Thursday, 14 April 2022

Patching

This Bastionland Editorial was originally sent as a reward to all Patreon supporters, and is released freely on this site a week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

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Calendars aren't my strong suit, but if this is Editorial #52 then I make that a (nearly) full year of doing these things (just conveniently ignoring those weeks that I skipped). I was initially hesitant about having my regular content on a delayed release for non-patrons, but it seems to have worked quite well. The only downside is that I change my mind so quickly that often the ideas I'm sharing are out of date by the time they hit the public blog. 

So let's see if I can make it to 100. 

Ben Milton's Glatisant Newsletter got me onto reading about Blorb Principles for running an RPG. Whether or not this particular style of play suits you, this principle-setting is a useful tool for focusing in on what elements you really want to keep in mind when running or playing a game. Better still, a shared set of principles for the table avoids those issues where the game drastically misses the expectations of one or more players. 

So, yes. Set principles. I think it's worth doing.

But what about this Blorb thing? I'm not going to repeat everything that's been written already, but it largely fits with my own style of play. In particular there's one section that nicely distills something I've never quite managed to put into words before. 

Quoted here (but you should absolutely go and read the full post): 

Three Tiers of Truth

The DM is asked a question like, for example: what’s in the office?

a. Look in the prep. Maybe this room is in there and the text says what is canonically in there, and you’re all set.

b. Otherwise, maybe you have a rule (“default offices have a stapler, a typewriter, a visitor’s chair” etc) or mechanic (such as a random room content table). Use that.

c. If you don’t have that either, make something up. Try to make it something that won’t help or harm the players too much. It can be evocative and build mood, but shouldn’t be 20 angry beholders (or 20 free healing potions). Don’t feel bad: allowing DMs to start small is how we get new DMs. But, patch the hole, or this category of holes, for future sessions. Then over time your DMing will get more and more solid.

Always work in that order, top to bottom, only falling to a lower tier of truth when you have to.

A campaign that’s built on all T2 and T3 truths isn’t as engaging as one that has some solid T1 framework in there (in a cloud, bones of steel), but as you patch holes (as T3 instructs you to) feel free to patch them with mechanics and general solutions (i.e. T2 truths). That’s you building a DM’s toolbox.

Yeah, of course I like the bit that essentially fits into a 3-bullet procedure. I've lingered around the idea of the "impartial GM" before, but never really committed too hard to it. This feels like a good, practical structure to put that idea into practice. 

But of course I need to make some initialism or acronym in order to wedge this into my brain, so I'm remembering the three tiers of truth as:

1: Prep
2: Procedure
3: Patch

The first two should be pretty self-explanatory. 

1: If it's written in your notes then don't change it because of stuff the players have done ahead of encountering it. This goes back to the quantum ogre and beyond, so not much for me to add here. 

2: If it's not in your notes and you have a rule or roll somewhere that's fit for purpose then use that to generate a new truth. All part of the appeal of encounter rolls, reaction rolls, morale checks. The stuff that makes the world feel dynamic and real even outside of the GM's notes. I'll stress here that there's a huge difference between "making a world feel real" and "making a realistic world" but that's one for another day. 

3: This is the one that I want to give more thought to. That essential GMing skill of making shit up when the players do something you weren't prepared for. I've joked before that this is the most important skill to cultivate, but here it's presented in a slightly more specific way.

You're patching a hole. You're here because you didn't prep for it and you don't have a procedure for it. Now that's not innately bad but on reflection I agree with the Blorb principles that if a game has too much of this I start to lose interest. The curtain starts to fall and the world feels a little less like a living place to explore.

The original principles suggest that you change up your prep to that next time a similar situation arises you can draw on one of the higher tiers of truth, but I'm more interested in the immediate patching that occurs in the gameplay.

