Wednesday, August 31, 2016

Mushi

Mushi-shi is one of my favorite anime series ever, right up there with Moribito: Guardian of the Spirit.  While Moribito is an amazing example of how I want my D&D games to feel, Mushi-shi has an absolutely captivating world, full of wonder at the mysteries of the world.  The protagonist, Ginko, exists apart from, yet observing human society, full of its struggles and troubles, and the series showcases humanity's potential for nobility and cruelty through Ginko's impartial eye.

The core of each episode, and the key to the amazing feel of the world (beyond the visuals) is the existence of mushi, a category of animal in Japanese that is now translated as 'bugs'.  However, 50+ years ago, mushi corresponded to a broader category - all of the strange creatures that wouldn't fit in the other categories.  Snakes and beetles and worms and frogs and spiders and all of the slimy, gross, terrifying creatures were lumped into this category of mushi, the history of which actually goes all the way back to antiquity, as an analogous character is actually found on the Shang Dynasty oracle bones, one of the oldest records of the Chinese language.

In a D&D context, mushi provide a wholly neutral set of entities that exist in both the natural and supernatural worlds.  While I can't use any of the mushi presented in the show for my Bestiary, the idea of similar creatures is captivating.

So, here's a list of mushi that eat specific things (and would therefore be noticeable by the absence of the thing or the presence of its opposite).

Eats thoughts
Eats pain
Eats laughter
Eats smoke
Eats dead growth
Eats sunlight
Eats darkness
Eats starlight
Eats firelight
Eats strong feelings
Eats alcohol
Converting alcoholic beverages into foul-tasting drinks that might spread disease
Eats bodily fluids (pus, blood, urine, etc.)
Outputs healing elixir
Eats hair
Eats memories
Eats silver
Eats gravity
Psychically links people - if too far apart, one is ripped from their body to watch the other as a ghost
Eats salty water
Can attach to people, growing like a wart
Eats harmony (overtones)

Eats dry weather

Saturday, August 27, 2016

Map Update

Lacking extensiveprogramming know-how, I am making my map by hand.  I finished most of the inhabited portions today and I wanted to post a picture.  There is still a great deal to do - I have cities to name, borders to draw, and chains of arrows to turn into rivers, but for the first time I have a visual representation of the world in which my characters will play.  It is immensely satisfying, to say the least.




I wrote previously on my methods for creating this map - taking a complete map, obfuscating it into large chunks, and then decompressing the chunks back into the map - and now I can talk about how the maps compare.  If you compare the first map to the latest one, you'll notice some vertical distortions due to mislabeling hexes when I first started.  I realized my mistake after 20 hours of work and decided that I liked the bays and inlets more than the original, flatter coastline.  I think the big difference between the two maps is that the second one is much less linear (which makes sense) - terrain is broken up into like chunks instead of radiating lines of topological features.  This was the objective of the whole process, but what is really nice is the gradation between the different chunks - while there are some areas that are very obviously distinct, especially in the southern half of the map, terrain blends across the chunk borders.


I am happy with the result, but I doubt I'll do it again.  I had a very specific shape in my head for the Sea of Shadows that I wanted to realize, which led me to the extensive drafting and mapping process I used.  For the other regions that I will make in the future - Panumbra, the Frozen South, and Guol, I have very few geographic ideas and so I'll probably just let Alexis' RNG process work its magic.

Thursday, August 25, 2016

Trades and Disciplines


Maxwell, from 21st Century D&D commented on my last post about quickly creating NPCs, asking about my breakdown of potential character abilities.

I previously wrote on my frustrations with how classes worked in level-based systems.  My solution was to throw out my previously-held ideas about class and create a new game construct, something I call a trade.

