Showing posts with label Archetypes. Show all posts
Showing posts with label Archetypes. Show all posts

Monday, July 16, 2012

Mind Sub-System: Simple Machines

I'm still toying with ideas for a sub-system for characters that harness the power of human ingenuity.

I actually came up with an idea that I rather like:  Simple Machines.

There are five or six simple machines from history which were described in the Classical age and commonly referred to in the Renaissance (depending on what account you use).

Archimedes described the first three around the third century BC:
  • Lever
  • Pulley
  • Screw
Heron of Alexandria adds two more in the first century AD:
  • Windlass (aka Wheel & Axle)
  • Wedge
Finally, in the Renaissance, a Flemish engineer added one more:
  • Inclined plane (added later)
I rather like using these as the basis for a subsystem.  I think they have the right "flavor" or feel to them.  I see a few challenges.

Appropriate Tokens:  I am not aware of any game which uses these items as tokens, or any set of tokens that would work right off the bat.  There are a few solutions.  Obviously you could make a set of cards or just have a list with the current inventory checked.  I like tangible items for the subsystem, however.  Hands on tokens also allow players to imagine possibilities more easily.  So, instead I think I would make a trip to a hardware or craft store and pick up a few items.
  • Lever:  You need a board and a fulcrum for this.  
  • Pulley:  We need, at a minimum, a rope/belt and at least one axle.  A spool (as for thread) and a string or rubber band should work just fine.
  • Screw:  Easy.  Get a screw.
  • Windlass or Wheel and Axle:  A spool with a dowel or straw through it, or a bolt and flat washer type set up.
  • Wedge:  A small chisel should be easy enough to find.
  • Inclined Plane:  Also fairly easy.  Any triangular piece of wood, or a flat piece of wood that can be placed at angles.
I like the idea of these players actually having a literal bag of tools.  Put all of these bits of "junk" in a dice bag/crown whiskey bag/mini tool chest.  Dump them out on the table.  It'd be awesome!  It also lets everyone at the table visualize what is being done with the machines in non-standard applications.

Not Robbing Other Players:  One issue I have with the Thief in AD&D is that once you add the thief class, other players feel like they can't do things like search for traps (even via roleplay) as it is a "thief function."  Likewise, I do not want players to imagine that they can't do things like swing from a chandelier (basically a pully) or slide down a banister (inclined plane) or raise the anchor on a boat (windlass) just because they are from the wrong power source.

To mitigate that I would let folks with this power source do some unique and more powerful things.
  • "McGyver:"  Let the "mind" power characters use these simple machines even if reduced to improvised materials or no materials.  There is the extreme case of being stripped naked and thrown in a cell.  However, if I'd let a spirit character cast a playing card spell, or if a body character could invoke an aura or find a follower, then McGyver should be able to put together a simple machine out of chewing gum and bailing wire.  In such an extreme case the McGyver just finds overlooked materials that others would not or could not imagine being used.
  • Speed:  Let the "mind" characters construct and/or use these machines orders of magnitude more quickly.  Given enough time, anyone can assemble together a windlass that allows heavy loads (like adventurers or treasures) to be safely lowered up and down a sheer vertical mineshaft.  But only McGyver can do so in the midst of combat.  Each machine should probably have some sort of "instant" combat application as well.
  • Quality:  Anyone with common sense can probably put together a simple machine with a little mechanical advantage.  For example, a simple one rope/one axle pulley has a mechanical advantage of one (it just lets you change the direction of a force).  A somewhat more complex gun tackle has a mechanical advantage of two, basically doubling the work that can be done.  A complex threefold purchase pulley has a mechanical advantage of six.  Any Joe Schmoe can put together a machine with low mechanical advantage, but maybe it takes a specialist to get mechanical advantages of four, five, six, or better.
  • Chance of Failure:  A jerry-rigged device probably should have some sort of (substantial) chance of failure.  Maybe McGyver's machines are fool-proof!
Ultimately it is probably the ability to be exceptional at all of the above:  being able to quickly throw together a machine which works very well, is very reliable, using improvised or no special materials.  Such ingenuity would really be close to magical and would represent extremely creative human genius getting work done in the physical world.  It doesn't mean that other characters can't take time to improvise a lower quality machine, or slap together a shoddy piece of junk in a hurry, or spend time and money (materials) to "get it right."

