The Suspension Bridge of Disbelief

Thanks to flickr user DaveOnFlickr! CC BY-SA 2.0

A few weeks ago, a commenter lamented that I didn’t give specific examples when it comes to the suspension of disbelief, breaking it, and potentially getting it back. I aim to misbehave please, and thus I’ll try to expand upon that idea a bit more. Here are some sure-fire ways to break the suspension of disbelief and rip your players out of the story:

 

Clunky Mechanics

Ultimately, they are called role-playing games, and there have to be some rules otherwise it’s just shared storytelling (nothing wrong with that, either). When there are rules, especially rules which take a lot of time to play out, are difficult to understand, don’t really mesh with game very well, or are more tedious than actually fun, you run the risk of pulling back the curtain on the fantasy world you’ve delicately set up. There are many examples of crappy rules, but one that immediately springs to mind is the grappling system from D&D 3.5

Now, grappling is a big part of 3.5 D&D. Many monsters do it, and they do it very well. It’s difficult for a seasoned player to create a character that doesn’t have some way of escaping from a grapple. However, the rules are quite horrible:

1. Initiate the grapple by moving into your opponent’s square.

2. They make an attack of opportunity. If they hit and deal damage, you fail to grapple.

3. Make a touch attack to see if you can “grab” them.

4. Make opposed grapple checks to see if you can actually “grapple” them.

You could argue that the whole system of attacks of opportunity is clunky and breaks the SoD, and I wouldn’t fight you too much. I think they make sense (let your guard down, get attacked) but sometimes it seems like it would have just been better to give you a AC debuff instead. Whatever. The problem with grapple, for me, always came around step 3 and 4. You have to make two checks, one to see if you can even be in a position to grab your opponent, and then another to see, ostensibly, if you can hold on.

I don’t know why this couldn’t be handled with one check. The reason for the above rules makes sense (grab, then grapple), but ultimately it pulled my players out of the game because everyone always seemed to forget there was a touch attack involved, then a grapple check, and then you didn’t really even do anything that round, instead you had to wait until next round when you had to make another grapple check to maybe do something to your opponent (like stab him with a dagger or bite his face off). Suffice to say, grappling was extremely clunky, and what exactly you could do while you were in a grapple (cast spell? use a weapon? move the grapplers?) was constantly a question.

A good rule of thumb here is that if you have to constantly reference the rule from the rulebook, you’re breaking the suspension of disbelief; if you have to step out of character to look through the rulebook for what you’re able to do, that sucks and it has brought you out of the game. You stop visualizing what your character is doing to that orc and go elsewhere.

Pathfinder made it a bit better (took away the opposed rolls), but not much.

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Available only from May 4th – May 18th 2012

Starting today, right now, the 2nd Annual Wayne Foundation Charity RPG Pack is on sale! With $235 worth of product and retailing for just $25, you’ll be hard pressed to find a better bargain than this.

Want another reason to get excited? All of the profits raised from the sale of this pack will go directly to The Wayne Foundation – a 501(3)c charitable organization dedicated to ending child prostitution.

This charity pack will get you a huge variety of amazing things! Complete RPG systems, books to supplement your D&D 4e, Pathfinder, Fate, G-core and other games, original character artwork, original short fiction and several full length novels!  You will find months, if not years of entertainment right here, in one convenient, fairly huge .zip file just waiting for you to download it.

If you’d like to help spread the word, you can grab a copy of the word/gdoc press release suitable for cutting/pasting directly into your blogging/website software. Or grab the prettier PDF press release created for us by Kristin Moran! We’d love to hear you spread the word on your sites, Facebook, Twitter, G+ and hell, even MySpace!

To see a complete list of what’s included, click past the break!

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Mark your calendars for this Friday, May 4th! That’s when The Wayne Foundation Charity RPG Pack will be available for sale! With $220 worth of product and retailing for just $25, you’ll be hard pressed to find a better bargain than this.

Want another reason to get excited? All of the profits raised from the sale of this pack will go directly to The Wayne Foundation – a 501(3)c charitable organization dedicated to ending child prostitution.

