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.

Sunday, July 15, 2012

Gaming Weekend!

My best friend from college came down to visit for a little vacation and we were able to dust off some games.  It was great to get a chance to play old favorites and some new ones as well.

We discovered Seven Wonders, which is a fun and fast card-based resource game without the hatred inspired by Settlers of Cataan.  We also played Empire Builder, which is a substantially slower but still fun railroad game.

I also introduced Swords and Wizardry White Box and we played a short adventure.  It was a lot of fun and it was probably the first time we've gamed with someone else for about three years.

Overall it was great to see an old friend and to do some gaming.  We had a great time.

Sunday, July 8, 2012

Mind Sub-system: Wonders of the World

I'm still alive (despite the lack of posting) -- just been very busy with work and other matters.  I've still been putting some brain bytes towards a good game sub-system for characters based on the mechanical arts or "mind."  I've got an idea I'll post now and another which is percolating and will come in a bit.

Why not use the Wonders of the World?  What better symbol than the ultimate achievement of man's engineering prowess?

  • Great Pyramid of Giza 
  • Hanging Gardens of Babylon
  • Temple of Artemis
  • Statue of Zeus
  • Mausoleum at Helicarnassus
  • Colossus of Rhodes
  • Lighthouse of Alexandria

Pros:  There are seven.  This means that one can be allocated for each of the seven classical planets and mechanical arts.

Cons:  There are seven, so this removes the ability to use the Wonders as a theme for a game.  There also aren't any obvious tokens which can be used.  You'd have to use some sort of custom token.  The wonders also have a lot of baggage and/or vague meanings.  Finally, unlike the playing cards in particular, they are hard to combine for additional complexity (suit + numbers).

Monday, May 7, 2012

Monopoly?

In previous posts I've outlined some ideas for a playing card-based magic system for "spirit" themed characters and a chess-piece based systems for "matter" themed characters.  I think it is important for the sub-systems to have props which reinforce their feel.  Over the past few weeks I've put a lot of thought towards an appropriate prop for a "mind" themed sub-system.  The whole feeling of this system should support a theme of "human ingenuity transforming the environment."  It is intended to be linked to the mechanical arts.

In the past I've thought about a variant on "gluckhaus" or dominoes.  Another thought occurred to me:  what about monopoly tokens?  After all, a standard monopoly set has nine.  I wonder how they'd match up to the mechanical arts.  As a refresher...  The first three are the same or similar.  The last four vary with some overlap.

Johannes Scotus Eriugena

Vestiaria (tailoring, weaving)
Architectura (architecture, masonry)
Militia and venatoria (warfare and hunting, "martial arts")
Mercatura (trade, commerce)
Coquinaria (cooking)
Agricultura (agriculture)
Metallaria (blacksmithing, metallurgy)

Hugh of St Victor
Vestiaria
Architecture
Militia and venatoria
Navigation
Medicine
Theatrical Arts
Smithing


Rudulphus de Campo Longo

ars lanificaria—the art of dressing people
ars architectura—the art of providing shelter
ars militaria—the art of defence against an enemy
ars negotiatoria—the skill of trading goods
ars victuaria—the art of feeding people
ars suffragatoria—the art of means of transport
ars medicinaria—the art of healing

Monopoly Pieces

Thimble - Vestiaria
Howitzer - Metallaria/Smithing
Horseback - Militia/Hunting?
Scottie Dog - Agriculture
Shoe - Transportation
Top Hat - Commerce

That leaves three, the Battleship, Racecar, and Iron.  Obviously the iron would work well for vestiaria, but that would displace the even-better thimble (except perhaps for surgery).

I'm not sure that this is the best match-up either but it was interesting to think about.










Saturday, March 24, 2012

Specialty Clerics: Ehlonna

In the World of Greyhawk campaign setting and in the default pantheon of deities for the third edition of the Dungeons & Dragons role-playing game, Ehlonna is the goddess of Forests, Woodlands, Flora, Fauna, and Fertility. Ehlonna is known to theelves as "Ehlenestra." Her holy symbol is a rampant unicorn or a unicorn's horn.
- Wikipedia
New Prime Requisite: CHA (or, alternatively, meet Ranger requirements)
Alignment: NG
XP Penalty: 10%
Level 2: Track as Ranger
Level 2: Animal Friendship
Level 6: Locate Plants
*Name Level: Select Cleric or Ranger followers

Description of Benefits:
  • Track as Ranger: Clerics of Ehlonna may follow tracks as if they were rangers.
  • Animal Friendship: Clerics of Ehlonna gain use of the animal friendship spell. Originally, this spell was not granted until level 5. As the spell scales nicely with level to start with, however, I figured -- why not give the benefit at level 2, right off the bat?
  • Locate Plants: Clerics of Ehlonna gain use of the Locate Plants spell.
  • Name Level Followers: Clerics may select either standard clerical followers or may opt to use the ranger follower chart.