A trade is a grouping of disciplines with which the character gains some skill, along with a particular benefit.  They require a certain number of years to complete and also give the character membership in one of the factions in my world.  They come in two groups:

The core trades, which roughly map to Ranger, Mage, Fighter, and Thief,

Title
Membership or Faith
Benefit
Funds
Time
Disciplines
Hinterlander
Any or none
Have a wilderness hideaway.  Gain 1 ranged weapon and 10 ammunition.
1d3+1 bronze
8
Athlete, Beast-Speaker, Combatant (any), Footpad, Gymnast, Hunter, Tinker, Wrangler
Researcher
Adept’s College or University of Reyjadin
Gain 1 notch in 2 more disciplines.  Gain shard if Mage chosen.
1d3+1 bronze
9
Arcanist or Mage (any), Ascetic, Combatant (Magician), Herbalist, Mechanist, Orator, and Scholar
Soldier
Any Military Group; Pirates of Korg
Gain 1 weapon set (total price less than 2 silver).
1d3+1 bronze
6
Athlete, Beast-Speaker, Combatant (3 different types), and choice between Sailor and Wrangler
Thief
Any Fringe Group; Tarluskani Military
Know a safe place to lay low and a fence in 1d4+1 cities.
3d6+1 bronze
4
Footpad, Gymnast, and two of: Grokist, Mechanist, Mountebank, Pickpocket, and Tinker

and the culture-specific trades, which feature at least one option for every faith tradition in my world.

Title
Membership or Faith
Benefit
Funds
Time
Disciplines
Arbiter
Twin Gods of Left and Right
Can usually detect lies.
1d6+2 bronze
4
Ascetic, Athlete, Grokist, and Thaumaturge
Artist
Brass Orchids, Nithya tribe, Minstrel's Guild.
Gain tools necessary for art form.
1d3+1 bronze
3
Artist, Ascetic, Orator
Conduit
Splendour of Sahargeen
Can talk to trees.
1d6+2 bronze
6
Ascetic, Athlete, Beast-Speaker, Herbalist, Hunter, and Thaumaturge
Druid
Adjraysh
Can contact a specific Sidh.
1d6+2 bronze
5
Ascetic, Beast-Speaker, Herbalist, Orator, and Sorcerer
Monk
The Order
Gain cloak of Tobias and monk's staff.
1d6+2 bronze
5
Ascetic, Grokist, Herbalist, Orator, and Thaumaturge
Muhaddi
Myths of Fiája
Can attract attention with a mystic chant
1d6+2 bronze
3
Ascetic, Orator, and Thaumaturge
Ognemuo
Ancestor Spirits
Can touch spirits.
1d4+1 bronze
4
Ascetic, Combatant (Ognemuo), Grokist, and Herbalist
Priest
Devotees of the One True God
Gain an extra Gift.
1d6+2 bronze
4
Ascetic, Athlete, Orator, and Thaumaturge
Sohei
The Order
Gain an eiku and cloak of Tobias
1d3+1 bronze
4
Ascetic, Athlete, Combatant (Sohei), and Grokist
Thanatphanaios
Ancestor Spirits
Can touch spirits.
1d6+2 bronze
4
Ascetic, Scholar, Orator, and Thaumaturge,

The list of disciplines are as follows:

Aptitude
Disciplines Governed
Strength
Athlete, Combatant, Sailor
Dexterity
Artist, Combatant, Footpad, Gymnast, Pickpocket
Cognition
Arcanist, Artist, Herbalist, Mage, Mechanic, Scholar
Communication
Artist, Beast-Speaker, Mountebank, Orator, Sorcerer
Mindfulness
Ascetic, Grokist, Hunter, Thaumaturge, Tinker, Wrangler

While most of the discipline names are self-evident, a couple hold specific meaning in my world.

Athlete reflects a character's physical endurance and bodily health.  Skilled athletes can fight for longer in combat, take more damage before suffering injuries (the only way to improve health in my game), run and hold their breath longer, and better resist poison and disease.

Combatant is the fighting discipline.  I have a list of 15 or so fighting styles based the different cultures, and each fighting style grants proficiency with several sets of weapons (because learning how to fight with two swords is very different from learning how to fight with one) and a couple of extra abilities based upon the specialties of the fighting style (the Arein Constabulary style can knock people out more easily, for example).  It is also used for defensive purposes as well.

Artist represents a character's skill with a particular artistic medium, incorporating the Bardic Art posts I worked on earlier this summer.

