Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts

Tuesday, July 31, 2018

Joining a Faction

Institutional support can be invaluable for new (and impoverished) adventurers. For example, in Alexis' Juvenis campaign, it is because we are acting as representatives of Stavanger that our current cave exploration has gone as smoothly as it has.

Players new to games that require a lot of logistical considerations (food tracking, encumbrance, etc.) often are overwhelmed with the responsibility of handling all of this on top of the more "normal" player responsibilities. In-game institutions can provide scaffolding for these players, providing support that diminishes as players become better at playing the game.

In Prodigy, I call these types of institutions "factions" since there are always several in an area, each vying for power. As part of character creation, players can choose a faction appropriate to their trade (class), joining that faction and gaining additional proficiency in a faction-specific skill.

Faction Trades Offered Skill Goal
Abigail's Steadfast Provisioner; Soldier Thaumaturge (Azintheen) Protect the vulnerable
Adept's College Researcher Any Mental Study everything
Areinian Constabulary Provisioner; Soldier Orator Keep the peace and their money
Avondown Associates Soldier; Thief Leader Destroy the Tarluskani regime
Brass Orchids Artist; Bard; Thief Combatant (Dextrous) Assassinate the Tarluskani leadership
Catacombs Machimoi Ognemuo, Soldier Athlete Defend the Catacombs
Facetakers Hinterlander; Soldier; Thief Wildcrafter Become a wild animal
Hunting Brigade Hinterlander; Provisioner; Soldier Pathfinder Hunt the best prey
Jungle Explorers' Guild Bard; Hinterlander; Provisioner; Soldier; Orator Bring back the best story
Knights of St. Valorie Hinterlander; Provisioner; Soldier Thaumaturge (Azintheen) Restore the Church of the Azintheen
Minstrels' Guild Artist; Bard Artist (any) Advance the state of Art
Night Consortium Provisioner; Soldier; Thief Grokist Find money
Nithya Jongleurs Bard; Thief Pickpocket Stun the crowd. Leave town
Nithya Sanraksaka Hinterlander; Soldier; Thief Combatant (Dextrous)
Protect the Nithya and 
Saharjin
Order of St. Lussier Provisioner; Researcher Chemist Heal the sick and wounded
Pirate Sovereigns of Korg Hinterlander; Soldier; Thief Sailor Sail the seas and get plunder
Revelers of Kwerris the Fool Bard; Soldier; Thief Thaumaturge (Fiaja) Get mystically drunk, then break things
Sojourners Hinterlander Scholar Travel the world
Tarluskani Military Hinterlander; Provisioner; Soldier Leader Conquer the world
University of Reyjadin Researcher Thaumaturge (Fiaja) Advance military science
Yanera Custodes Thief Grokist Manipulate as ordered
Yanera Guerreros Hinterlander; Soldier Athlete Protect the Ten Tribes

Faction membership is only limited by geography (most factions exist only in specific areas of the world), culture (some factions only admit members from their associated culture) and trade.


To spell out the obvious, factions provide a number of built-in services for characters: they offer employment, training, lodging and food, and (perhaps most importantly) a default goal. As I've run games, I've noticed that my players are often hesitant to define their own goals, to set their own agenda. I've found that offering some vague direction, like the goals listed above, helps players develop their agency. Having multiple characters from the same faction provides an initial consensus that helps players get moving.

The above is not new or revolutionary information. Moving forward on this, I want to further develop how players can join factions after character creation as well as better outline how a faction's presence in an area manifests - how many personnel, distributed how, pursuing what goals.

Wednesday, October 12, 2016

The Book of Hours

It's time for a brief history lesson.

Monasteries and cathedrals, i.e. large religious centers, celebrated a series of prayers every day in a sequence called the Divine Office.  The Mass (which I'm sure you've heard of) was the highlight of the day's worship, but the Office exists as a companion, with events throughout the day.  The highlights of the Office include Vespers, just before dark, Matins, in the dark of night, and Lauds at dawn.  Life in these places was centered around practicing the Divine Office.

Now, they did not use the same texts or music day-to-day, year-to-year.  Some texts were constant, but most was recited only once each year.  A number of different kinds of books facilitated remembering these rare events, but that's not the focus of what I want to talk about.

As you might know, Catholicism has a number of saints and has assigned a calendar day to each of them.  While every religious location honored these saints on their day, most areas had regional or local saints that they held especially dear (for example, Saint Martin was revered by all of France).  To especially celebrate these people, monks wrote Offices specifically for them - a collection of unique texts and music sung only for that saint.  Some of these Offices were quite elaborate and long, and (at least before the Council of Trent) multiplied until each location had their own, unique tradition and way of practicing Catholicism (and often did not follow the Pope's commands on that subject).  In fact, nearby liturgical communities would compete over who's Offices were better, and better celebrated a saint both places held in high esteem.  There's an adventure in there.  Or three.

