Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Friday, 18 February 2022

Different takes on religions, gods and player characters in RPGs

Recently I watched some Legend of Vox Machina and one of the big plots of the series was focused on a cleric losing her connection to her deity. With the show being rather trope-y, it went the usual route of the deity saying what amounted to "I haven't forsaken you, you have forsaken me" and so on. It felt like such a worn out story beat. Then I started going over the various relationships between religion, spirituality, gods, their chosen and their faithful I've seen in RPGs and the list started getting so long I figured I'd best start writing things down. So if you want an inspiration for a character, setting detail or the like, hope you enjoy!

Morally absolutist religions and lawful stupid

First category of religious interpretations that inform the characters would fall under "moral absolutism". They rely on religious commandments being applied as per letter of the law without question. This seems to be Gygax's interpretation of what "Lawful Good" means:

Sand Creek Massacre as a moral baseline,

With the religious commandments being absolute and unwavering, the role of a cleric or a paladin is to execute them on the behalf of their deity without question. Essentially, they become an extension of their god of choice.

In terms of playing a character like that it tends to veer towards the Lawful Stupid category. The player is discouraged from making their own decision, instead applying the religious law like a blunt instrument. Worse yet is when the GM punishes a player for not playing their paladin according to their interpretation of the religion and takes away their powers for being "bad".

From a narrative perspective, characters like these are rather limiting in a game. If they always act in a certain way with no nuance, the GM basically knows what they will do in any situation they are put and you are not really playing a character as following a script.

Absolute decrees, flexible interpretations - Tyranny

A different approach to absolutist religions would be those presented in Tyranny. In that game you are an archon of a tyrannical god-like entity Kyros the Overlord. They send down Edicts for what they will to happen, and yours is the ability to bend them. If Kyros curses a land to burn as long as forbidden knowledge lies in a citadel you can fulfil it by moving the books elsewhere, which fulfils the letter but not the spirit of the Edict.

Noah Caldwell-Gervais' video essay on the game as a whole

This interpretation of religion might be a bit hard to pull off in a casual pen and paper RPG campaign. You would probably have to have characters that in some way are forced to obey a given religion, but at the same time struggle against it for what they believe to be the morally correct outcome. Similarly, the deity sending down the decrees would have to be powerful enough to force the players to act on their behalf, while also accepting players interpretations of its decrees as valid (which could be due to not caring, or being a rules lawyer, or maybe following some alien logic of "I commanded it, it happened, therefore the way it happened must've been the way I commanded it" (sounds like something Malfeas would do honestly) or something).

I think the closest thing to this I've seen in an RPG would be Sidereals from Exalted. They are the troubleshooters of Fate. They go in when something that shouldn't have happened happened and their job is to set history right. However, while Fate might chafe against it, they can exert their will as to some things. Maybe they don't want to kill a child that should've died in a flood and instead decide to Lone Wolf and Cub it.

High autonomy and task delegation - The Immaculate Order

If you want to avoid the pitfalls of Lawful Stupid, you could have a religion that gives its priests a high degree of autonomy while delegating tasks to them. In this scenario a deity or even a religious order could send a cleric or a paladin on a quest or to a specific location and trust they will take care of any problem they will encounter. The PC then is responsible for acting on the behalf of their religion to the best of their ability while still having the autonomy to make their own decisions and interpret the rules and orders as needed.

A good example of this would be Exalted's Immaculate Order, a state religion that focuses on being the intermediary between the myriad gods of the setting and the people, as well as hunting ancient monsters that stalk the land. The Immaculate Monks are send on their missions and expected to get things done, but there isn't much beyond a mortal oversight on them. Their power is their own and nothing will curse them for letting something slide or getting corrupt since first of all, religion in Exalted doesn't work that way, and second of all, the Immaculate Order is a manufactured religion that is used to keep the world behaving in a certain way according to some people in power.

Exalted and "no backsies" on power

Since I already touched on it, might as well expand it here. In the world of Exalted by default you play a demigod hero that is empowered by the gods or the elements. You could be the priest of the god that gave you power, or just someone that was awesome enough to impress them, but at the end of the day, you are marked by their power. You're not a paladin or a cleric per-se, mainly by the dint of this being an eastern fantasy.

At the same time, just because a god gave you some of their power doesn't mean they hold any sway over you. An exaltation is a one and done type of deal, the god can't take away your power or stop you from getting more powerful after they have given you the spark (without killing you of course, but considering you were designed to be a titan-killer, few are stupid enough to try).

This essentially means that a god choosing you as their champion puts a lot of faith in you to be a good long-term investment, and similar to the previous section, you are afforded a lot of autonomy in representing them.

Taboos and caveats of power

Adjacent to the default Exalted's "no backsies" on power are divine or supernatural powers that come with some taboos and caveats. You are still not beholden to a deity to use your divine magic, but you have something else that is limiting you and your behaviour.

This covers your 5e D&D paladins that have to upkeep their Oaths or risk becoming Oathbreakers. They could, say, be questing for glory and have to perform great deeds and avoid cowardice. These pain the character in broad enough strokes that you don't fall into the "lawful stupid" category of the older edition paladins while still directing the character to working in a certain way.

In Fading Suns you have religious priests of The Universal Church of the Celestial Sun that wield power in the setting, both literal and figurative. They tend to the peasant folk to keep them on the right path, they act as advisers and confessors to the nobility, and if needed be, they take flamethrowers to burn the heretics...

A good heretic is a burnt heretic, thanks Avesti

They can also manifest Theurgy, a magic that comes with a small caveat - Hubris. If you do bad things, like murder, steal, or get excommunicated that Hubris will grow until your character becomes a sinful plague on the land.

Some type of Exalts in Exalted have similar taboos. For example, the Abyssals are champions of the dead and are forbidden from taking on a name, acknowledging who they were in the past life, or even creating or saving lives. It doesn't mean they are physically incapable of doing those things, but usually there is a high price to pay associated with those transgressions.

These kind of mechanics work well for when you want to give player characters power they can use for good or ill, while at the same time putting some thematic or gameplay restrictions on what to use them for. As long as they are not too restrictive, they will keep the players in check without ruining the fun. While this limits some murderhobo behaviour in some bad gamers, for a high-level play this could also limit some stories you could tell, ones of unchecked power corrupting people and so on (hello again Exalted).

Religion of shared interests - Sathraism, SWN's Psychics

A different way of expressing religion is through how the practitioners share common interests unique to that religion. An example of this are the members of a minor heretical sect from Fading Suns called the Sathraists.