Combat-specific applications:  In a fantasy adventure game with life-or-death stakes, these special powers  need to have a specific combat application as opposed to vague sorts of effects which can be discussed/negotiated out of combat.  I also like the idea of a combat trap or terrain modification.  The mechanical effect of the "combat application" or buff should be somewhat less than the effect of the other power sources.  However, the terrain effect should be potent.  Furthermore, if the terrain effect/trap is not triggered, then it should be recoverable.

  • LEVER
    Purpose:  The point of a lever is to multiply force.  I push down with 15 lbs of force, 30, 45, 60, or 150 pounds go up.
    Combat Application:  A straightforward bonus to damage seems appropriate.  Do to understanding the masterful application of leverage, the player optimizes their weapon usage to maximize the force of their blows.  Forced movement might also work:  I step to the left three feet and throw a foe three yards away.
    Combat Terrain:  Simple damage dealing trap, using mechanical leverage to magnify the impact of a relatively small object.  This is the principle that some snares for small game work on.  Some other folks have written about levers as a trigger device for many traps.  Alternatively, could be used as a super crowbar type thing to break open barriers/doors.
  • PULLEY
    Purpose:  The basic point of a pulley is to redirect force.  I pull sideways and something goes up.  At a more complex level, block and tackle systems multiply that force AND redirect it.
    Combat Application:  This is a sort of mechanical jiu-jitsu.  Allow the character to redirect incoming blows and avoid damage.
    Combat  Terrain:   The classic net trap!  When triggered, everyone in the net is scooped up and into the air (or in another direction, depending on where the pulley is).
  • SCREW
    Purpose:  Screws convert rotational force to linear force.  Screws have often been used to fasten items together.
    Combat Application:  Screws prevent things from moving.  So perhaps the player can "fasten" their character to anything else:  they can lock their feet to the floor and prevent being swept away by an avalanche, pin themselves to a foe and stay locked in mortal combat, etc.
    Combat  Terrain:   Attach two objects together.  Or, a trap, that when triggered, sticks the victim to that spot.
  • WINDLASS/WHEEL AND AXLE
    Purpose:  A windlass transfers or focuses force, generally with a lot of motion on the outside wheel and a lot of force on the smaller inside axle.
    Combat Application:  Sacrifice movement for attack bonuses.  Or, sacrifice attacks for movement bonuses.
    Combat  Terrain:  Wheels can be used for timing or resetting a mechanism.  For timing, imagine a gear that clicks along until a trap is triggered or reset.  For resetting, imagine a wheel turned by water, gravity (say, a heavy weight on a rope pulling it around).  So, I would let this be used in conjunction with another mechanism/terrain to both time and reset it for multiple uses once triggered.  I.E. as a "complex machine" featuring multiple simple machines.
  • WEDGE
    Purpose:  Wedges convert force in one direction to force in perpendicular directions.  Wedges are often used for splitting objects (axes) or stopping them (door stops).
    Combat Application:  Gain bonus to armor penetration.
    Combat  Terrain :  Super doorstop.  Place to lock a door solidly in place.
  • INCLINED PLANE
    Purpose: Inclined planes raise and lower loads by spreading out work over distance and/or time.  
    Combat Application:  I like the idea of spreading out some sort of unpleasant consequence or task over time.  For example, delay taking a hit or paying some sort of cost.  Another option might be to let someone take a double turn but then run a risk of losing future turn(s).
    Combat  Terrain:   Make difficult terrain easier to pass over.  Put a slide over a steep drop off or slope, allowing rapid but safe descent.