Arcanist is used for ritual magic, a type of magic that uses small fragments of solid magic to power magical ceremonies with specific requirements and limitations.

Mage is used for shard magic, power gained by embedding a large piece of solid magic within the body and harnessing its particular energies.

Beast-Speaker is used to understand and communicate with wild animals.  At high levels the degree of understanding increases such that the character is able to take the form of an animal.

Sorcerer allows the character to use sorcery, the magic of the Sidh which specializes in affecting the mind (illusions, charms, that sort of thing).

Grokist allows the character to understand sapient, sentient creatures.

Thaumaturge allows the character to channel miracles, specific blessings granted by their particular faith (each faith has a different set of 3-5 miracles).

Wrangler governs the taming, training, and riding of mountable animals as well as teaching others how to ride.

Tuesday, August 23, 2016

Creating NPCs

Because my game uses a central mechanic based on a skill system, creating NPCs out of whole cloth was originally rather challenging as I needed to think through how much training the individual might have received and in what context in order to evaluate what skills they had.  I had a revelation while refining the Bard tables for my world (I'll post the revised tables when I'm done) that I'd like to share here.

As you may recall, my discipline system has 6 tiers of skill: novice, apprentice, journeyman, specialist, master, and grandmaster.  If I were to translate them to a 20-level system, I might do the following: apprentice is 1st level, journeyman 3rd, specialist 7th, master 12th, and grandmaster 18th, and the number of people of each skill level drops dramatically with each tier.

I'm representing that by rolling 5d10 for each discipline (or, if I'm low on time, for clusters of disciplines based on the NPC's trade).  Each 10 rolled increases the tier by one, with a resulting 1/100,000 odds for a grandmaster skill level.

I have a wide list of trades (I've edited the list since I last talked about them) and by placing the NPC into one of them, I can determine their general skill of competency in all the affiliate disciplines of that trade by reducing their tier by one: if I get a Master soldier, then one of their disciplines will be master tier and the rest will be specialist.


This gives me a handful of dice to roll for any character and quickly determine their abilities.  For NPCs that I know will be more powerful, I might raise the base level of their skills to Apprentice and see how much better they are on top of that with the same roll.

Saturday, August 13, 2016

Adapting the Hazard Die to the Pioneer Hexcrawl

I am alive and around.  I've entrance exams in a couple of weeks and I'm spending most of my time preparing for them, as well as getting situated in Rochester.  I have been working on my world as well and wanted to share some of my progress with the Pioneer Hexcrawl.

Brendan, ofNecropraxis, has a system he calls the Hazard Die which provides the pacing for his games.  The general idea is that events happening in the game world = player engagement, so rather than changing the odds of monster or location encounters, he takes the 1d6 random encounter die and provides a different outcome for each result, so that something happens almost every day.  The context in which the die is rolled informs the exact outcomes.  Now, Brendan's overall approach feels more like the complicated board games I enjoy and less like a tabletop role-playing game, but since overland exploration is the most board-game-like structure within D&D, the two ideas are well-suited to each other.

Now, I disagree with Brendan's premise that stuff needs to happen every day, especially on a journey that might take months in-game.  In fact, I'm quite all right with a week or so passing without anything of note happening - that will provide time for the players to practice some self-care.

So, rather than the full-on Hazard die, I propose rolling 1d6 each day.  On the result of your favorite number, roll again to see the kind of event incurred.  This is all bog-standard stuff, except for the addition of travel hazards and resource depletion.


Roll
Outcome
1-2
Wandering Monster
3
Unique Location
4-5
Travel Hazard
6
Resource Depletion

Travel hazards impede progress for a certain number of days.  They will be terrain-dependent (probably no mudslides while traversing the desert), and can either be waited out or soldiered through (albeit with a possibility of damaging a wagon or animal).  I'm including here information for the Wildlands, a savanna and grassland that lies on the eastern edge of my world.