Fading Suns is a scifi fantasy game where people travel between worlds through stargates floating in space. There is one quirk to that - when you jump, for a moment you become one with the universe in an addictive flash of nirvana. This is what caused psychic powers to get introduced to the human race. However, since people started getting addicted to those jumps, soon Sathra Dampers were developed that shielded the people in the ship from the psychodelic effects and made space travel more mundane.

This didn't stop people chasing the high though and figuring out how to get their next fix by meddling with the ship engines. Eventually, you had a minor religious heretical cult develop around this phenomena of people that help protect one another, help score their next hit and look out for anyone new that might have experienced the phenomenon themselves. The religion comes from the shared experience, needs and interests to support its practitioners.

Stargate, but more extra

A similar phenomena can also be seen in Stars Without Number. It too is a scifi fantasy game that has psychics. One quirk about them though - a new psychic will most likely burn themselves out pretty quickly and become everyone's problem if they don't have a mentor to teach them how to use their powers. They need someone with a specific psionic power to help them get over their initial hump before they learn how to control their powers and so on.

While the setting is a mostly blank and open ended sandbox, you could infer someone would start a psychic order religion that seeks out new psychics and trains them in how to properly use their power as well as teaching them a religion based on those powers. Again, a religion based on shared experience, needs and interests of the practitioners.

Power through conviction - oWoD's True Faith

White Wolf offered us another take on religion with Old World of Darkness' True Faith merit. It was a bit of a weird power that had different interpretations throughout the various game lines and editions. It mostly boiled down to this - if you believed in religion strong enough, you could perform some miracles or generally use it to smite creatures of darkness.

In one of the scenarios of the Gehenna book however, we can infer that True Faith is not tied to doing religiously good deeds or even the approval of Yahweh (oWoD had a very judeo-christian focused backstory, down to Vampires descending from Caine).

In the Wormwood scenario, a group of Vampires hide in a church and await god's judgement after he destroys all of the world's vampires in 40 days and 40 nights. One of those vampires in question is Ferox, a Gargoyle bruiser with True Faith 9 (out of possible 10). He's mostly there to keep peace and is not above hurting or killing people to do his job. He's a zealot through and through.

Too cool for school Ferox

At the end of the scenario, all of the characters are judged by Yahweh directly and can either be purged of their Mark of Cain and become people, or get smitten into dust. Ferox falls into that second camp, probably to the surprise of similar murderhobos that might've been playing oWoD in the 2000s with a similar build and attitude.

It is certainly an interesting take on religions in RPGs, although it might come off as flat in execution. You can't really judge if a player character has enough conviction to continue using their powers, and possibly confronting their conviction in their righteousness with actual religious morality or the will of a deity would have to be a big event that amounts to "you're playing your character wrong, stupid". So there probably is a reason why this kind of powers didn't make the transition to Chronicles of Darkness.

Power through self-improvement - Monks, Elemental Dragons

To contrast with gaining power through religiously-motivated self-conviction, there is a similar concept of gaining power through self-improvement - spiritual purity and all that. D&D's Monks are an example of that - they are a class focused on mastering oneself and using spiritual energy that is divorced from a specific deity. Of course you have spiritual teachings and similar training how to achieve said mastery, so it would tie to a religion or several. Most importantly though, Monks as written can't lose the power they gain, and they are not beholden to some cosmic force, which sets them apart from a number of similar entities like say, the Jedi Order (that on paper at least follow "the will of the Force" and can turn to the dark side).

We see a similar concept to that in Exalted, not only in the form of various heroic mortals with their martial training, or Sorcerers that can achieve great feats without being Exalts, but also in the way how Elementals work. They start off as rather mindless manifestations of the elemental forces that eventually can develop sentience and personhood. Then through spiritual enlightenment they can reach further levels of essence refinement, turning into Lesser Elemental Dragons. If they continue, they can even turn to something comparable to the most powerful beings in the setting - Greater Elemental Dragons that stretch for hundreds of miles and can devastate continents. This happened at least once, and now that Elemental is buried beneath a mountain range, while others are discouraged from becoming that enlightened...

Sometimes you can have religion and spirituality without the need to worship a specific deity, all the while earning some cool powers.

Appeasing your powerdaddy and quid pro quo powers - Warlocks

A different take on the power balance between a deity and their practitioner could come from the relationship a D&D Warlock has with their patron. A common interpretation of this class is that the patron can't take away the power they granted the Warlock, but at the same time if the Warlock wants more power they need to earn them by appeasing their patron. This does give them a good amount of leeway for some back and forth as needed, while still preserving an interesting power dynamic.

I'm not telling you to do something, but... - EvWoD Infernals

This one is a little bit particular. In Exalted vs World of Darkness you have Infernal characters. They wield the power of hells themselves. Their power sets revolve around destruction and bringing about the end of the world so they could rule the reforged world. That being said, unlike their original counterparts from Exalted, there is nothing controlling them. Once they get their power, it is theirs to keep, use and abuse.

What keeps this category different from "no backsies" however, is that the powers themselves shape how the characters act. But when you have the power to turn water into acid, irradiate the landscape, create zombies and graft hellish implants onto people while turning them into fomori, it kind of informs which direction the character will fall towards.

These kind of powers use the carrot rather than the stick approach to moulding the chosen of a given deity: "You don't have to be a cruel tyrant, but if you want to it is so easy". It can only be achieved by very deliberate game design, focusing not only what the powers can do, but what intentionally they cannot do and what kind of character is painted by this positive and negative space.

Deities as avatars of cultures - Godbound's Made Gods

A completely different approach to religion is presented in Godbound in the form of Made Gods. As the lore goes, humanity achieved post-scarcity utopia, solved all science and all that stuff. The last thing they needed to iron out was philosophy and figuring out who was right. Because they couldn't agree on an answer, they turned to the only person that could settle their dispute - the abrahamic god figure of their world, the Creator. They stormed the gates of heaven, broke into its throne room only to find its throne empty. So they thought to themselves - if the Creator is not here to settle their dispute, they will have to wage a final war to prove who is right. So they stripped heaven and reality itself for parts to build great artefacts of power and Made Gods - avatars of their philosophy and civilisations, the most powerful engines of war imagined.

The role of those deities in Godbound is to represent their cultures and wage war on anyone who did not conform to their rigid beliefs. They did require an army of priests and theotechnicians to upkeep, but they did offer their believers a tangible afterlife in a heaven made by that Made God. It was a much better alternative to the hell where everyone else would go to that was hijached by angels out of spite for humanity breaking reality and shattering the world.

Making your own gods - Kuo-toa and YES!

On a similar note but perhaps a smaller scale, sometimes you can create your own gods on a much more personal level.

One example of that from D&D comes in the form of Kuo-toa, an amphibian race that can invent their own deities for protection. While those wouldn't be nearly as powerful as more established Forgotten Realms pantheons, it's certainly interesting.