Some really special Offices were added onto the end of every part of the Office - Notre Dame was significant in that it had at least two smaller Hours (each segment of the Office was called an Hour) following each regular one - the Hours of the Virgin and the Hours of the Dead.

What I wanted to talk about specifically, though, is the book of hours, the most important book of the late Middle Ages (15th-16th c.).  The book was a contained the Hours of the Virgin and the Hours of the Dead with a whole bunch of personalized stuff thrown in the mix.  Everyone who could read had a book of hours by the 16th c., as the printing press dramatically reduced the cost of these books.  Wealthy aristocrats commissioned beautiful books with unique illuminations on nearly every page, while poorer craftsmen made do with stock images.

The basic idea was that a person at home could read along with each of these so-called Little Hours while the monks or priests or whatever were doing them in the actual religious center, bringing sanctity into the home. Those who couldn't read Latin could meditate upon the images and get the same result.

Here's where they get really cool.  People customized these things like crazy, adding in prayers they'd heard once or twice, using special family prayers, venerating saints particular to their family, and all of these required distinct, unique texts designed by the individual or the individual's family (if it was an inherited book of hours).  By that, I mean that a book of hours functions like a religious spellbook.  The texts are completely mundane, but they have a special relationship with their rightful owner and serve as a channel for that person's faith to manifest.

Especially when you start thinking about those monk-scholars I mentioned a little while ago,journeying for new chants and new prayers, this gets very exciting very quickly.

Each (Catholic) cleric begins play with their book of hours.  The book contains a bunch of stock prayers in it, standard in all books - these would be used for all of the common clerical abilities, like healing, blessing, and so on.  Then we'd have a range of unique spells/chants/prayers, from which the character would have a couple (through some sort of random table) and the rest obtainable not through level advancement but through exploration, asking people about their faith and transcribing their prayers into your book.  Looting a book of hours wouldn't work - learning the story behind why this saint was important to this family or what makes this chant special is what gives the magic its power.


This is a very different take on the cleric.  Rather than trying to shoehorn the cleric into this, or make this some sort of weird optional subclass thing, this seems like a core mechanic for the cantor.  As I procrastinate and stay up late working on my world instead of sleeping or doing 'real' work, I'll keep developing this idea.

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.

Sunday, April 10, 2016

What is a Class?

In traditional Dungeons and Dragons, the first physical step of character creation is to roll some dice to determine your new character's ability scores (there is often a step 0 before this which is envisioning the type of character you might want, but I'm omitting it for now).  The second step, depending upon the game's edition, is to choose their race, and the third is to choose their class.  For a number of people, this is really the same step - the benefits and disadvantages for the different races are often self-selected to match the strengths and weaknesses of the chosen class, so that the character can more strongly excel in their areas of specialization (making sure that Fighters have high Strength and Constitution scores or Wizards have a high Intelligence score, for example).

Choosing the class is, from a mechanical standpoint, the most impactful decision made during character creation, to the point where it is the defining descriptor for that character: "Oh, I'm playing an assassin this time."

EDIT: OD&D had the fighter, mage, and cleric.  Thieves were added in the Greyhawk expansion somewhat later.

In OD&D, there were three classes (I'm using the more modern terminology): fighter, mage, and thief.  They are intentionally generic and comprise a huge variety of stereotypes and associations.  The cleric was the fourth addition to the mix, and it brought with it a huge shift in perception - the cleric's signature abilities, its spells, are drawn from the list of miracles associated with Christian theology - curative powers, blessing the faithful, providing food and water from nothing, raising the dead, etc.

Now, the cleric is billed as a holy leader for any of the different faiths one might encounter within a fantasy world, but a cleric's powers are quite different than one might expect from a Shinto priest or medicine woman.  Using the class to model such a person is whitewashing the game world.  This begs the question: should there be a Shinto priest and medicine person class, then?  If the existing class doesn't work, and we have people with these compelling and very different abilities, shouldn't they have a class?

In other words, should the setting dictate the classes that are available?

The Ferocia have a tradition of spies and insurgents that operate as part of their larger military force, the Custos.  Their skillset is quite similar to that of a thief, with an emphasis on infiltration, assassination, and forgery.  Should there be a Custos class and should I restrict all Ferocia from being thieves, in favor of this more specialized class?  Should I allow other races to become Custos?  Should this class be available for players to use?