In the same way that "describing failure" is trickier and more important than "describing success", I'm starting to think that I want to give more thought to the specifics of how I patch those holes that exist outside of the prep and the procedures. The original post has some good advice (don't invent anything too helpful or too harmful) but how about treating it as an opportunity. Just because you're avoiding being especially impactful to the characters doesn't mean you can't have an impact on the players.

Each time I have to patch a hole mid-game I'm going to make something up that checks at least one of the following:

  • Evoke the flavour of the world - the intent being to further solidify their sense of the greater world they're exploring
  • Indulge their senses - shameless attempts at immersion, putting the players right in the minds, ears, and noses of the characters
  • Reinforce something that they've already learned about this place - I'm not 100% sold on this one, as there's a degree of quantum ogre about it, but I also feel like you can never give players too many reminders

So using the original example of the players searching an office that you hadn't planned for, we could patch in three different ways if we were running a game in Bastion:

  • Evoke: The office is a mess. Under the piles of paperwork you can just make out dozens of stacked in-trays and out-trays. The desk is littered with dried up rubber stamps and empty pill bottles. 
  • Indulge: You're hit with the heady smell of correction-fluid, a large bottle of the white chemical spilt on the faded carpet and paperwork scattered throughout. 
  • Reinforce: The office looks abandoned, furnishings thrown to the ground and hastily searched. Presumably whoever looted the other rooms also had a good rummage through here. 

Sure you can shoot for all three at once, but we don't need to apply that level of pressure here. Remember, it's just patching the hole. 

 

Wednesday, 6 April 2022

Knights

This Bastionland Editorial was originally sent as a reward to all Patreon supporters, and is released freely on this site a week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

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Each Knight has a Shortsword (2d4), Mace (d6), or Axe (d6).

Riding horse (3hp), torches, rope, and dry travel rations.

Specific Knights also receive:

Holdings: The things they own and have access to.

Myths: The truths which are known.

 

The Moss Knight

The tree and stone did not need to be taught This one knew to study under them

Holdings

  • Wooden Buckler (A1 in Melee)
  • Bag of assorted animal bones
  • Tattoos (see below)

Myths

  • Can speak with uncut stones, but they talk very slowly and are extremely literal
  • When spending the night under a tree it shares a useful vision through dreams, and grants restful sleep
  • After spending a night inside, take the Burden: Stifled: Spend the night in untamed nature.

Tattoos

Colour
1. Faded Black
2. Deep Blue
3. Raised Silver
4. Pale Green
5. Scarred Red
6. Burnt Copper

Design
1. Branching Spirals
2. Tangled Thorns
3. Curved Stars
4. Horned Snakes
5. Twisted Bones
6. Flaming Rings


The Gilded Knight

A beacon of the brave and bold All cloaked and masked in shining gold

Holdings

  • Gold-coloured armour with cloak and masked helm (A1, bulky, opponents who know the value of gold have their first ever attack against you Impaired)
  • Illuminator Globes (cast bright light for a few moments when broken, can be replenished at a secret source)
  • Take the Burden: Symbol: Pass your golden armour onto a worthy successor

Myths

  • When Wounded, all allies fighting alongside regain d6hp
  • When they gain financial wealth, take the Burden: Unworthy: Be rid of your financial wealth
  • When slain, the armour must be cast into darkness. A new Gilded Knight emerges when they are most needed

The Cost

How long has the armour been worn?
1. Days
2. Weeks
3. Months
4. Years
5. Decades
6. For all memory

What was left behind?
1. A Farm 
2. A Crown
3. Only Graves
4. A Student
5. A Teacher
6. A Castle


The Willow Knight

The senior knights fought the storm, falling as broken bones The youth was thrown about, but arose in the calm

Holdings

  • Youthful energy (can be Shattered like a shield)
  • Replace Riding Horse with an Old Grey Charger (1hp, d6 trample)
  • Lyre (only knows sad songs)

Myths

  • As long as they are not wearing Armour any attack dice rolled against them are discarded if they show their highest possible result. Shields do not count as Armour for this purpose.
  • Elders won’t take them seriously at all until their worth is proven.
  • If not carrying any Bulky items they can choose to automatically pass any Save to avoid physical harm, taking the Burden: Unproven: Prove you are worthy being a Knight. 