Something similar also happened during Dimension 20's Fantasy High series. During the game, Kristen Applebees, a cleric, started having doubts about her faith when she realised she was brought up in an extremist cult, and after meeting her deity face to face realised he was basically a frat boy douche. Eventually, she started a new religion, complete with a new god of YES!. A nice capstone to her arc.

Create your god, kind of like this...

Serve the people, embody the ideals - Alchemicals

Going back to Exalted, we have yet another different expression of religion and its relationship to people in the form of Alchemicals and Autochthonians in general. In the setting you have a titan named Autochthon, basically Hephaestus mixed with Primus. One day he decided to peace out, turn his body inside out and create a world out of it called Autochthonia. He raptured a bunch of people to populate this world before disappearing from the main part of the setting.

You are being raptured, stop resisting!

One things settled he gave the people a new religion to follow so they would maintain his body while he slumbered. At the same time, he taught the people how to turn the most devout and accomplished among them into heroes called Alchemicals (basically a cross between a human, golem, transformer and RoboCop, but at the same time a communist hero of the people). They needed those heroes to take care of them and so they would grow over time to become new cities (think Metroplex). It makes a bit more sense in context...

Some Alchemicals are bigger than others...

So here you have a religion with a lot of back and forth. Autochthon needs people to maintain his body and provide him prayers to sustain him. People need Autochthon to provide them with raw resources to sustain themselves and Alchemicals to protect them from the raw elements and other big nasties that lurk in the robotic world. Alchemicals need the people to help maintain themselves (especially when they grow to city size and become immobile). All of this is wrapped in a religion that promotes the good of the community, selflessness, hard work, communism, and duty to Autochthon.

It's a rather rare take on religion, where your god needs you to survive, and you also are expected to serve your community above yourself, being an actual hero of the people.

Polytheistic priests

A large view of clerics, paladins and people of faith in general in RPGs come from a western perspective. You pray to and have relationship with one god, you follow one faith that has a strict set of tenants and so on. But that doesn't need to be the case. Your game could have a pantheon of deities (like Humblewood), or go all out and give everything a god to manage it (like Exalted). So what then are the roles of people of faith?

While you could have some clerics dedicated to worshipping one deity in particular (like Brides of Ahlat in Exalted), you'd more likely have the priests be focused on serving multiple deities. Whether that's through worship, guiding people ("if you have troubles with your fields, this is how you pray to Henwin"), as well as being the intermediaries between the people and the gods.

That last one especially is the focus of the aforementioned Immaculate Order. That set of beliefs postulates that the gods should not interfere with mortals and the Immaculate Monks are the ones that resolve disputes between gods and people. So if a river god cries too much and floods a town, you know who to ask for help.

Now if the setting has gods that form a somewhat cohesive pantheon or can generally co-exist (like Humblewood when you look at it - the deities there form a somewhat cohesive whole and even Kren, the evil fox deity is not a completely evil being) you can have priests representing a lot of gods without an issue. The problem arises when they start becoming incompatible with one another.

In Exalted for example, you have gods and Exalts that are worshipped by mortals on regular basis. The same world also houses Yozis, ancient mad titans that spite the world for being defeated eons ago, and the Neverborn, fossilised dead titans that wish for the whole world to end. Each of those have their own kind of devotees (mortals, demons, nihilistic ghosts) that mostly don't see eye to eye.

So while you could still have priests that represent and handle multiple deities, chances are they wouldn't represent everyone.

Conclusion

While there are probably many more different relationships between religion, spirituality, gods, their chosen and their faithful, I think this should be a good enough start for players or game designers to get some inspiration for their next creations. 


Related articles:

Monday, 16 August 2021

RPG betrayals and the meta game of friendship - the finale of the Crown of Candy

Recently, I've been watching some Dimension 20's Crown of Candy series, which was a somewhat ruthless game reminiscent of Game of Thrones wrapped in a sentient food aesthetic. Spoiler warning for the series - at the end of the series when the players won their decisive victory, they were faced with a dilemma - do they keep their fragile alliance, or do they backstab one another to have it all. This was an interesting example of the meta game of friendship you build around the table I'd like to discuss today.

The Crown of Candy trailer

Trust, friendships and bleed at the table

As discussed before, different tables will have a different level of trust built up over time of playing together for a while. If you're playing with randos online, chances are someone might turn out to be an asshole and backstab everyone at a drop of a hat. If you have a stable game going, usually you learn not to do that and respect one another's characters (unless everyone is into playing a backstab game of course, then all bets are off).

Along with that, you build friendships with the people you play, bonding over the many adventures you had together.

Every now and then, you also can experience bleed - mixing in-game and out-of-game feelings, grudges, etc. If someone hurt your character, you can feel personally hurt. It comes with the territory of being really invested in a game and a character.

Those three factors contribute to the meta game of friendship - when you play an RPG, you're not only playing the game, but also engaging with your fellow players at the table at the same time. Because of this, you tend to avoid doing something that might upset the other players, even if it would fit the narrative to do so (at least not without checking in with them first). If you don't, you might "win" something in the game, but lose someone's trust or friendship that would carry over to your future games.

This is kind of reminiscent of GeekNights' "Practical Game Theory" panel where they discuss threats and trust - if you play a game repeatedly, you can make credible threats that will affect the games you're playing. If you always punish anyone that messes with you to ensure they don't win even if you lose, eventually they will learn not to mess with you:


So the trust and betrayal in RPG would work similarly to game theory - by cooperating everyone gains something, but if you betray someone you break their trust and everyone is worse off in the long-term.

The Crown of Candy situation

The dilemma at the end of the Crown of Candy was like this - On one side you had Queen Saccharina, played by Emily Axford, daughter of King Amethar from his first marriage, abandoned by her mother at a church orphanage due to her magical prowess (non-cleric magic in the setting was heretical). She later became a queen of outlaws living at the edge of Candian society. After joining the game, she was crowned the Queen of Candia (after her father lost his claim to the throne), obtained a hatchling dragon and let it feed on the hearts of the priests to let it grow to an adult size by the time of the final battle. On the other side you had Princess Ruby, played by Siobhan Thompson, was a rogue princess, twin to Emily's previous character, Princess Jet, and half-sister to Saccharina. She didn't approve of Saccharina's ways and knew what kind of future her reign might bring.

Those two players were given an option to backstab one another at the end of the game. Ruby knew Saccharina would upend the status quo and go on a crusade to eradicate much of the church, and would probably be unfit to rule Candia. Saccharina was advised that the nobles look down on her due to her upbringing and would gladly kill her now that they don't need her to retake Candia.

So did either of them do it?