Roll
Travel Hazard (Wildlands)
1
Wildfire
2-3
Thornroots
4-6
Herd migration
7
Surprise swamp
8
Heat wave

Wildfires are a constant danger while on savanna and grasslands and can be caused by lightning strikes, perpetually-burning ground fires, sparks from rockslides, or a number of other environmental factors.  Wildfires are one of the major ways a savanna and grassland biome maintains itself, as the fires will kill off saplings but leave older trees while only burning the grass shoots, not the roots.  Determine the origin direction of the fire by rolling 1d6 and then determining which hex edge corresponds with the number rolled, and has a 3 in 4 chance of erupting some 2d6*10 mi away and a 1 in 4 chance of becoming visible only 2d10 mi from the party.  The fire's direction depends upon the time of day: daytime fires travel eastward (away from the sea), while nighttime fires travel westward (towards it).  Wildfires travel about 9-12mi/h, so if the wildfire menaces the party, determine its speed as 1d4+8mi/h.  Smoke will reach the party first, panicking the animals and potentially causing death long before the fire arrives - when the fire is within 20 miles, characters will need to start making Athlete (or Constitution) checks to avoid damage from smoke-inhalation, unless characters protect their airways with magic or wet cloth.

Thornroots are a kind of thorn-covered vine that outcompetes most grass and shrubs.  They are fire-resistant and deal 1 damage per 10' movement to unarmored creatures.  Hacking a path for a wagon slows progress by half.

Herd migrations: a herd of large herbivores are migrating across the path of the party and will take 1d3 days to finish.  On the Wildlands, the crossing animals would probably be antelope, gazeer, or buffalo.  Additionally, the next hex will have no grazing available.  Interfering with the migration could cause a stampede.

Surprise swamp: the area ahead is saturated with water but deceptively so - after traveling into the next hex, the lead animals (and wagon, if the driver fails a Wisdom check) will become mired in mud.

Heat wave: temperatures in the area reach dangerous heights.  Anything in full sunlight for more than an hour (or who enter combat) must save or suffer heat exhaustion (reduce Con, Wis to 1/2 usual and take 1d6 damage every hour not resting.  Cured by 1d3 days of total rest out of the sun).  Characters in any armor do not get the save to avoid heat exhaustion.  Resting is not possible while the heat is so high: no hp can be recovered nor injuries healed.  Water requirements for all creatures are doubled during the heat wave.  The heat wave lasts 1d4 days with an exploding die.

Resource depletion consists of just that: events that will either remove or require the additional consumption of the party's supplies.  While I think that my original idea to give wagons hit points has merit, the implementation of it also requires taking choices away from the players - having wagon damage events be part of the travel hazard seems a better solution.  Whenever this result is rolled, all wagons make a saving throw based on their condition.  Those that fail roll on the following table.


Roll
Resource Depletion
1-4
1d8 wheel spokes snap
5-6
Axle breaks
7-8
Wagon tongue breaks
9
Water barrel rots
10-11
Animal goes lame
12
1d4 items go missing

As I stated before, whenever a wagon suffers damage like this, I'd recommend rolling for the next structural effect (roll a d8 on the table instead of the d12) which will take place whenever the wagon next fails its saving throw and subsequently rolls a wagon-damage result.

Wagon wheels have 12 spokes and can operate as long as half of them are still present.  However, whenever a wheel loses spokes, roll 1d12.  If you roll higher than the number of spokes left, the wheel collapses, breaking all of the remaining spokes and requiring a new wheel.


Lame is a catchall term for herd animals that have developed some difficulty walking.  The cause can be as benign as a pebble lodged in the hoof or as problematic as an infected abscess or damaged tendon.  In all cases, the animal cannot bear weight and can travel no faster than a slow walk (1-2 mi/h).  Curing the animal requires properly diagnosing the problem and then applying proper treatment.

And it looks like I need a whole post on wagons and beasts of burden, which will come later.

Thursday, August 4, 2016

The Muhaddi - Bardic Storytelling

I want to start producing useable material for the Pioneer campaign, and that requires a little more time to incubate.  But I did want to expand a little bit on bards and talk about one of my classes, the Muhaddi.