Memories of Home

Place
1. Riverside
2. Coast
3. Mountain
4. Pine Forest
5. Moor
6. Castle

Disaster
1. Death
2. War
3. Famine
4. Plague
5. Fire
6. Flood

Thursday, 31 March 2022

Mourning

This Bastionland Editorial was originally sent as a reward to all Patreon supporters, and is released freely on this site a week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

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They wandered here and there, drawn out by sorrow

As old as the sun, as timid as a child

Mourning Spirit

STR 5, DEX 15, CHA 17, 3hp.
Flashes of despair (d8 blast), immaterial body (ignores normal weapons).

  • Lingers protectively around a place tied to past sorrows
  • Grants visions of the past sorrows, but only to those who come with peace and humility
  • Repelled by earth from a burial mound, or any funerary imagery

Their World

  • Islands within the mist of time
  • The mourned past can be seen as readily as the now
  • None can die there, but any that leave gain the Burden:
    Haunted: Destroy a part of the past which haunts you.*

MOURNFUL FORMS (Roll 2d6)

Shape 

  1. Robed 
  2. Skeletal
  3. Rotund
  4. Knightly
  5. Childish
  6. Amorphous

Matter

  1. Glow 
  2. Frost 
  3. Fire 
  4. Mist 
  5. Shadow 
  6. Water

*Burdens now function slightly differently to my previous iteration. If you have 3 or more Burdens you are considered Unready, and Burdens can (generally) only be removed by fulfilling their specific requirements. In this case you must "Destroy a part of the past which haunts you".

 


Wednesday, 23 March 2022

Exploration

This Bastionland Editorial was originally sent as a reward to all Patreon supporters, and is released freely on this site a week after its original publication.

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Like so many others I've been playing a lot of Elden Ring over the past few weeks. I'm 27 hours in, and so far it's already been one of my favourite videogame experiences. I played the original Dark Souls 10 years ago, enjoying it but getting stuck at some point and never finishing it. I haven't gone back into the series since, and was mostly drawn into Elden Ring by the comparisons to Breath of the Wild.

Breath of the Wild was the best and worst thing to happen to my experience with videogames. Its inviting world, near limitless freedom, and wide open structure tapped into everything I want from a game, but it lowered my tolerance for games that fail to deliver. Clever systems and finely-tuned challenges are good, but above all else I want to feel like I'm exploring a world in my own way, and that the world is worth exploring. 

Years later I dipped into a remaster of Assassin's Creed: Black Flag hoping for the same feeling, but it always felt like the world was behind a fluttering curtain of systems, and my plans weighed down by a rigid structure for what I should be doing at any given time. No Man's Sky had a lot to like by the time I came to it, but it still felt like there was a game developer's hand on my shoulder as I played. I picked up Shadow of War for free and I don't know if I even made it into the sandbox, dragged down into the tutorial-mire before I could even run freely. 

So I wanted to acknowledge some of the ways in which Elden Ring gets it right for me and nails the element of exploration in a way that so many other games fail. Might be a good checklist if you're hoping to stimulate that same feeling in your tabletop RPG.


It lets me do what I want, not what I should be doing.

It lets me go to dangerous places even if I should probably come back later.

It lets me run away.

It lets me sneak.

It lets me grab some treasure without fighting.

It (usually) shows me the dangerous thing before it kills me.

It shows me big, distant places that I can go to.

It doesn't note down everything for me, and expects me to pay attention.

It sometimes points in a certain direction, but doesn't tell me why.

It lets me visit most regions of the world (perhaps all of them, I'm not sure yet!) without fighting a single boss.

It  puts some weak enemies in the strong areas and some strong enemies in the weak areas. 