I consider animal friendship to be more of a class feature than a spell as it is so potent (-5%). Tracking is a weaker class function (-2.5%), as is the Locate Plants spell (-2.5%). The followers option is a slight bonus as choice is good, but it is a swap, not a new feature. A -10% penalty would be appropriate. If the character voluntarily takes on a vow of solitude or a vow of poverty (applying appropriate Ranger restrictions regarding companions or wealth) I would reduce the penalty to 5%.

This gives us a total of 10% in costs, -2.5% for the blanket offset for a total of 7.5%. However, because few of the abilities are really directly combat related, I will reduce it to a 5% XP penalty.

Friday, March 16, 2012

Specialty Clerics: St. Cuthbert

Rumored to have once been a mortal man, Saint Cuthbert is an intermediate deity. His alignment has been variously interpreted as lawful neutral (lawful good tendencies) and lawful good (lawful neutral tendencies). Saint Cuthbert hates evil, but is more concerned with law and order, with converting the uninformed, and preventing backsliding among the faithful.

Clergy

Saint Cuthbert's priesthood is divided into three major orders.

  • The Chapeaux, whose symbol is a crumpled hat, seek to convert people into their faith. They are equally divided between lawful good and lawful neutral characters. Paladins of Saint Cuthbert, known as Votaries or Communicants, have an honorary position in the Order of the Chapeaux. Their role is not just to convert others, but to actually fight enemies of the faith.
  • The Stars, whose symbol is a starburst, seek to enforce doctrinal purity among those already dedicated to the saint. Most are lawful neutral, and they do not shy from using mind-reading magic in order to ensure that even the private thoughts of their flock are pure.
  • The Billets are the most numerous of Saint Cuthbert's clergy. Most are lawful good, and they seek to minister to and protect the faithful. These are well-beloved by the common folk. Their symbol is a wooden club. The Chapeaux often come into conflict with the Billets, because the former order wants to seek new converts while the latter wants to care for the worshipers they already have.

New Prime Requisite: WIS (must meet minimum)
Alignment: LN or LG
XP Penalty: 0%
Level 2: Piercing Club
Level 2: Friends (Billet Ministers only)
Level 3: Shillelagh (Chapaux Recruiters only)
Level 4: ESP (Star Inquisitors only)
Level 6: Heavy Club
Level 12: Brutal Club
Level 16: Fast Club

Description of Benefits:
  • Bonus Spells: Another straightforward benefit. Normally characters join only one order.
  • Piercing Club: The standard vs. AC adjusts for a club are -4 (plate), -2 (chain), 0 (leather), +1 (none). Change the heavy and medium adjustments to -2 and -0 respectively. Once per day, the character may treat a club as a magic +1 weapon; this effect has a 1/6 chance to end at the end of each round (if Shillelagh is also active, treat club as a +2 weapon).
  • Heavy Club: Roll 1d6+1 for damage vs. small-medium creatures with clubs.
  • Brutal Club: Increase club damage vs. large to 1d4
  • Fast Club: Reduce speed of clubs from 4 to 3.
The total cost is 5%, as only one minor spell of fairly marginal utility is gained but the player recieves substantial improvements to an otherwise neglected weapon. If the player joins more than one order, a 10% XP penalty is reasonable to compensate for the extra spells.

Thursday, March 1, 2012

Specialty Clerics: Celestian


In the World of Greyhawk campaign setting for the Dungeons & Dragons role-playing game, Celestian is the god of Stars, Space and Wanderers. His symbol is a black circle set with seven stars. His color is black.
An Oeridian god, he is called the Far Wanderer, and is brother to Fharlanghn. It is said that the two followed similar but differing paths. Celestian is Neutral Good, but his worshipers may be any alignment of good.

New Prime Requisite: INT
Alignment: NG
XP Penalty: 10%
Level 1: Featherfall
Level 3: Jump
Level 5: Levitate
Level 7: Spider Climb
Level 9: Fly
Level 11: Dimension Door
Level 16: Teleport

Description of Benefits:
  • Bonus Spells: Most of Celestian's benefits come in the form of bonus spells. Very straightforward.
The calculated cost should be 15%: 7-1 spells = 6 for a cost of 15% penalty to XP earned. However, some of the spells are of limited utility (Jump) or come at very late levels. They are handy though. I toned the XP requirement down to 10% -- as originally suggested in Greyhawk, actually -- but I tend to play no higher than name level. If I were to play up beyond that I'd be tempted to go with 12.5% or the full 15%. As a note, this variant cleric is essentially unchanged from the original specialty priest from Greyhawk. You could rearrange the bonus spells to go into the dead levels or increase the XP required as a variant on my variant.