I've always been frustrated by attempts to shoehorn non-Abrahamic faith structures into the Cleric class, in all editions.  Religion in canonical D&D is a Western polytheistic construct based on a Christian idea of paganism (probably all Gygax and co. knew about actual polytheistic faiths practiced in the real world).  It does not model, in terms of the specific powers it grants, Buddhism (any form), Daoism, Shintoism, Hinduism, or any of the Native American faiths, to name a few.  It also does a piss-poor job capturing what Grecian polytheism was like, as opposed to the Roman conceptualization of Grecian polytheism.  Remember that the Romans appropriated the Greek gods, gave them new names, and also fundamentally changed how they were discussed and worshiped.  Prior to the Romans, the Greek gods didn't have domains or areas of interest.  Instead, the faith was a collection of stories about the titans and their children.  There were temples and shrines devoted to specific characters in these stories, but one didn't necessarily pray to Hera for marital success while giving offerings to Apollo for musical prowess.  You would instead go to the local temple, devoted to whatever patron figure had claimed your geographic area, and ask them for help.  The Romans bureaucratized this process, with temples to multiple gods and requiring specific offerings for each god for each aspect of each god and so on.

Both of these are really interesting faith systems, but they are totally distinct in theology and practice.  What was particularly intriguing to me, though, was the similarity, at least to my non-expert eye, in the role of stories between this Grecian polytheism, some Native American religious traditions, and Zen Buddhism (which is often taught in a martial arts context entirely through metaphoric stories).

This idea of religion defined entirely through stories was incredibly interesting to me, so I designed one for my world, tentatively referred to as the Endless Myths of Fiája, the Wanderer.

Prior to the Tarluskani's unification and subsequent conquest of the lands north of the Sea of Shadows, they were disparate nomad tribes that sustained themselves via raids on the Confederacy to the south.  Each tribe had a single leader, usually the best warrior among them, and they were counseled by a Muhaddi, a divine storyteller.

The Muhaddi, in their dreams, travel to a strange land named Fiajodo, where Fiája the Wanderer tells them the stories of her travels.  In all the stories, she is a peerless warrior and canny thinker who wanders the land solving people's problems.  She is joined and opposed by other First Ones, individuals with skills to rival Fiája's.  The Muhaddi share these tales (via oration, dance, or song) with all who will listen, inspiring their listeners to attempt the epic deeds depicted in the stories.

While the origin and background of the Muhaddi are drawn from my world, their abilities are very similar to the Performing Arts bardic artwork effects I discussed previously, but on a much less powerful level.

The first ability of the Muhaddi is quite mundane.  They can perform a loud chant that draws people to pay attention to the Muhaddi, affecting all who can hear the Muhaddi's voice. 

Muhaddi can also curse people, with the number of people affected increasing with their level.  The curse gives penalties (ultimately leading to death) to those acting against the Muhaddi (attacking them, stealing from them, and so on).

Muhaddi can tell stories that inspire their listeners.  The stories take anywhere from 10 minutes to 1 hour in the telling, and all who walk away find that their ability to perform a task, emphasized in the story, has been improved for the rest of the day.

A Muhaddi, with another story, can also enflame the passions and pull at the heartstrings of that audience, inciting them to take some specific action immediately after the story ends (essentially a Suggestion spell).

Their final ability is to become an incarnation of one of the figures from the stories, gaining Master-tier in a few disciplines for the rest of that day (essentially they gain all of the abilities of another class at 15th level), with the caveat that they are no longer themselves - they are this character that they have summoned (like extreme method acting).


These powers can't provide an immediate and enduring effect for a community, but they do have a limited ability to shape action in the moment.  This, to me, gives me an alternate list of bard abilities beyond whatever core abilities are given to them by the game system (that often implicitly assume a musical bard) that strongly parallels the artwork rules presented earlier.  While I don't think such a thing is possible for each choice of medium, it is nice to have ways to further differentiate between them (and, since the Performing Arts list of art powers is not nearly as powerful as most of the other lists, it is a nice way to give a Bardic Performing Artist a little more oomph).