.


So to get back to that false premise. I'm going to say something that arguably may shatter one of the most cherished beliefs of many OD&D players (I'm sort of kidding, of course). Or at least it may appear to attack a key metaphysical pillar of the game. Just to be careful, I'm going to whisper it. Here goes:


Hit points don't exist.

"What was that? What? I didn't quite catch that. Could you really have said what I think you said?" Okay, I'm going to whisper it again:


Hit points don't exist.

Now, it's important to understand that I'm not making the claim that because we are talking about a fantasy game, nothing in the game really exists. No. That would be an extremely trivial and thus silly claim. Within the context of the fantasy world referenced by the game (which is what we're of course referring to when debating theories of Orcian evolution) all sorts of things exist. For example, Orcs exist. Orc lungs and muscles exist. Orc brains (such as they are) exist. In Orcs and most other humanoid creatures, fast-twitch muscle fibers (for better sprinting and other short energy bursts) exist, as do slow-twitch muscle fibers (for better endurance). And if the deep anatomy and biology of our fantasy world is remotely similar to ours, then even Orc genes exist.


But hit points do not exist. The point is not that that they do not exist because they are abstractions (although they certainly are abstractions) but that they are abstractions whose only purpose is to help resolve combats and similar dangerous situations that involve players. They have no meaning and indeed no reality beyond that. "Offstage", hit points have no reality. None.


So, while you are and your group are exploring that dungeon, it's true that there are all sorts of violent episodes raging in that same fantasy world-from minor one-on-one muggings to vast battles involving multiple armies. And, yes, creatures are dying and being killed (and surviving and killing), probably in very large quantities. But in any particular case, that creature going to its creaturely reward is doing so not because "its hit points have been reduced to zero", but because it had its head cut off or was stabbed in the heart, or (to use a different level of analysis) it didn't have enough fast-twitch muscles or the right selection of useful Orc genes, or whatever.


So, I have no problem going along with some theory of Orcian evolution that posits the weeding out of wimpy Orcs (though that would seem to be sort of self-evident, and why anyone would want to spend more than a few seconds pondering such a theory is beyond me). No doubt evolution in the somewhat more civilized human communities of our fantasy world would have a tendency to weed out people that aren't attractive to the opposite sex, or aren't very good at sucking up to the Man, or whatever. But if there is any evolution going on, it has nothing to do with hit points.


Moving outside and above the fantasy world to the level of game playing, the standard implication of OD&D that when fighting one-hit die creatures there will be an average spread of hit points from 1-8 is perfectly reasonable given the assumptions of the combat resolution mechanism, in the same way that "hits" doing an average spread of 1-6 points of damage is perfectly reasonable. The combination is just a way of creating a satisfying and interesting set of possibilities influenced by multiple levels of randomness, not an attempt to construct a realistic combat system based on identifying hit points as some essential physical or metaphysical feature of Orcs, humanoids, monsters or anything else.


That really would be silly.

Sunday, July 6, 2014

The Most Pointless Table Ever


This is of course taken from the new 5e D&D Basic Rules.

Make them all different (1e) or make them all the same (0e) (my preference), but why make some the same and some different but only by a really teeny amount? What is the purpose of it in terms of player choice, play balance, the aesthetic of the rules, realism, getting players more immersed in the fantasy world or, well, just making things fun?


Contrast:


Everyone begins with 30-180 gold pieces to seek his or her fortune.


with


We mean to comprehensively and accurately describe this alternate fantasy world for you. It's important for us to get it right, and it's important for you to get it right. The average amount of funds that different character classes start out with is similar but not precisely so (due to how the economics of the fantasy world work out, or whatever). The average amount is the same for Clerics and Fighters and the same for Rogues and Wizards, but Clerics and Fighters have slightly higher averages than Rogues and Wizards. In practice of course this doesn't make a huge amount of difference, but still it's important for us to get it right, and it's important for you to get it right. Here is a chart  that explains it.


Unfair perhaps, but that's how it appears to me.


I have no idea whether the table was lifted from 4e or 3.5 or not and I don't really care to check. But it's just another example of ill-thought out (or overly thought out) clunkiness.