Wednesday, September 28, 2011

Mini Quests: Thoughts on Team Cohesion

You may have noticed that the mini quests mechanic discussed over the last few weeks has a pattern: two events are related to your patron/deity/faith/god/house, two events are "team player" type things that help out the group, and two have the potential to get a bit angsty. For example, the air events to help friends survive darkest fears (whether they survive or not), the earthy tendency to be a money-grubbing selfish person, the water quests to go investigate places that a character of your level has no right to be, and the fire rewards for rivalry and bossiness could all spur some conflict.

That's intentional.

I get sick of the "special ops commando team" style of D&D play. This is a natural outgrowth of D&D: the game eventually becomes about high-stakes exploration and combat. The consequences for failure are character death, failure to earn XP, and loss of magic items. The mechanical rewards are all driven by being a bunch of ninja-esque badasses who can dungeon crawl as efficiently as possible. Loose cannons, intraparty squabbling, and dissent have no role in such a game. Yes, a good DM can work around those tendencies by rewarding other behaviors, but still, that sort of thing is kind of hardwired into the system.

Septimus explicitly rewards players for dabbling in behaviors that could be considered somewhat disruptive to group cohesion. It gives people reasons to lie or have hidden agendas. Most importantly, it allows them to do so without sacrificing advancement. The players can indulge in some less-than-optimized sessions where they develop their characters and relationships and still get rewarded and make progress towards their metagame goals.

Of course, you don't want too much of that. So, none of the miniquests require you to be a selfish jerk. They just open the door to allow the possibility from time to time. Even that small opening might be enough though to generate a bit of healthy paranoia that then spurs genuine roleplaying as the players feel out each of their character's hidden agendas.

Sunday, September 25, 2011

Mini Quests: Sanguines

Our last and final quest set belongs to the Airey Sanguines. Air types are like Cholerics in that they prefer to deal with other players rather than the game world, but they are also like phlegmatics in that they prefer interaction to action. These were the hardest for me to come up with; traditional RPGs tend to not do a great job of rewarding out of character and in character interactions between players, and this mindset is also opposite of my own (I am more of an Earth "Act on Game World" type, so this approach is very foreign to me).

In the below quests, a "Friend" has a specific game mechanic meaning another player or an important NPC often controlled by another player (henchmen, familiars, and so on).

Roll

Quest Idea

1

Help a Friend complete a minor quest successfully

2

Discover something about a Friend that they didn't even know

3

Help a Friend face a darkest fear (whether or not they succeed... or survive...)

4

Discover something about a Friend that they don't want anyone to know

5

Complete task in accordance with your ruling planet or patron

6

Complete task in accordance with your exalted planet or patron

Note that the air type gets a lot of mileage out of helping the other players be forthcoming about their characters, as well as from fleshing out the other character's backstory. The Air character also has a lot of influence over the story; some of the quests revolve around essentially adding elements to the backstory of others. That serves as a potent check on the "acting" types who might otherwise be bossy.

Thursday, September 22, 2011

Mini Quests: Cholerics

Fire characters -- or cholerics -- are similar to the earthy types in that they both like direct action. Unlike the earth types who focus on the game world, however, cholerics focus on their fellow players. These are the players who enjoy hatching the team plan, being a leader, or just plain being a bit bossy.

Roll

Quest Idea

1

Convince your allies to try to complete a major quest using your own plan

2

Identify another player who has misled others about a personal minor quest or objective, exploiting their allies for personal gain

3

Beat one of your Friends in a competition, duel, or wager of consequence

4

Complete another open minor quest of your own with help from your Friends

5

Complete task in accordance with your ruling planet or patron

6

Complete task in accordance with your exalted planet or patron


As such, their requests reward them for taking a proactive role. Note that there is no requirement to be open about your mini-quests. For example, the water person could get rewarded for researching Nosnra then lie to the party about the danger, spinning a 9 HD hill giant off as some lame 4 HD ogre. Either way it goes do, the water person gets their reward.