It has wandering encounters.

It changes between night and day.

It punishes you for dying, but not too much, and throws you right back in.

It puts some treasure just in a remote place, not necessarily behind a guard. 

It has lore, but most of the time bombards you with flavour.

It has a plot, but it feels more about whatever your character is currently doing.

It lets you change your mind and do something else instead.

It lets me play for 10 minutes or 10 hours and feel satisfied either way.

Perhaps I'll go and dip in right now.

Thursday, 17 March 2022

Myth

This Bastionland Editorial was originally sent as a reward to all Patreon supporters, and is released freely on this site a week after its original publication.

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I've been pretty vocal about my love of Monster Manuals. I guess I might need to know how many HP a Gorbel has, but I'm really more interested in their weird powers and behaviour. Fire on the Velvet Horizon is essentially an entire book of this stuff.

Luckily I'm not alone here, and I've been reading some medieval monk's Fiend Folio knock-off recently. I'd previously assumed that these Bestiaries were full of errors born out of ignorance. "Oh look, isn't it funny how little this 13th Century Scottish recluse knew about giraffes."

Well I'm sure that accounts for some of the content, but here even local fauna is given fantastical qualities, inevitably making some point about Christian vices or virtues. Weasels can resurrect their beloved young, dogs can always be trusted to provide truthful testimony, and goat blood is hot enough to dissolve diamonds. 

I picked up this book as inspiration for a bank of myths I'm writing for my medieval experiment. Whether they're a monster, place, or event, I want these myths to feel mythic. The sort of stories people would tell as allegory in our world, but real in this one. 



THE WYVERN

All jaw and neck like knotted string
All wing and tail with baleful sting

That Twisted, Venomous Reptile
STR 17, DEX 17, CHA 3, 12hp
Cowering wings (A2 when grounded), bite (2d10) or sting (d8, wound causes bloating death within an hour unless thoroughly washed out with fresh milk)

  • A clumsy flier, drawn to places rich with the stench of upcoming death
  • Fights only to secure its nest (see below), protect its young, or for petty revenge
  • Disgusted by the sound of a baby’s cry

Wyvern Eggs

  • The satiated creature lays two eggs among the carrion of battle, without need for a mate
  • Each hatches as a different beast (see right), carrying their mother’s venom
  • The offspring share a feast of the dead before travelling in opposite directions

Her Poisonous Young

Form (d6)
1: Adder
2: Newt
3: Frog
4: Weasel
5: Scorpion
6: Flightless Swan

Abomination (d6)
1: Barbed Scales
2: Unhinged Jaw
3: Prehensile Tongue
4: Bloated Stomach
5: Twin Tails
6: Horned Snout

Tuesday, 8 March 2022

Priceless

This Bastionland Editorial was originally sent as a reward to all Patreon supporters, and is released freely on this site a week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

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Into the Odd, and especially Electric Bastionland, hold personal wealth in high regard. Your debt looms over you, and you're explicitly told to go and hunt treasure to get rich quick. Buying fancier weapons and armour is one of the main ways to improve your survivability, and I wrote the Luxuries section of the equipment list to tempt players into increasingly avaricious ventures.

Playing around with a more mythic-medievally-thing on the same chassis has made me rethink the position of money. Not quite one of those barter systems where people trade rabbits for halberds, but definitely something that would force players to take on a different relationship with money. That is to say I wanted to get rid of it.

As a side note, I want to put some weight on the mythic part of my description above. I love exploring medieval history, but sometimes the legends are even more interesting than the truth. Take Le Mort d'Arthur. It's a book published in the 15th Century, set around the 5th Century, drawing on stories originating from anywhere in between those points. That's before you even get into the various cultures that have thrown their own twists into the tale.  Sub-Romain Britain is fascinating, but Arthurian Britain is enthralling

So what value would this sort of world put on a longsword? You'd better track down a fine blacksmith, there's no call for such an artisan in this sleepy village, so off to a distant castle. Perhaps their liege already has them busy with work, so why should they make a sword for you? Do you try to appease the liege, or strongarm the smith? Maybe you're better off finding a barrow mound rumoured to hold the fine arms from a long-dead warlord.