This charity pack will get you a huge variety of amazing things! Complete RPG systems, books to supplement your D&D 4e, Pathfinder, Fate, G-core and other games, original character artwork, original short fiction and several full length novels!  You will find months, if not years of entertainment right here, in one convenient, fairly huge .zip file just waiting for you to download it.

To see the gigantic list, continue on after the break!

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This is the last part of my ongoing series dissecting early Dungeons & Dragons, and building the retroclone Dungeon Raiders out of it.

'Escape' by shanegorski on Flickr

'Escape' by shanegorski on Flickr

For simplicity’s sake, what follows is the entire article that I wrote in Dungeon Raiders about dungeon design.

Here’s the secret to creating an exciting, dangerous dungeon:

A dungeon is a series of scenes. Each scene is a major event–a fight or conflict–which occurs within a limited geographic area that I call a site. A few common site types are listed below.

A lair is one creature’s base. This creature may, of course, have minions. Examples of lair-based creatures include dragons, liches, and mad wizards.

Most lairs are single rooms. Even complex lairs made up of several areas should point towards an epicenter.

A warren is a set of rooms that make up the home for one clan or band of creatures. Goblins and kobolds, for example, often live in a series of interconnected passages and rooms that make up a warren.

Plus, some clans will be led by a chief who maintains a lair somewhere within the warren.

Warrens should be absolutely thick with one type of creature, and nearby sites should contain either a few examples of this creature, or at least evidence of their nearby habitation.

A trap (in these terms) refers to a room or small complex specifically designed to kill or ward off intruders, typically with mechanical or otherwise automatic guardians.

Traps can be mazes of twisty little passages (all alike), empty rooms, and switchbacks. They can also be individual rooms rigged with explosives, swinging blades, trap doors, and the like. Traps can also include all of these.

Monsters are rarely found in trap sites, which is a clue for adventurers to the site’s type.

A crypt contains a very powerful yet abandoned item (or set of items). They are distinct from lairs in that the central item is not a creature, though the “item” could be a dormant creature like a lich or golem.

Crypts are nearly always a single room. They can sometimes be combined with a lair if a powerful creature is attempting to use the powerful item abandoned in the room.

While the crypt itself is a single room, it most benefits from one or two introductory rooms that serve as warnings or clues about the upcoming crypt.

The last major site is the old kitchen, a room once used for a specific purpose, but now taken over for another use. Monster encounters frequently occur in once-mundane areas, in which monster and adventurer just happen to meet.

When designing your dungeon, start with the sites that you want to feature. Draw those on a piece of paper, simply as circles connected by lines. Then, flesh out each site. How big is it? How many rooms does it include? Where are the exits? What monsters should be included?

Then merge your sites, connecting them with passages or nestling them up against each other. Voila! You have a dungeon.

If the PCs dive into a dungeon that you haven’t fully fleshed out, no worries! Just think in terms of sites, and make it up as you go along.

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Mark your calendars for Friday, May 4th. That’s when The Wayne Foundation Charity RPG Pack will be available for sale! We already have over $200 worth of product included, which will sell for $25.  At the moment you’ll be getting 88% off the total cost of everything in the bundle, but it will get better.  We’re still accepting product to include, and will be doing so until April 30th (if you want to help us out and donate something, get in touch) and I fully expect to add more over the next 10 days.

Who’s in so far? Here’s a list of publishers and authors who are taking part as of right now:

There are 43 different products available which cover Dungeons & Dragons 4e, Pathfinder/OGL, G-Core, FATE, ICONS, Traveller, many complete indie RPG games, print and play board games and original works of fiction. It looks like we’ll have some original artwork to include as well and perhaps a few other surprises if I can work them out.

We’ve gotten that fancy new logo you see above, courtesy of Jeremy who’s work you should certainly check out! Interested in seeing what titles are included? Read on!

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This is part of my ongoing series dissecting early Dungeons & Dragons, and building the retroclone Dungeon Raiders out of it.

'Pirate treasure chest' by mags20_eb on Flickr

'Pirate treasure chest' by mags20_eb on Flickr

Treasure’s a very important element of early D&D.