However, the fire types will end up with a quest to call out someone who has been misleading 1/6 of the time, so there is a minor "inquisition effect." That will serve as a check to keep the intrigue somewhat honest as well as reward the fire person for getting in the other player's chili from time to time.

Note that the fire person gets rewarded for being bossy, not just success: for example, quest #1 results in reward for the fire person whether the overall plan succeeds or not. However, in the long run, the fire person will probably be best off developing positive leadership techniques -- if they continually exploit the other players, they will find it hard to get the cooperation and competition that they need for further advancement.

Monday, September 19, 2011

Mini Quests: Phlegmatics

Water-prime characters or phlegmatics interact with the environment. Whereas melancholics are interested in dominating the game world, water-types want to understand and explore.

Roll

Quest Idea

1

Explore a unique terrain feature (steps down, mountain peak, magic pool, etc)

2

Solve a puzzle, riddle, or conspiracy

3

Discover and research a specific monster at least two tiers higher than you

4

Gain access to a forbidden, secret, or hidden area

5

Complete task in accordance with your ruling planet or patron

6

Complete task in accordance with your exalted planet or patron


As such, the water quests are all about exploration. You don't have to defeat a hill giant as a level 2 character; you just have to find out everything interesting there is to know about some big dude named Nosnra who lives back in the woods. Unlike the earth quest to blaze a path and secure a trail/area, the water quest is just to explore or find a new feature. These types of topics should be familiar to D&D players as the core D&D rewards system focuses pretty heavily on these sorts of activities.

Friday, September 16, 2011

Mini Quests: Melancholics

Earthy Melancholic characters should be played by players who like to act on the game world. Your standard "world builder" player who loves strongholds, dominating monsters, and hiring flunkies fits this mold.

The mini-quest table looks like this:

Roll

Quest Idea

1

Be the first to reach or secure a terrain feature (ascend to the peak of Mt. Doom, clear the NE quadrant of level 3 of the dungeon)

2

Defeat a specific monster

3

Blaze a trail between two locations (discover, clear, map, and escort)

4

Accumulate at least 3 coins of the tier higher than yours

5

Complete task in accordance with your ruling planet or patron

6

Complete task in accordance with your exalted planet or patron


The last two items would be related to your faith/god/patron. So if your character works for Poseidon, he might ask you to go do some stuff related to horses or the ocean. Pretty straightforward.

The DM should be expected to fill in the details of the quests. They should be level appropriate but not too easy, either. For example, it would be appropriate to have the second quest be, "Defeat Ragnar the Ogre," for a first or second level fighter. It is something that the character could feasibly do on their own, but it will be a lot easier if they can get some teamwork to help them out.

Notice that the quests all involve acting on the environment or dominating it in some way. The player is taming the wilderness, overcoming NPCs, or hoarding resources. If a player enjoys those tasks, then the system will reward them for doing them.

Sunday, October 17, 2010

Correspondences of Seven

I've been coming up with a table of correspondences for the number seven, which is core to "Septimus." This is what I have thus far.
  • Quality of Associated Signs: Each planet is associated with astrological signs as a "ruler." I've extracted the quality (fixed, mutable, or cardinal) of those signs.
  • Elements of Associated Signs: Each planet is associated with astrological signs. I've extracted the element (air, earth, water, fire) of those signs.
  • Humour: Each planet is often aligned with one of the four humours.
  • Roman Deity: Each planet is associated with a Roman deity.
  • Liberal Art: Dante Alleghri (yes, that Dante) associated each planet with a liberal art.
  • Mechanical Art: I've matched up the planets with the mechanical arts.
  • Probitate: I've also matched up each planet with a probitate.
  • Metal: Each planet has an alchemical association to a metal.
  • Primacy of Matter, Mind, and Spirit: Each planet has one of these three over another. For example, "Matter over Mind." You can extract it from the symbol for the planet.