Watching the video, I had no doubt of the outcome. Siobhan and Emily have played through 5 series together, everyone at the table has been nice to each other, they have faced many hardships together in this series, playing inseparable twins that schemed together. They wouldn't backstab each other's characters, especially given that this was the end of the series - there was nothing for them to gain beyond a different epilogue. And yeah, shocking nobody, they decided to trust one another and have a happy ending together.

Last minute betrayal would certainly make for a shocking moment in the show, but would probably cause some strife between the caste members and some longer-term distrust. Sure, they are professionals, but if you watch the behind the scenes of the series they are jokingly dissing on the GM for backstabbing and killing their characters a few times in the series.

Backstabs in other actual plays

Thinking about it, I haven't really seen that many other actual plays that have the characters backstabbing one another. I've watched a number of other Dimension 20 shows, as well as various games by Arms of the Tide, A Pair of Dice Lost, RPG Clinic, etc. and played a lot of games on our very own podcast - Sponsored by Nobody. Sure, we had a number of "a character does whatever they want disregarding what others think" moments in Evicting Epistle, Princes of the Universe, Conspiracy at Krezk, etc. However, only one series had a genuine betrayal.

In Princes of the Universe (spoilers), there was one situation that was almost that, and one that was a full-on "I'm the bad guy". The first one was when the party managed to find the Eye of Autochthon, an ancient relict of nigh-infinite power. They wanted to use it to wake up a titan, but not before everyone had a mexican standoff to make sure nobody else would steal it and use it for their own goals. My character was a Night Caste (a hero-thief essentially) and was the only one that could actually steal it without anyone having a counter to his powers, so the GM asked me if I do it. In the end I decided not to, since it would turn the game into PVP, and being 1v4 had really poor odds. Plus it would be an asshole thing to do.

The other situation came at the end of the whole game, where after fighting the Scarlet Empress, the ruler of the world, the party was faced with a secret foe that was pulling the strings all along. During that fight, one of the PCs, Longhorn Desertwolf, turned on the rest of the party and was revealed to have been working for that foe all along. The reason why that twist worked though was because of how that character entered the story.

See, while getting the Eye of Autochthon, the party went to a weird proto-dimension that was all weird and wonky. They met alternative versions of themselves from another part of the multiverse. One of the PCs, Longhorn Seawolf, was already on a hit list for two other PCs due to letting a number of their children die in a fight, so it was only a matter of time before he'd be killed. So instead, we decided to trade our Seawolf for their Desertwolf to solve the issue of a character needing to be gotten rid of and also to give the player a similar character they could wrap the series with. None of the NPCs believed what happened, but they learned not to question our crazy antics a long time ago. But at the end of the series it turned out they were right - we did inadvertently trade an ally for a wolf in sheep's clothing that turned out to be orchestrated by the big bad evil guy. So that betrayal and backstab felt alright, especially since in the end we managed to kick both of their asses and win. If Desertwolf would've turned out to be victorious, I know of one or two players that would've flipped the table and not forgiven it - it would've felt that the last two or so years the game was running was a complete waste.

So lesson learned - if you want to have someone betray and backstab the party, they should probably lose to make the game less unsatisfying...

Conclusions

While one character betraying another might be an interesting twist in a TV show, it's usually unsatisfying in an RPG if you're talking about two PCs. Unless the game is set up from the get-go to support it, or the player explicitly allow for such an ending to their character, it can be more damaging to the long-term relationships between the players than it is worth.

Friday, 18 June 2021

Failures and fatalities - why Dungeons & Dragons is awful for Actual Plays, looking at Dimension 20

Recently, I've watched Dimension 20's Fantasy High Season 1, and the show's first two episodes really encapsulate why Dungeons & Dragons is awful for Actual Plays.

Some disclaimers and qualifiers before I get further. I'm not hating on Dimension 20 (I've seen a few of their shows and I do enjoy them for what they are), the people involved (I've enjoyed their performance through that show), or saying that you shouldn't play D&D (although there are so many better options...). I'm focusing precisely on Dungeons & Dragons as a framework for a gaming performance in the format of a video or audio Actual Play. I'm also speaking as someone that has 5 years of doing their own Actual Plays and as someone that has watched a few APs in their time.

So without further ado, let's talk about Fantasy High (spoiler warning for various episodes of the series, as well as some Escape from the Bloodkeep).

Fantasy High


Fantasy High is a show about a group of adventurers going to an adventuring academy, a fantasy high school where you learn how to be an adventurer, filled with all of the D&D races and classes. A pretty okay setup that gets elevated by the amount of colourful characters that populate the school and the nearby town. From an ice-cream djinn, through a chill werewolf guidance councillor, down to anarcho-socialist halfling family. The player characters are also a colourful cast - you have spoiled rich son of a pirate, a gentle half orc barbarian that doesn't want to hurt anyone, a rebellious tiefling bard going through some issues after her horns recently came in and her dad learned he has been cucked, etc. All in all, the characters are really interesting, the performance through the entire show has been great, I could listen to these things all day with glee. That is, if it wasn't for the second half.

Dimension 20 has a formula for their shows. You usually have two kinds of episode formats that keep alternating - a free form roleplaying with some light checks and conflicts, and then the big set piece fights. They are gorgeous to look at, featuring large customised areas, a lot of unique minis and so on:


The craft on display is phenomenal, there is no denying that. Dimension 20 has taken the D&D formula of "minis fighting" and made the best version of that I have seen. However, it still doesn't solve the issue of this being D&D that we're talking about. So let's set the scene:

It's episode 2 of Fantasy High. All the PCs got into detention for one reason or another. You could run it as your stereotypical "detention bad, the teacher running it is a warden, everything sucks", but no, Dimension 20 is better than that (heck, they even work with sensitivity consultants, kudos to them!), and the guidance councillor starts encouraging the PCs to talk about their feelings, whether they have trouble at home, etc. It's a tiny one minute of a show, but it showed potential, especially when one of the characters started opening up about their issue at home (it was the tiefling, now living alone with her mother who she's on a war path with since she won't tell her anything about her real father). But just as that's about to happen, we hear screams from the cafeteria and it's off to fight we go!

In the cafeteria we find a large cream corn monster, a possessed lunch lady, and a bunch of animated corn cobs, and we have ourselves a level 1 adventurer fight. What follows is a series of mishaps, bad rolls and just a lot of what could go wrong does go wrong. The tiefling gets knocked out cold at the start of the fight, and through the rest of the encounter, that player sits there and stews, unable to contribute anything but quips about how people should throw her body around (I don't hold anything against the player there, it did look frustrating!). A few others, including a swashbuckling jock son of a pirate repeatedly have problems climbing the tables and lose a good deal of health and turns because of that. Enemies start multiplying to the point they murder two player characters (and they do fail their death saving throws and actually die). A prissy elven wizard is reduced to bludgeoning the lunchlady to death with a magical spatula and her scepter (the lunchlady has been the tiefling's freshly adopted role model, since she was going through a rebellious spell and respected a blue collar worker for being the only honest person in the school), with her dying words telling the elf to remember that she killer her with her own hands.