In OD&D, as your character leveled up, you rolled for extra HP, and if you played a spellcaster, you got to choose new spells. That was it. No new abilities. No extra attack bonus or damage.

This means that the difference between a first-level and a tenth-level fighter was primarily equipment.

So, treasure must be made available, and it must be reasonably useful.

Treasure can be neatly divided into two types: magical and non-magical.

Non-Magical Treasure

Monsters carry a certain amount of treasure, which is grouped into categories by letter. Weak monsters–lizardfolk, oozes, and zombies–carry type A treasure, while dragons carry type D. Because old D&D loved its random tables, we’ll construct a Treasure Table. Roll a 1d20 to determine the type of treasure found:

Type Gold Gems Equipment Potions
A 1-15: 1d10 16-17: 1d6 18-19: 1d4 20: 1 potion
B 1-10: 2d10 11-15: 2d6 16-18: 1d6 19-20: 2 potions
C 1-10: 3d10 11-14: 3d6 15-18: 1d10 19-20: 2 potions
D 1-8: 4d12 9-14: 4d8 15-19: 2d6 20: 1d4 potions

If you roll Equipment, the DM decides what to hand out. The DM can either choose weapons from the list of weapons described in the previous article (with a +1 or +2 if appropriate), or select a magical item below.

Magical Treasure

Early D&D lists plenty of magical items. For copyright reasons, I wasn’t about to duplicate names, but the effects are useful.

All magical items have “charges,” which indicate how often they can be used. This allows the DM to scale the impact of magical items; a low-level party can discover a staff of healing with only two charges left, but ten levels later they may find one with thirty charges.

Here are a few neat items:

  • Wand of Magic Power – When a charge is used, all enchanted or otherwise magical objects glow for the next 5 minutes.
  • Staff of Healing – Touch this staff to any creature to heal 1d6+1 damage. This will only work its effect once per day per creature, but can be performed on up to ten different creatures each day.
  • Staff of Telepathy – Once per day, the holder of the staff may send mental messages to any ally within 100 feet. Also, once per day, the holder may attempt to read the surface thoughts of any creature within 50 feet; the creature gets a saving throw (vs. wands).
  • Potions are listed on their own 1d20 table. Early D&D listed many potions with odd effects and no listed durations or limitations, so I’ve decided to include a representative sample, and leave their limitations up to the DM.
    • 1-8 Cure Minor Wounds (recover 1d6+1 HP)
    • 9-10 Cure Medium Wounds (recover 2d6+2 HP)
    • 11-12 Cure Serious Wounds (3recover d6+3 HP)
    • 13 Invisibility
    • 14 Flying
    • 15 Speed (doubled)
    • 16 Polymorph
    • 17 Resistance to Elements
    • 18 Undead Control
    • 19 Giant Control
    • 20 Dragon Control

Note that all measurements and durations are game-world equivalents, so players don’t have to convert from inches to feet or rounds to minutes.

Interestingly, magical weapons typically provided extra damage against a certain type of creature, such as lycanthropes or undead. So, we’ll make this simple and say that magical weapons typically provide 1d4 damage against a creature type of the DM’s choosing. Similarly, magical armor absorbs damage from a particular creature type. This type may be specific (e.g., lycanthropes) or general (e.g., all magical attacks).

This is all quite loosey-goosey. Does a polymorph potion allow the drinker to change size? Are the clothes changed along with the body? How long does it last? Does it affect only visual appearance, but also distinct odors (an important consideration when facing, say, lycanthropes)?

Early D&D leaves this up to the DM, and I like it that way. Why not leave it up to the DM, to decide as the situation warrants?

Only one more article remains: An analysis of class dungeon design.

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Momento Mori. Especially Adventurers.

If you’ve made it this far in life and haven’t had to deal with the death of someone close to you, then I am counting you among the lucky. Unless this is because you and your family and friends are otherworldly entities who can suck the life force from other creatures, thereby rendering you immortal, in which case, what the ****?