The Sohei are a loosely-organized group of wandering warrior-monks dedicated to spreading peace by beating violence out of would-be miscreants.  Through their devotion to peace, they are able to suppress violence in others, but they can fall back upon their considerable martial training if this ability fails them.  Should there be a Sohei class, as Sohei possess a very distinct skillset combining aspects of the fighter and medium (the class of peace-bringers).

I don't know if there is a good answer to these questions.  I know how I used to answer it, but I am not sure how much I still like it.

I believe that a setting must influence the classes.  In the three scenarios I put together for my Sunday players to help determine in which world we will play, one of the biggest ways I introduced the setting to them was by explaining the different classes and their abilities - there was always a fighter and thief-type class, but the supernatural horror setting had both holy figures (luminaries) and diabolic ones (witches and warlocks), and the Shardpunk setting had believers in the old faiths (Adherents).

I also don't believe that a setting should unduly limit choice - I don't support creating a Custos class because that limits the options of Ferocia characters - they can be thieves who are part of the Custos organization, but I do support the idea of a Sohei class as its abilities are unique from any other class available.

My philosophy up until this point has been that if a class would have a unique set of abilities, things that would make modelling it within the existing class framework challenging or impossible, then it should be its own class.  I also, by default, decided that if a class existed then players who had experience with the world could choose it when they made a new character (brand-new players to my world can choose to play either a fighter or thief).

The problem I find is that I now have 14 different classes, most of which cover a very specific, but culturally-important niche within one of the societies in my world.  I contrast this with the fighter and thief, which are these broad, expansive constructs.  If I look ahead, to 2nd edition, I see the cleric, druid, fighter, paladin, ranger, mage, illusionist, thief, assassin, monk and bard (drawing from Alexis again).  Looking further ahead, to 3rd and 3.5, I find the base classes include the bard, barbarian, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard.  These classes, ignoring the cleric and paladin, are setting-neutral.  They are generic types that can be found in a variety of environments.

I think there are two things at play between how I have designed my classes and how TSR and Wizards of the Coast have designed their classes.  The first is that the standard D&D classes do not provide social status.  Because they are independent of the setting, they gain no cultural or social power within it - being a member of the Tarluskani Military garners significant benefits, but not all fighters who are Tarluskani are members of the Tarluskani Military.  Likewise, being a Ferocia who is a thief (or rogue) does not make one a Custos.

The second, and I think more fundamental difference, is that a class in the standard D&D sense is a game construct - a grouping of abilities that 'make sense' together.  Bards, as supremely skilled artists (chiefly musicians), have a bevvy of music-related abilities.  Rangers, as skilled survivalists, are well-suited to interfacing with the natural world.  My classes, however, have arisen as diagetic constructs - a grouping of abilities based upon the needs of an in-game culture or group.

The challenging thing about this difference is that there isn't an objective answer to this: diagetic classes promote player immersion with the world - a class rooted within an in-game tradition automatically binds the character (and therefore the player) to the world through that institution.  However, a diagetic class lacks the freedom of expression that a class built around a central theme, independent of the world, can provide players - as a Ferocia thief, I can be a member of the Custos, reject them and their methodology, or take no stance for or against them, whereas if I am a Custos, defined by that identity, then I perceive but one of those three choices (as a DM, I would happily support any of the three even for a class named after the in-game group, but I've seen players with similar nontraditional ideas self-steer to a similar class instead).  Names are powerful determinants.

I think an answer might be found in something Pathfinder did, one of their changes to 3.5 that I embraced wholeheartedly - the idea of class archetypes.  Essentially, Paizo defined a group of class ideas (they use the 3.5 list I provide above as their foundation).  Each class has a default ability set but can choose alternate ones providing a specialization around one facet of their class.  Some archetypes were restricted to members of specific races and cultures while others to members of specific organizations.

I want to encourage player choice when it comes to their characters without compromising the immersion that a diagetic class offers.  So having classes represent as expansive categories as possible with culture-specific and group-specific immersive options seems like an excellent way to take the best of both.

I'll have to do some more research and see how I might implement this - at first blush, LotFP resists this kind of complication of base classes, but I am confident that there is a good solution here.

Now, there is one last question that I did not address.  Should all classes within the world be available to players?

No.  I don't think so.  Certainly not at first.  I very strongly believe that beginning players should only be allowed to play classes that are very broad in scope - fighters and thieves.  Once they establish a positive relationship with a member of the class of interest (or a group with a significant population of people with this class), then I'd allow new characters to take on these classes.