I'm going to leave out the number of times people have been going in and out of many of the cream monster's buttholes, and just skip to the end where the heroes manage to defeat it. Since this is a show that's built on the characters that were just introduced and two of them have died, the GM has to pull out a deus ex resurrection to put the show back on the road. Not to make it consequence-free however, they have the quirky principal of the school (if Dumbledore was a bit more peppy but also a D&D character) murder the soft-spoken guidance councillor with a gun before committing a suicide and using a phoenix egg to resurrect the two PCs - a life for a life. At this moment the tiefling player still upset about having to sit in the time-out through the encounter wants to also commit suicide to bring back the lunchlady, but since they are unconscious they don't get their wish.

So all of that fight was a big clusterfuck, pretty much all due to D&D's rules. So let's start breaking things down.

Failures of D&D

Character death vs character-driven show

Dimension 20 is a pretty character-driven show. One of its core appears is that you can count on there being a cast of colourful characters at the table, portrayed by some very talented people, and through the show you get to have some of their problems, arcs and so on come to the forefront. For example, initially I disliked one of the PCs being your stereotypical born-again-bible-thumping-christian-coded girl that worshipped the Corn God. It felt too much like the proselytising type trope at the outset. However, through the serie she started reflecting on her life after having a brief death experience and realising the Corn God is a bit of a douche-bro and can't answer the problem of evil. Later she realises she has been raised in a fundamental family, been part of a religious extremist cult and discovers herself anew. It's really great.

D&D, however, is not a game that promotes that. Rules as written, the characters can die pretty much during any fight and you're not really meant to get too attached to them. Heck, one of the reason why "grognard" is associated with the game is because it's kind of like going to a ruthless war - what's the point of getting attached to the new level 1 guy if he's going to bite the dust during the first fight. Nobody cares about your backstory until you're level 3 and can survive an encounter with a rat.

Sure, that can be okay to play if you're into that, and the more recent editions of the game have softened the danger a little bit, but trying to do a character-centric game in D&D is still a liability if you don't fudge things or have some convenient way of bringing the characters back.

And for those that think that a story without the stake of character death is meaningless or the like - watch any popular movie. You know going into like, any Marvel movie that no character there will randomly die without a proper payoff and definitely not before their arc is over. You know Thor won't be Ragnarok'ed and will be there for the next movie. You still get invested.

Incompetence, coolness and stunting

D&D is awful when it comes to character competency due to its linear rolls. Chances are whatever you try doing at level 1 you will fail. It's not a game that wants you to be a cool badass, it's a game that wants to watch you faceplant into the floor whenever you try something.

Part of it is its approach to how it handles cool actions. When you declare that you will do something cool, like swinging down a chandelier and leaping from one table to the next before backflipping over the enemy to stab them in the back, the game expects your GM to make you roll to see if you pull it off and tell you "no" if you fail a roll. If you do the most boring action though ("I move forward and attack"), you don't have to roll anything special.

The thing is, you do want the characters to show off how cool they are. It makes the game more interesting, and definitely more fun to listen to! So don't penalise them, don't make them roll and fail, heck, give them bonuses for being cool! That's one of the things I enjoyed about Exalted - stunting. Basically, the cooler you described your action the bigger bonus you got. A lot of the players in Fantasy High could easily do really cool stunts and the game would've been even more cool for it (as it stands, it's only so cool with a pirate jock riding a hellbeast motocycle onto a stone golem to do a cool stunt on its back's half-pipe to throw it into a pit of acid...).

Rolls are boring, damage is mostly meaningless

When playing D&D, you spend a lot of time rolling dice, especially in combat. Add situations where those rolls get more complicated, such as with the use of inspiration (and if you take a shot each time someone on the show gets an inspiration you will get pretty drunk...), and you spend a lot of time rolling your math rocks.

Sure, this is fun when you're actually doing it yourself, but for a viewer, the rolls are only interesting if they are high-stakes, or someone ends up rolling a botch or a crit. Sooner than later individual rolls stop mattering, since a character suffering 5 points of damage out of their 80HP pool is just noise.

Once again, Dimension 20 does the best with what they have. They put visuals up to illustrate people's health as it changes and make the process as engaging as possible, which is commendable, but such edits are someone's job there. It would be quite a bit of extra work for anyone that is not doing this as a full-time job.

Similarly, when you're hoping to get a good story out of dice rolls like these, you also tend to have a low "signal-to-noise ratio" so to say. It takes a lot of time rolling, tallying numbers and so on to move the action one step. We had some bad games like that in the past (a 4 hour session with a 3 hour fight that was mostly rolling and not much interesting stuff going on until the end), and these days for our podcast we tend to go for lighter systems to avoid precisely such problems.

In general, it's much more interesting to play a game like D&D than to actually watch the game being played - passive vs active engagement and all that. You will have to put in a lot more work to get some interesting content.

Fights and rolls create funny moments, not interesting stories

A good RPG system helps you create interesting stories and character moments. Unfortunately, D&D combat isn't that great for it. Sure, it can create funny moments, and sometimes cool moments, but they are rarely interesting stories, despite how much time you're devoting to it.

For perhaps the best illustration of it, I'll have to turn to Dimension 20's other show, Escape from the Bloodkeep. It's a show where the PCs are knockoff evil characters from knockoff Lord of the Rings fighting the heroes. Many times in that show the Witch-king of Angmar would face off against Samwise Gamgee, who was armed only with a frying pan and a whole heap of enthusiasm. The thing is, the hobbit had such high stats that he would routinely stand his ground against the Witch-king and batter him pretty handily with that frying pan, turning their fights into some slapstick Bugs Bunny skit, all because the Witch-King couldn't kill this one halfing. Was it funny? Yes. Was it an interesting story? Not really. It was slapstick. Unfortunately, that's about as much as D&D gives you.

Sure, everyone has an awesome story about how one roll change the course of their game's history, or how they rolled an impossible roll and just dominated some situation. However, those are often stories about a single cool moment, not big interesting stories. Sure, it can be a fun entertainment to see your enemy roll nat 20 and then you matching it with your own nat 20 and the table exploding with emotions, but it's kind of like action for action's sake in a movie - entertainment without a deeper meaning.