The fact of the matter is that life and death are linked together. Modernity means we aren’t exposed to it every day the way our ancestors were, but it’s there. People die every day. The living things surrounding us are constantly locked in a battle to survive which means something must give up the ghost. The food you eat whether derived from animal or plants? That’s a big mouthful of death, converted to energy so we can live a bit longer.

But we don’t hold funerals for sandwiches (though some of us might pray over our food before we send it to the glorious tomb of our bellies) or the weeds we pull in our gardens. Not every death is commemorated with ceremony and solemnity. Rituals for the dead for the vast majority of us are reserved for those we have connections with, either emotionally, spiritually or financially. We might attend a state funeral for a fallen civil servant or watch the news coverage of the procession for a fallen media personality. A great deal of us would be okay with having a small funeral for a beloved family pet. But there is always a connection that causes us to want to commemorate the passing in some way.

Every living thing dies. And how people view death, commemorate the departure of a being and console those left behind is one of the most important tenets of culture. Most every religion deals with what happens after we die and every culture has its proper way to deal with the dead. Taboo, superstition, faith, science, ecology, health and psychology all intertwine as people gather around the deceased and send them off to the next life or oblivion.

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'Grugnak' by Peter Seckler (CC-BY-3.0)

'Grugnak' by Peter Seckler (CC-BY-3.0)

This is part of my ongoing series dissecting early Dungeons & Dragons, and building the retroclone Dungeon Raiders out of it.

Early D&D relished its monsters. To avoid drawing the ire of Wizards of the Coast’s lawyers, Dungeon Raiders‘ bestiary is simply a list of classic fairy tale monsters, accompanied with stats.

The stats for these monsters may seem either simple or surprisingly complex, depending on what you’re used to. Those expecting only one or two stats may be surprised by how many things we need to keep track of:

  • Attack roll, including the possibility of multiple attacks.
  • Damage bonus, if applicable.
  • Hit Points, represented as a single number. No die rolls here; too swingy. We have other ways of making combat swingy, as you’ll see in a few lines, and the GM can always tweak the numbers up or down to make a fight harder or easier.
  • Armor, to absorbe damage.
  • Saving throw bonuses, for particularly magical creatures (or particularly unlucky ones).
  • Alignment, not that it’ll matter much.
  • Number Appearing, to add a certain amount of swinginess. How many goblins are in that lair? Could be anywhere from 10 or 100. Roll to find out!
  • Treasure kept on-hand.

Here are a few example monsters:

Monster Attack Damage HP Armor Speed Saving Throw Alignment # Appearing Treasure
Beetle (Giant) 1d12 8 +3 15 -2 Neutral 1d8 B
Dragon (Young) 1d10,1d6,1d6 +2 40 +5 50, fly +5 Any 1d4 D
Dragon (Adult) 1d12,1d8,1d8 +3 60 +5 50, fly +5 Any 1d4 D
Goblin 1d4 4 25 Ch. Evil 1d10*10 A
Lizardfolk 1d8 7 +2 40 -1 Evil 2d8 A
Ooze 1d4 +3 1 +4 35 -3 Neutral 1 A
Troll 1d6+2 +1 15 50 -2 Evil 2d6 B
Wight 1d6 -1 3 15 -1 Ch. Evil 2d10 A

Let me add a few notes on dragons, pulled almost directly from Dungeon Raiders:

Each dragon has three attacks as noted: a breath attack (the first listed) and two claw attacks.

A dragon’s breath attack always deals typed damage, in accordance with the dragon’s preferred environment. White dragons breathe ice in a sphere 30 feet wide; red dragons breathe a column of flame 50 feet long and 10 wide; blue dragons throw a wall of pure force 20 feet wide that flies 40 feet; grey dragons fire a cone of lightning 5 feet wide at its base, 30 feet long, and 15 feet wide; and the fearsome black dragons scream a horrid shriek of necromantic magic that affects all creatures within 20 feet. Note that the dragon need not be within its preferred environment to use its breath.

Moreover, dragons are typically 20 to 30 feet wide. Other monsters are approximately the same size as humans.