Saturday, July 5, 2014

The Towering Castle Beneath the Stormy Night Sky



Pop quiz: match these opening lines to the above games--the new "5e" D&D Basic (2014), Lamentations of the Flame Princess (2012), Swords & Wizardry Complete (2010) and Dungeons & Dragons (1974):

TREASURE and glittering gems; dark places beneath the earth where monsters dwell; magic circles, pentagrams and pentacles; runes of evil import, and iron-banded doors of mouldering oak; wizards of vast power, living in their isolated towers above black seaside cliffs; great-horned demons in their bloody lairs; massive stone idols with jeweled eyes and hieroglyphic pedestals, carved in the distant eons before the young civilizations of humankind; strange and glowing orbs, floating in the air above rusted metal grates leading to deeper levels of the underground passageways…
It is about flying carpets and cursed blades, about hooded priests gathered for unspeakable rites in their forgotten temples; it is about adventure and about perilous undertakings, forcing back the evil creatures of Chaos from the borderlands of embattled civilization; it is about battle-scarred warriors and deadly sorcerers…

Being a Referee is like being an artist, a manager, an accountant, and that crazy old guy that lives in the park that everyone avoids because he’s always talking to himself, all in one. Although hopefully you won’t be talking to yourself. At least not while anyone is listening.

ONCE UPON A TIME, long, long ago there was a little group known as the Castle and Crusade Society. Their fantasy rules were published, and to this writer's knowledge, brought about much of the current interest in fantasy wargaming. For a time the group grew and prospered, and Dave Arneson decided to begin a medieval fantasy campaign game for his active Twin Cities club. From the map of the "land" of the "Great Kingdom" and environs — the territory of the C & C Society — Dave located a nice bog wherein to nest the weird enclave of "Blackmoor", a spot between the "Great Kingdom" and the fearsome "Egg of Coot". From the CHAINMAIL fantasy rules he drew ideas for a far more complex and exciting game, and thus began a campaign which still thrives as of this writing! In due course the news reached my ears, and the result is what you have in your hands at this moment. While the C & C Society is no longer, its spirit lives on, and we believe that all wargamers who are interested in the medieval period, not just fantasy buffs, will enjoy playing DUNGEONS and DRAGONS. Its possibilities go far beyond any previous offerings anywhere!

The DUNGEONS & DRAGONS ROLEPLAYING GAME IS ABOUT storytelling in worlds of swords and sorcery. It shares elements with childhood games of make-believe. Like those games, D&D is driven by imagination. It’s about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents.

It's a pretty easy quiz, obviously, for people who have read or played these games or who know a bit about the authors or the historical context. And for anyone paying attention, the point of the exercise should be immediately clear. Only one excerpt uses the term "imagination" (and if you count the variant, "imagine", it mentions it twice) yet the prose in that piece is without doubt the least imaginative (and the dullest and most boring) of the four.

The precise character of the selections differ somewhat of course. One is an attempt to get you excited about the game in question by immediately transporting you into a fantastic world. Another is a sort of self-deprecating and funny introduction to how to "run" a game. The third is an all-over-the-place and quirky piece focusing partly on the historical circumstances of how the game in question came to be created. And the fourth is of course a straight introduction. Are the first three authors Nobel-Prize winning stylists? I don't know. Perhaps not. Who is? But they--Matt Finch and James Raggi--are (or in the case of the late Gary Gygax, were) damn good "amateur" writers who felt it important to start the text of their rules right off with strong, interesting adult prose--even though they knew that children were a big part of their audience (okay, maybe Raggi doesn't write for children, but still). I don't know who the author of the D&D Basic excerpt is. And even if I did spend a few seconds to investigate, I imagine that the opening text to one of the flagship games of a major game company is somewhat of a joint effort. The point is not to criticize or blame any particular person. The author (whether or not the text was modified or overseen by others) is undoubtedly a talented game designer and probably a pretty good writer. (He has a good paying job doing this and I don't. And there is probably a reason for that.) But that doesn't absolve the text.

It's terrible. Boring. Clipped. Unimaginative. It reads like one of those excruciatingly awful high-school history textbooks that have had all the color leeched out to avoid offending anyone and to make it understandable to readers in the lowest tenth percentile, or perhaps a book report written by an intelligent 7th grader who has mastered the rules of grammar, but has no particular desire to make her writing particularly interesting or exciting (it's only a book report).

Well, after all (so the counter-argument goes) it's a mass-market product. There are certain things they have to do and that are expected given the economics and their market niche and the corporate culture that they are a part of, etc., etc., etc. You're naive if you think otherwise. Well, putting aside one obvious retort to that--must all prose intended for the "mass-market" be insipid?--even if that were an explanation or a justification for why it happened, that doesn't change the fact. If you thought my prose was insipid, and I told you that the reason for that was because I was promised a million dollars if I would make it insipid, that wouldn't change anything for you. That wouldn't or shouldn't make you any more likely to buy or even pay attention to my product.