Sitting in the death roll penalty box

Many times during the Fantasy High run the characters ended up at death's door, having to roll their death saving throws and not getting to do much. Again, the worst offender was Episode 2 where the tiefling player pretty much had to sit out the entire fight in the penalty box just because they got KOd early and nobody could heal her. You could see and hear the player's frustration with the system and being an unconscious deadweight in the corner of the room. Again, I don't fault the player for any of that - it's the system that creates these scenarios.

When you play a game, you don't want to have to sit and do nothing. Being forced to skip your turns is one of the least fun things because you don't even get to have to focus on coming up with strategies on how to not lose. And if you are doing a show professionally and have some actual actors on your show, you don't want them to sit by the table and not act out their character. It's not fun for them, and you're paying them some good money to sit and do nothing.

Ideally, you'd have a system where characters don't go down that easily and can always contribute something. Fellowship does that pretty well for example - it takes a lot of beating to put someone down (most of the game focuses instead on a death by a thousand cuts, so you know it's coming), and even if you are badly hurt you still have pretty good odds at doing something to contribute to the game.

Regularly scheduled murderhobos

D&D is a game that's focused on combat and murdering enemies. Countless people have pointed out the problematic colonial issues with that, and how Gygax essentially says Paladins would be okay with the Sand Creek Massacre. So how do you square that with a fantasy 50s americana setting of Fantasy High? The answer apparently is - you don't.

While you can gloss over killing of corn cuties and other monsters, the things get problematic when you are fighting humanoid NPCs, especially when they are a part of the same school the PCs go to. Unfortunately, Dimension 20 being a D&D show and one with an episode structure of there being a fight every second episode, there are some times when things get really iffy if you think about them.

In Episode 3 the PCs learn of Johnny Spells, a greaser teen that likes to hit on high school girls despite not going to the school. They get some cryptic message telling them to investigate him to try finding some lost girls. At the end of the episode they find him in his greaser joint with his buddies doing some aggressive dance routines. Overall, the character came off as a cross between someone cool and kind of creepy, but it's never really been established by that point that he was a scumbag or anything.

But oh no, the clock is ticking and it's almost the end of the talking and investigation episode, and you know what that means, it's time to start your regularly scheduled fight. The format must remain unchanged, and a lot of people have put in a lot of hard work to make some cool minis, so instead of confronting Johnny and trying to figure out what his deal is, or even getting the magic mcguffin they came in here for, the team decides to steal the mcguffin and the keys to Johnny's car and book it.

Episode 4 is a street race fight, where the PCs fight Johnny and his gang that are trying to get his car back. This being D&D of course involves a good deal of violence, since the mechanics inform the playstyle. So the PCs murder a group of teens after stealing their ride really for no reason at all, other than this is a Dimension 20 show and the episode number is even, so we have to fight.

And again, I'm not saying that Dimension 20 did a bad job at making the fight itself entertaining to watch, or that the minis weren't cool to look at, it's just that the script being so rigid and you having to have a fight every second episode will inevitably lead to the PCs being murderhobos. I would love to instead see a system where you have different resolution systems so you can have competitions that aren't just murdering each other. Or a system or setting where it's okay to fight one another since the people don't get murdered at the end (make it like a campy Transformers episode or something, where people shoot one another but that's okay, there will be there to shoot one another many times more). But no, this is D&D and violence is always an option.

Sure, you could argue that in that world it's okay to murder people, but late in the season the characters do go to jail for murdering people and the police do explicitly say it's not okay, so the text of the show doesn't support that argument.

So if you're planning on running a game where you don't murder everything as a way of resolving your conflicts by default, D&D doesn't have much to offer in this regard.

It's there to sell you toys

D&D is not only a game about fighting, it's also a game with deep roots in miniature wargaming that's owned by Hasbro, a toy company. If I was a cynic I would say that chances are a game pushed by a toy company will want to sell you toys, and I might not be far off. There are so many miniatures you can buy for the game it's crazy, and when you see a show like Dimension 20 playing with their cool minis your brain might go "boy, I want some of that plastic tosh to play with! Let me get my wallet!".

Luckily, I haven't seen Dimension 20 try to push their own line of minis in the merch store, but I'd kind of be weary of promoting a game in good conscious that kind of encourages you to buy overpriced plastic and a lot of books to be able to play "like the cool kids on TV".

This also means you can't really run D&D as an audio-only podcast without making it really dull to listen to or cutting a lot of boring content out. Not everyone has the budget to set up cameras for the crew, buy minis, paint them well, do some action shots during the fight and so on. Even running it virtually in some third party program to create a virtual arena you still have to have a good enough computer to record and render everything. This creates a much higher startup cost for anyone wanting to run the game than something that can be comfortably played in the theatre of the mind.

And again, this is more of a deeper discussion about whether it's okay to support a game that is not free of controversy and possibly creates a pressure for the show's audience to buy its merch through peer pressure of sorts. But that's a bit beyond our today's discussion.

The flip side

Of course, things can't really be clear cut. While D&D is really an awful game for an Actual Play when looked through its mechanics, that might not really be that important. D&D does being in a lot of eyes to the show because it's popular and people know it. A lot of people won't tune in to the show to see the Dimension 20 crew, they will tune in to see a high-production D&D unfortunately. So it's up to the show producers to weigh in the drawbacks of using a system they have to struggle with the benefits of a large audience and possibly a large corporation to boost their visibility.

Conclusions

Dimension 20 is probably the Actual Play with the highest production value I have seen. It executes its premise and works very hard within its constraints to bring perhaps the best version of what it sets out to do. It is unfortunate though, that what they have to work with is D&D.

D&D from a mechanical standpoint is a liability for any Actual Play show. It limits what kind of stories you can tell (everyone must be a murderhobo or an accessory to murderhobos), has a tendency of killing characters off prematurely, puts players in a timeout box when they do avoid death, and is something you have to have a good setup to record your minis, play areas and so on so your viewers don't get lost in the action.

In return the game rewards you with nothing but its BRAND. Sure, that might be good enough for a lot of people, but personally I'd love to see some more indie games getting the love and attention.

Of course, playing the game yourself is different from doing it as a performance. It is a different kind of engagement since you are in control of the action, rather than just witnessing what's happening. You can still enjoy a game even if it's not a good fit for an Actual Play.

And hey, if anyone from Dimension 20 want a pitch for a cool game, why not copy our Fellowship game in the Transformers universe. It's another Hasbro product, and it would be cool to see what you do by taking the existing toys and modding the heck out of them. The game can support someone playing Tripticon, a giant godzilla, while someone else is a tiny Mini-Con on their shoulder. Now design your show around that and it would be a spectacle just to see what your players could do with their cool, transforming, modded toys! ;)

Make this a game Dimension 20, I know it will be awesome!