You don't just go to the shop.

I need to work on this guidance, but I have the seeds of a procedure in place and, for now at least, have removed all references to monetary valuations. 

TRADE Only the rich deal in coins. Most trade in this primeval land is focused on:

  • Finding somebody who can supply the item or service.
  • Making sure they have what they need to provide it.
  • Providing them with one of their needs or wants, or making a firm or implied promise. 

The value of any given item depends entirely on the bargaining positions of the person holding it, and the person desiring it. Long-standing trade agreements often form into pledges of ongoing service or protection.

Naturally, more effective arms and luxurious goods are more difficult to find in supply, and demand more in return.

COMMON ARMS 

Crude Weapon: d6 bulky, pitchfork, staff, etc.
Blade: 2d4, dagger, dirk, etc.
Hand Weapon: d6, axe, spear, etc.
Field Weapon: d8 bulky, pike, bill, etc.
Niche Weapon: d6, bulky, +d8  in a specific situation, torniehook, thistlepole, etc.
Javelin: d6 ranged
Bow: d6 bulky, ranged
Light Shield: +1 Armour in melee
Heavy Shield: +1 Armour, bulky
Field Armour: Armour 1, bulky

RARE ARMS 

Hefty Weapon: d8, waraxe, morningstar, etc
Longsword: 2d6
Greatsword: 2d8 bulky
Greatbow: d8 bulky, ranged
Kite Shield: +1 Armour
Fitted Armour: Armour 1

Note: Weapons listing multiple dice roll and keep the single highest die.

Thursday, 3 March 2022

Tinkering

This Bastionland Editorial was originally sent as a reward to all Patreon supporters, and is released freely on this site a week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

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Just some disjointed ideas today. Messing around with something ITO/EB based. Presented without any further context.

UNREADY: Characters who are caught unprepared, helpless, or  off-guard are Unready, and have 0hp until they ready themselves. Traps usually catch their victims Unready.

BULKY: Bulky weapons require two hands to wield. Anybody carrying 3 or more bulky items is considered Unready.

BURDENS: Characters can acquire Burdens on their soul. These count as a Bulky item. 

RECOVERY: HP is Refreshed by a moment of calm, wiping away the mud and blood. Ability Scores are Restored by a full week of recuperation under warm hospitality. Burdens are Relieved by completing a Quest or taking full season of reflection or indulgence. Other opportunities for recovery may present themselves but carry a cost. 

THE UPPER HAND: Where one side gains an advantage, the Referee grants the most appropriate bonus: +d6: Petty gambit (thrown dust) +d8: Tactical exploit (defensible position) +d10: Ruthless ploy (disarmed target) +d12: Overwhelming force (demon blood)

DIRE STROKE: Before rolling, an attacker can declare a Dire Stroke, making a brutal and ruthless assault. They gain +d10 to their attack but take a Burden. If they shatter their weapon in the process, increase this to +d12.

CATCHING BLOW: When an armed, clawed, or adequately monstrous attacker rolls the maximum possible number on any of their damage die they strike a Catching Blow. The effect depends on whether the attack is Evaded, causes a Scar, Wound, or a Critical Wound. 

EVADED - The target is driven onto their back or into a disadvantageous position. 
SCARRED - The target is enraged and gets +d10 to their next attack.
WOUNDED - The target bleeds, losing a further d6 STR at the end of their next turn unless they stop the flow. 
CRITICAL - The target is slain in a most bloody manner. 

SHATTERED ARMOUR: A combatant can automatically pass a STR Save to avoid a Critical Wound if they declare their shield or armour to be shattered beyond use. This must be declared before the Save is rolled.