Does it matter? After all, it's only a game.

Yes. It does. 5e D&D Basic asserts that it is at the pinnacle of role-playing games. It builds (so it claims) on the experience gained in the design, writing and play of the previous four editions and three generations, forty years and literally millions of players. Thousands of hours and probably hundreds of thousands of dollars have gone into its development, and the best they can come up with is:

[Dungeons & Dragons] is about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents.

The dull, completely unimaginative prose is one way that contemporary "D&D" smothers the imagination of its players. There are other ways that it does this, of course. But this as good an example as any.

Friday, July 4, 2014

D&D 5e Basic Rules: A Random Review



As most of you probably know by now, the free download of the Basic Rules is available here.

In the spirit of the OSR I thought I would write a review based on random tables. Grab a six-sided die and enjoy!


1. COMMENT ON THIS SAMPLE EXCHANGE:

Dungeon Master (DM): OK, one at a time. Phillip, you’re looking at the gargoyles?
Phillip: Yeah. Is there any hint they might be creatures and not decorations?
DM: Make an Intelligence check.
Phillip: Does my Investigation skill apply?
DM: Sure!
Phillip (rolling a d20): Ugh. Seven.
DM: They look like decorations to you. And Amy, Riva is checking out the drawbridge?

Die
Result
1
A clear presentation of the current state of the art in RPGs. Thank the goddess we’re not living in the 1970’s anymore.
2
I skip these sorts of things.
3
I wanted to write something but I just failed my Intelligence check.
4
That this is featured on the first page of text does not auger well.
5
The above is an example of ‘New School’ roleplaying at its dumbest.
6
That one of the female characters is named ‘Riva’ brings up bad memories.

2. OVERALL THE RULES ARE:

Die
Result
1
Way too complicated.
2
Not complicated enough. Bring on the full $40 manuals!
3
Appropriate for the 'Basic Game'. It will lure novices in.
4
A precise simulation of reality down to the tiniest atom.
5
Fascinating! I've always wanted to act out a fantasy story. Now I understand how to do it!
6
Way too complicated. But then again, I've had a few drinks.

3. IF I WANT TO, CAN I PLAY A DWARF WHO IS NOT 'DWARF-LIKE', AT LEAST ACCORDING TO THE TWO PAGE DESCRIPTION OF 'DWARF-LIKE' RACIAL AND CULTURAL CHARACTERISTICS, ATTITUDES TO THE OTHER RACES, ETC?:

Die
Result
1
No.
2
Yes.
3
That you even ask shows that you are a reactionary.
4
Yes.
5
Only if you make your Constitution check modified by your Arrogance score.
6
Perhaps, but only after private consultation with your DM.

4. IS THE ELF TRAIT 'MASK OF THE WILD':

Die
Result
1
Evocative.
2
Confusing.
3
A further sign that Elves are a bit magical.
4
Silly.
5
Cool.
6
Cribbed from 50 Shades of Grey.

5. PERSONALITY TRAITS (IDEALS, BONDS AND FLAWS) ARE:


Die
Result
1
Boring and too new school.
2
An enhancement of role-playing, and isn't that what it's all about?
3
Appropriate for the 'Basic Game'. Freudian analysis only comes with the Advanced edition.
4
Confusingly presented. Are they chosen or randomly determined? The rules are unclear.
5
Fascinating! I've always wanted to act out a fantasy story. Now I understand how to do it!
6
Way too complicated. But then again, I've had a few drinks.

6. COMMENT ON THIS TEXT:

You don't need to be confined to binary notions of sex and gender. The elf god Correllon Larethian is often seen as androgynous or hermaphroditic, for example...You could also play a female character who presents herself as a man, or a man who feels trapped in a female body, or a bearded female dwarf who hates being mistaken for a male. Likewise, your character's sexual orientation is for you to decide.


Die
Result
1
I'm sorry, what is there to comment on?
2
Whatever, as long as the all the NPC Elven chicks have lesbian tendencies.
3
Oh, please. Must we have this in a game written primarily for children?
4
Yes, we must, and the author of the above statement is obviously a homophobe. There's no place for that in the RPG community. Take your hate and go home.
5
Personally, I've always felt I was a bearded man trapped in the body of someone who can't grow a beard.
6
Perhaps, but only after private consultation with your DM.