And if you're in the mood for something with similar vibes to Fantasy High that doesn't use D&D, I remember enjoying the Offseason Monsterhearts episodes from the Arms of the Tide podcast, using the Monsterhearts RPG.

Tuesday, 29 September 2020

Power Inflation in RPGs

For a few years my group had some fun playing a few games of  Godbound, a demigod OSR RPG. It was a game letting you play level 20 D&D characters and beyond pretty much off the bat, but with much streamlined rules. It was pretty fun at first, but since the game is very much focused on combat, you could notice a problem that in other games might've been obscured by complex mechanics - Godbound had a Power Inflation problem.

Basically, in Godbound and probably most RPGs, your character will grow in power as they gain XP, gather loot and so on. Their HP, damage output, etc. will increase and you will feel good because "bigger numbers are more better". However, at the same time, the game has to compensate for the extra power you gained. Now fighting low-level enemies feels too easy, so the GM has to throw bigger and meaner things at you, with more HP and higher damage output to challenge you. If you haven't noticed, nothing has changed with the level up - your numbers have increased, but enemy numbers have also increased, you still take a comparable amount of hits / turns to kill them, but now the numbers are bigger. This is basically Inflation, as you have entered a treadmill where you run in place...

Arms race ruining fun


Another aspect of the Power Inflation that might be even more explicitly worse would be an arms race between the players and the GM. Basically, if you have a rather open-ended character creation system that's vast enough, you can find some really broken combinations of spells, abilities or what have you that would let you punch way above your weight class. In response, the GM would have to throw even more challenging enemies at you, or possibly also resort to using some dirty tricks, broken combos or some other shenanigans to keep up "to challenge the party". This path pretty much leads to frustration if left unchecked:

"Narrated D&D Story:
How I Accidentally Triggered A Cold War
Between The Dungeon Master And The Party"

Basically, RPGs are supposed to be a collaborative storytelling tools that help both the GM and the players tell interesting stories, not a war gaming competition to see who can be the strongest. Sure, if that's the group's jam, go for it, but more often than not it's one or two players powergaming, while others might be left behind the power curve, making balancing combat harder than it would usually be. This is not to mention how much enjoyment players that aren't combat-focused would get out of sessions like these, or being told that they can't even hit the enemies.

One way or the other, it circles back to the same Power Inflation problem - combat gets too easy or too complicated, the other side of the table compensates and we're back to square one - combat taking X amount of hits / turns, except the numbers are bigger and the process is more complex. If one side overcompensates, then you have to get back to balancing things. This can get especially problematic when you have unstable combat systems (ones where it's hard to land the balance where you intend, often resulting in things being too easy or too hard).

Avoiding Power Inflation


Unfortunately, it's a bit hard to avoid Power Inflation in games.

Modules might sidestep the issue by giving you fixed enemies to encounter. This fixes the GM side of things to an extent, meaning it's up to the players to be the balancing factor - either doing some more prepwork if the going gets tough, or taking on a bigger challenge if things get too easy. If someone brings an OP build, they are ruining their own fun, which might not be that big of an issue. That being said, this assumes the module is well-balanced, which is a big problem in itself (although you'd expect some hard balancing work being done by the authors that were paid to make these, but that might be a pipe dream in the industry...).

Shorter games might not suffer from this issue as much, because the Inflation doesn't have time to set in, but this mostly avoids the issue by not engaging in character progression.

Similarly, there are games out there that have really slow progression system, like Star Trek Adventures. In that example you start as a fully capable characters on the level as Picard or Spock and you only get to directly increase your attributes every 6+ sessions. Even those increases are not that big, meaning the Power Inflation from levelling is glacial, and since you're expected to have a roster of secondary characters to use on adventures, the GM can expect the player characters to be competent and play their enemies accordingly.

This sort of approach practically means you don't level your character. You can shift their attributes and other things about them about more, but that's mostly it. Some games like Fellowship or other Powered by the Apocalypse also don't see much in the vein of character's power growth over the course of the game.

What else could be out there?


While the previously mentioned are about the only ways I've seen games avoid Power Inflation, but one could think of a few more that I haven't encountered in the wild.

You could have a game that's about players creating their own encounters in the spirit of Monster Hunter and "lets grind this for resources". This way it's up to the players to pick their own battles, prepare for them, get the rewards they want and so on. Add some time pressure in the vein of Kingdom Death: Monster and you have pressure on players to optimise getting as much from any given encounter as they can, so they are incentivised to push themselves to the limit and battle the meanest set of enemies they can survive. It would probably make the game very focused on that one loop unfortunately, and you're basically reinventing Kingdom Death:Monster...

A different approach would be to move the Power Inflation focus away from stats and onto a "scale factor". So say, a rookie warrior would be fighting with "+2 to hit Scale 1" and fighting "Scale 1 rats", resolve things as normal. Eventually they level up but instead of increasing their to-hit, you bump their Scale up. Eventually you are a veteran warrior with "+2 to hit Scale 10" and fighting "Scale 10 demon". If you want some growth, you could reset the "+x" each time you go up a Scale and then focus on buying it back.

This perhaps makes the Power Inflation very explicit, but allows game designers to laser-focus on refining the engagement at any Scale, because the Scale is only a set dressing. You could perhaps compare this to something like Dragonball - after awhile, the character power level is meaningless, but every arc you find a new villain that's stronger than the heroes, and then you have to train to get strong enough to beat them, etc. Everything is cyclical, you just move the reference power level sliding scale higher and higher to always have the characters in view. Every now and then show the players how weak lower Scale enemies are and introduce a big bad that's a higher Scale than them to show them they have a new challenge to beat and you have something to work with...

Of course, this might get into the criticism I sometimes hear about universal RPGs, where there isn't a difference between two snails fighting and two gods fighting, everything's still the same mechanically. You want those to feel different, but how you do that without over-complicating the mechanics and over-inflating the numbers...

Conclusions


Power Inflation in RPGs is a tricky problem to handle. On one hand, you expect your character to grow over the course of the game and become more capable, but on the other hand, you always want to be challenged on your adventures, so the enemies have to grow alongside you. Even if you over-focus on something to be the best at it, the GM only has to compensate harder to give you the challenge when it's needed.

It's hard to address the issue of Power Inflation without removing character advancement in its entirety, or making it really flat. Ideally, you'd have a system that deals with the issue and gives the GM the tools to balance things for their party, but that might be easier said than done...

Sunday, 26 July 2020

The Criminal Class - Rogues, Night Caste and their ilk

Many RPGs let you play character types that can only be described by our modern sensibilities as "criminal" or "outcast", whether it's talking about characters that are thieves, assassins, necromancers or something else. This can create an attitude problem, especially when the rest of the party sees themselves as "righteous", or the world doesn't see the "criminal hero" as a "hero".