So what does that letter in the Treasure column mean? Check out next week’s article to find out!

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The clock is ticking! Uh...I mean dripping. Photo courtesy of Marsyas

Deadlines are terrible and inspiring. Terrible because of the feeling of dread they can instill in us as we are pushed towards them. Inspiring because they require us to finally act. Whether it’s a word count by the end of the workday, all our errands completed before dinner or defeating the Fire Lord before a comet will enhance his elemental power, time limits increase the sense of urgency and lend gravity to a situation. As humans most of us tend to divide the day, the year and our lives up into bundles that we try to dole out proportionately to the things we want to accomplish, setting goals along the way. Married by age thirty, five kids and a chinchilla farm by age 40, all the kids out of the house and five chinchilla farms by age sixty-five at the latest. And when our plans don’t go the way we wish and we don’t hit our goals, we tend to flail and either give up or reassess our goals and make new ones.

Adventurers don’t have to be gifted with all the time in the world to get things done! Why should they? A change in the seasons could mean the adventurers need to return before the end of autumn or be trapped behind treacherous mountains. A campaign set in space could have a certain amount of days before the origin and destination fall out of alignment, making travel between the two bodies difficult or even impossible. Many cultures have auspicious times for things and there are always holidays and other important events that might be the cutoff for return meaning that even if the goal was accomplished or the goods acquired, the buyer might already be gone or the need diminished. Even worse, natural items are liable to spoil.

Time limits can be even more immediate. Things like sinking ships, burning buildings, changing of the guard or a procession going down a street can all put time limits on PCs. Choices have to be made and sometimes, sacrifices. When pressed for time some of the best and worst decisions can be made. Which ones will the PCs make?

For GMs:
-Decide how you are going to keep track of time. Is it something that is going to take a certain amount of rounds? Days? Months? Keep a calendar for longer periods of time and be clear how much time is remaining for the quest. State how much time is remaining at the beginning and end of each session so everyone is on the same page.
-How does the culture keep track of time? Do they use a solar calendar? Lunar? What is the length of a work week? The length of a month(However, use a straight up Gregorian to keep track Out of Game. Or you’ll be wondering if it’s the Moon of Horses or the Moon of Turtles, get frustrated and TPK everyone)?
-Who created the calendar? Was it made by the church to reflect holy days? By the state to reflect the agrarian year? A combination of both?
-How many seasons are there and how long are they? How does the weather change for each season and how does this affect things like travel, availability of lodging, Are there blizzards in the winter? Monsoons in the summer? Sandstorms in the autumn?
-If the PCs complete their task but not in the time required, what are the consequences? Will there be a second chance? Will it affect them or others? Loss of money? Loss of reputation?
-Who keeps track of the time? Does every city, town and village have a person or organization that keeps track of the passage of time? Is it displayed for all to see?
-How is the day broken up? What kind of time-keeping instruments are utilized? How accurate are they? How available are they?
-What makes up a day? Is it sunrise to sunrise? Evening to evening?
-Different countries might have different calendars, different clocks and be in different timezones. Not to mention that time may pass different in locations under the power of certain energies.

Continue reading »

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Last fall, just as October was kicking into gear, a bunch of us indie RPG writers and publishers concluded a two week run of the Wayne Foundation Charity pack.

We raised over $1800 for the Wayne Foundation. I’d like to do this again, and see if we can up this to $2500 or more.

If you’re someone in the industry, indie or not, and have a product available as a PDF that you’d like included in the bundle, please get in touch with me! I’m planning on running this second bundle from May 4th through May 18th.

I’d like to sell this bundle for $20 at DriveThruRPG with at least $100 worth of product in it. That said, here’s what I’ll take to include in the bundle.

  • RPG products (systems, adventures, add-ons, etc)
  • Print and Play board games
  • War Games rules
  • Art
  • Anything designed exclusively for this package.
  • Software
  • Fiction/non-fiction -if it could be at DriveThruFiction or DriveThruComics, I’m interested.

Please feel free to include your free products too!

You can get in touch with me here!

Thanks, and feel free to spread the word!

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