7. IS THE LIST OF 'TRINKETS':

Die
Result
1
About the only thing worthwhile here.
2
Too random. What if you end up with a bad one?
3
Too simple, without description or explanation. It's not clear how to DM it. Will the Advanced edition have rules telling us how to use these in play?
4
Cool.
5
So old school that it almost seems out of place.
6
Cool.

8. DO THE 0-HIT POINT, DEATH AND HEALING RULES SEEM ANY MORE 'DANGEROUS' THAN 4E:

Die
Result
1
No.
2
Yes.
3
Extremely unclear. Mixed signals are sent.
4
No.
5
Probably not.
6
No, and that's another huge problem with this game.

9. IS THE PRESENCE OF A MAGIC MISSILE SPELL THAT AUTOMATICALLY HITS:

Die
Result
1
New school.
2
Old school.
3
Heresy.
4
A carryover from the original game that has no deep significance whatsoever.
5
A good thing for all M-U's to have, if they have a spare spell slot.
6
Pretty damn powerful considering that in general you get one 'dart' per level. (Though in the context of the relatively high hit points and other special powers of PC's and Monsters in this game, is it really that great? I have no idea.)

10. WAS THE AUTHOR OF THIS REVIEW:


Die
Result
1
Fair and balanced.
2
Unbalanced.
3
Mixed. It depends on how the dice were rolled. Hence the 'Random' title.
4
Predisposed.
5
Inebriated (but what else is new?) 
6
All of the above

Fight On!

Sunday, June 29, 2014

The Monsters of Seven Voyages of Zylarthen, Part I


Once I had decided to create Zylarthen (or the original effort that became Zylarthen), one of the most basic questions was which set of monsters to include. I had two goals, and I didn’t initially know whether I could satisfy them both: 1. Make the list such that it would distinguish Zylarthen from the competition, as well as if possible constituting a worthwhile improvement or at least alternative to the standard canonical list. And 2. Be as faithful as possible to the original OD&D monster offerings.

The most obvious first pass idea was to include all and only those monsters explained and “statted” in the 1974 Monsters & Treasure. But it was quickly apparent that there were a number of problems with this. First of all, the list is actually quite short compared to what most of us are used to—only 60 creatures long if the subgroups are not counted—and it doesn’t include many of the monsters that we now think of as canonical—Carrion Crawlers, Stirges, Mind Flayers, Shriekers—some of which first appeared in Greyhawk or The Strategic Review. Second, using the original basic list seemed, well, sort of boring and had been done by at least one of the other clones. What exactly would be the point of rewriting the blubs for the 100 odd original creatures and setting out the same stats? Granted, one might be able to make some of the information a bit clearer than the original, but one would in turn lose some of the brilliant Gygaxian turns of phrase. What would be the purpose of a Zylarthen monster book, other than just to, well, have such a book with the “Zylarthen” label on it to go with the game?

The next thing that came to mind was to include all the monsters from Monsters & Treasure, The Strategic Review and the three (or possibly four, if one includes Gods, Demi-Gods and Heroes) supplements. This would in effect have created simply a leaner OD&D version of the Monster Manual. That’s actually the primary reason I rejected it. Plus there were many monsters that seemed inappropriate to include in a small booklet, such as the numerous aquatic offerings of Blackmoor. It just seemed counter to the tone of the game to include the full parade of those watery creatures.
For a month or so I toyed with the idea of including every creature mentioned in the above sources, including all of the unstatted animals (giant and otherwise) in the wilderness encounter tables at the back of Eldritch Wizardry. I even started to research these animals so that their blurbs would be more “realistic”. (Do Jaguars generally live alone? How many cubs do they have?). It’s true that this would have created something a bit different from the Monster Manual, but its distinguishing feature would have been that 50% of it would be extremely boring. Fortunately I saw the light and scrapped that idea.

Well, why not just take the monsters I liked from OD&D and leave out the boring or silly ones, you ask? Swords & Wizardry basically does this, to give one example. The answer is that I guess it just offended my sense of historical symmetry. I wanted my effort to be in certain ways hyper-faithful to the original game, and so just picking and choosing seemed arbitrary to me—“house-ruley” as opposed to historically grounded.