SATURN

JUPITER

SUN

MARS

VENUS

MERCURY

MOON

Sign

Capricorn

Sagittarius

Leo

Aries

Taurus

Gemini

Cancer

Sign

Aquarius

Pisces


Scorpio

Libra

Virgo


Humour

Melancholic

Sanguine

Choleric

Choleric

Phlegmatic

Variable (Melancholic)

Melancholic

Dante's Virtue

Contemplatives

Kings

Theologians

Warriors

Love & Friendship

Good for Fame

Virtue

Vice

Sloth

Pride

Greed

Wrath

Lust

Lying

Envy

Metal

Lead

Tin

Gold

Iron

Copper

Quicksilver

Silver

Roman God

Saturn

Jupiter

Apollo

Mars

Venus

Mercury

Diana

Greek God

Cronus

Zeus

Helios

Ares

Aphrodite

Hermes

Selene

Quality: FIXED

X


X

X

X



Quality: CARDINAL

X



X

X


X

Quality: MUTABLE


X




X


Element: EARTH

X




X

X


Element: WATER


X


X



X

Element: AIR

X




X

X


Element: FIRE


X

X

X




Primacy (Over)

Matter

Mind

Spirit

Matter

Spirit

Mind

Mind

Primacy (Under)

Mind

Matter


Spirit

Matter

Spirit


Primacy (Not Present)

Spirit

Spirit


Mind

Mind

Matter


Liberal Art

Astronomy

Geometry

Arithmetic

Music

Rhetoric

Dialectic

Grammar

Mechanical Art

Agriculture

Architecture

Medicine

Armament

Fabric Making

Commerce

Hunting

Probitate

Riding

Jousting

Climbing

Fighting

Swimming

Dancing

Shooting


Most of the linkages are straightforward. I'll explain the ones that aren't directly from the classical sources.

The mechanical arts:
  • Agriculture: Saturn has a clear link to Agriculture. Heck, Saturn's symbol even looks like a scythe. This one is easy.
  • Medicine: The sun is associated with Apollo, the god of the sun. Historically, the sun has been associated with positive, healthful things like the healing arts.
  • Armament: This one wasn't perfect, but I thought a correspondence to Mars was appropriate. Traditionally, Hephaestus was the god of smiths. However, given the martial bent of Mars and the strong association with Fire, Mars is appropriate enough. I would prefer Fire + Earth.
  • Commerce: Mercury is traditionally associated with Mercatura.
  • Hunting: Diana, the huntress, is the patron of hunting. Easy.
  • Fabric Making: Traditionally, Athena is the goddess of weaving. However, she doesn't have a planetary association, although she is sometimes linked to Venus. I ended up linking it to Venus almost by default.
  • Architecture: This, like Fabric Making, was "left over" after I matched up all the other arts with their obvious associations. I paired it with Jupiter as Jupiter is associated with kingship, mind, and matter.
The probitates:
  • Riding: I linked this with Saturn due to the agricultural association. However, the Roman God of horses was Neptune which could lead to a weak linkage with the element of water, which would be a reason to put riding elsewhere.
  • Jousting: Linked with Jupiter. This was a "left over" as well and I dropped it here due to the linkage with kings. I thought about replacing it with Chess (tactics) as well.
  • Climbing: Linked with sun. This was also a weak association, based solely on the idea of vertical ascent. It isn't bad, though, as Helios was known for climbing across the sky in his chariot every day. It would also be appropriate to use "Poetry & Music" here as Apollo was well regarded as a patron of both.
  • Fighting: An easy linkage to Mars.
  • Swimming: I paired this with Venus primarily based on the strong presence of the element water. Venus is the only Phlegmatic planet and has the strongest association with water.
  • Dancing: This was matched with Mercury. Mercury was known for being fleet of foot as well as being very social, which is a nice match with dancing.
  • Shooting: The link between archery and the huntress seems straightforward and natural.