At some point I sort of had an epiphany to draw a line at roughly the fall of 1975. This would have the virtue that it snagged most of the non-3 LBB’s members of the canon including 15+ from the first four issues of The Strategic Review, while avoiding Blackmoor, which was published a few weeks later. But to make it interesting I pretty much always knew that I wanted to describe every being or monster mentioned. This would include the “missing monsters” briefly mentioned in or after the wandering monster tables in The Underworld and Wilderness Adventures—Mammoths, Dinosaurs, Robots, Martians, Giant Whatevers, etc.—but also those gals and guys oddly appearing only in play examples and illustrations—Witches, Amazons and Barbarians—as well as the “historical” entities that some people hardly even notice—Vikings and Turcopoles. To make it even more interesting, some of the offerings that first appeared in Greyhawk would later be presented sort of differently in AD&D. So going back to the original presentation would make them seem “new”. For example, I think the NPC Druids of Greyhawk are implicitly a bit scarier (and historically based—with “barbaric followers”) than the sort of new-age semi-peaceful nature freaks that they became later. Though, I admit I sort of scarified them up for Zylarthen. (I think this sort of Druid has a basis in the actual history or at least the old myths constructed from that history—think Wicker Man—though I concede the question is controversial. Don’t kill me, Druid lovers.)
I expanded on the implicit potential of “Flyers” in The Underworld and Wilderness Adventures—adding such giant flying bugs as Bumblebees, Moths and Locusts (the “sexist” comment in the description of one of those creatures was meant in fun and to see whether anyone was listening)—as well as adding what I called “True Wraiths” from Chainmail.

One of the most noticeable features of Zylarthen was the substitution of player-character Thieves for Clerics. This was not merely because I subjectively didn’t like Clerics but because I thought having Clerics as player-characters was inconsistent with the overall tone of OD&D. But they very much remain as important "monsters". Among other things, one may encounter Evil Priests who employ the Finger of Death. Also consistent (in my mind) was adding a collection of gods (without stats) side by side with the other creatures. Not to seem too full of myself but it seemed to me that OD&D should have done this (and not by giving them stats in a separate supplement). Having a diversity of gods ready to occasionally interact with humans was implicit in the setting, I think. Interestingly, even though the gods only occupy a few pages, every reviewer has mentioned them. I didn’t expect this, as including them was almost an afterthought—but it was a choice I am increasingly very satisfied with.

Coming up with “alternative” level names, especially for evil non-player characters was fun. In my view, that was one of the really neat things about original OD&D. Who wouldn’t rather see “Thaumaturgists” or “Swashbucklers” in a random monster table than “5th level Fighters” or “5th level Magic-Users”? As much as I respect Gygax, I thought some of the original level titles were slightly silly and random—Vicars?—but the idea was cool. The online OED as well as some other dictionaries and etymologies were quite helpful in my efforts. The “restriction” of not copying most of the level titles (partly for legal reasons) actually ended up being quite liberating.

Finally, for the selections of “Soldiers” I added some types (and kept others, such as Turcopoles), again trying to be consistent with the original vibe. Though OD&D was supposedly and explicitly “Medieval” I felt there was a strong implicit classical, Byzantine and middle-eastern influence. So, partly to spice up the Chainmail survivals—Medium Foot, Heavy Foot, and so on—I renamed or redefined some of them as Hoplites, Cataphracts, Elf Legionnaires, etc. (There is a prize for anyone who correctly identifies what a Cheirosiphoneer is!)

The guiding philosophy was not to subjectively add things but to be faithful to the spirit if not the (sometimes neglected) letter of the original. I hope I succeeded.

What’s old can be new again!


Notes on Illustrations:
  1. An Iron Golem, drawn by John D. Batten, 78 years before the publication of Monsters & Treasure, in Book of Monsters, p. 32. From  The Beguiling of Talus, from “The Argonauts,” in  Jacobs, Joseph, The Book of Wonder Voyages, New York: Knickerbocker Press, 1919, orig. 1896, p. 84.
  2. An Invisible Stalker in the act of, well, stalking, in Book of Monsters, p. 35. From  Jack With His Invisible Coat, from “Jack the Giant Killer,” in  Jacobs, Joseph, English Fairy Tales, illustrated by John Dickson Batten, New York: G.P. Putnam’s Sons, 1892, orig. 1890, p. 117.
  3. A Unicorn "staying in shape", in Book of Monsters, p. 59. From  The Unicorn, from “A Dozen at a Blow,” in  Jacobs, Joseph, Europa’s Fairy Book, by Joseph Jacobs, illustrated by John Dickson Batten, New York: Knickerbocker Press, 1916, p. 81.
  4. A boy hugging a dog. I thought it appropriate to end the Book of Monsters on a positive note (p. 64). From ”Morraha,” in More Celtic Fairy Tales, p. 92.