Scoundrel amongst heroes - the Night Caste


In the base game of Exalted the players play Solars, returning heroes of the world in the vein of Gilgamesh and Hercules. The character "classes" are named after the stations of the sun. The Dawns are the generals and warriors. Zeniths are the priests and leaders. Twilight are sorcerers and scholars. Eclipses are the diplomats. All of them you can see as heroes to be glorified, praised and love by all of their people, getting along and being praised by their fellows. And then you have the last Caste - the Night Caste, the assassins and spies - doesn't sound like something you can trust or be friends with.

Sure, the Night Caste are very valuable when you want to get things done and they compliment the rest of the Castes pretty well, but as far as RPG mentality goes, they feel different.

First of all, they appear less trustworthy than other party members because they are sneaky. They can steal from you, sabotage you, backstab you, lie to your face, etc., that's what they are good at. If you are a paranoid player, you will be paranoid about them, and that's never good.

Secondly, by their nature of being assassins and so on, most of the things they excel at they will try doing alone. This gives them a lot of opportunity to do things without oversight and often give them free reign to call some shots or get the first pick of whatever they steal. They can negotiate with your enemies, steal the best treasure, keep secrets to themselves and so on that the other party members wouldn't be privy to. This again breed more paranoia.

Thirdly, they can be hard to balance encounter-wise and fun-wise. An assassin is supposed to kill people, so if they infiltrate the base of the BBEG, they might want to kill that BBEG by themselves. If they are able to, the rest of the party doesn't get to do some cool fight. If they can't, they might feel like they can't have fun their way. So it's a hard balancing act on how strong they should be vs opponents that might be designed to take most of the party to beat.

Fourthly, if they are too good, they can negate the need for a lot of encounters. We had this problem in Heaven for Everyone - we had a character that cranked Stealth to such a ridiculous degree they could infiltrate whatever they wanted, get all the information they need and sneak out without leaving a trace and avoiding all human and even supernatural guards. We joked that they could just sneak their way to figure out who's the person at the tippe top of a conspiracy pyramid, kill that one person and solve the entire campaign by themselves, but that wouldn't be fun. So we opted not to do that so everyone can have fun.

Fifthly, a lot of what they do is "villain-coded". A Night Caste is all about doing things sneakily, and a lot of activities that require being sneaky are often also shady - running a criminal underground, stealing, assassinations, kidnapping people, espionage, blackmail, stalking, etc. all have negative associations to them, even if they are used for "good" in big quotations. All of these fall under what a Night Caste could easily do, but if they do engage in them they are seen as the bad guys, and perhaps rightfully so.

And finally, these kind of characters are not something you typically glorify - a famous spy is an oxymoron. Sure, in-universe it might not be uncommon, but it still would take a perspective shift for the players at the table to glorify someone running a secret stasi-esque police and a criminal underground silencing dissidents and killing people for future-crimes against the state, in comparison to a Twilight that makes pretty music. All of these sound like something a villain would do from our, modern day perspective, and defending it often is a Thermian Argument.

While a Night Caste might not be the most common go-to when discussing the problem of a criminal RPG class, it is perhaps one of the more fully realised because of the high character agency and power level in Exalted. I've had some experience with that - even in a group of five larger than life narcissists a hero that was all about human sacrifice did not trust me because my character was capable of shady dealings...

A killer is a killer


Going down to more D&D-like things, another similar attitude was perhaps well encompassed by a recent video from All Things DnD:

A paladin and an assassin are one and the same...

Beyond the usual fears of a sneaky character wanting to steal from the party, the characters can argue about the morality of their professions, the honour they possess and so on while at the core of things most if not all D&D characters are killers. This is not through the fault of their own, but by the focus of the game - a combat-focused game like D&D informs the combat-focused characters that play it.

Whether you're a warrior, a paladin, an assassin or the like, in D&D, you kill. One might kill for glory, another for a deity, and yet another for money, but they all kill. To hold that one is immoral while others aren't above one character class can feel bad to play. Sure, most of the time the player opted to play that class on their own "so they should accept its downsides", but it can still be demoralising when other characters boast about how heroic they are or how everyone welcomes them with open arms while potentially shunning the rogue because they are clearly criminal. If they get past that and are all treated like "adventurers" then the situation can graduate upwards to being a Night Caste problem...

Dark magic, evil races, taboo things


In a similar vein you can run into similar type of hang-ups from different kinds of characters. Obviously necromancers, warlocks, orcs, tieflings, or any characters that by default fall on the "evil" side of the alignment chart can be similarly discriminated against by the setting or other players at the table. All such hang-ups should be cleared up before the game starts so everyone would know what they are getting into, how will the game world react to their characters, how will the other players react, etc.

One time we played a game of Godbound in a zombie post-apocalypse setting with one of the characters being a demigod of death. We forgot to discuss how the people of the setting and the PCs from the land that got ravaged by zombies would treat someone that will raise more undead as their main powerset, so we had an argument about it during the game before realising that it would be a really shitty thing to do to tell a player that they couldn't use a large part of their power set due to a hang-up like that mid-game. It was an important lesson to learn.

A pirate is a pirate


On a flip side, sometimes you have to acknowledge when the players are criminals.

A few months back I was looking into running a Stars Without Number campaign. Someone suggested I ran The Pirates of Drinax, one of the more well known campaigns from Traveller. In it, the party is given letters of marque by the king of Drinax so they can be privateers helping restore the kingdom to its former glory.

However, all things considered, it just means the party is a bunch of pirates. The kingdom might have some history, but it's been reduced to a single floating palace. The party will be raiding ships passing by, taking over planets, etc. The only difference between what they are doing and piracy is some descendant of a ruler putting their name on it. Until the actual kingdom is rebuilt, those letters of marque mean nothing.

It's good to call things by what they are so that the players won't be surprised when someone hunts them down like pirates down the line or they get the idea that maybe they should be in charge in this new kingdom. As long as everyone's onboard, have fun!

The same applies to all other potentially criminal or evil activities, like usurping a throne of a kingdom in D&D, or aiding the BBEG...

Conclusions


Before you start playing with "a criminal class" PC in a party that features "good" or "righteous" PCs, it's best to talk with one another about how the characters might be perceived in the setting, the GM or by other PCs. As long as everyone's onboard with how things will be handled, that should be fine. Just remember to stick to it - if you agree that an assassin will be treated like any other adventurer, don't complain about them doing their assassin business (provided they don't betray the party's trust more than other PCs, etc.).

Similarly, it's important for game designers to put extra consideration when introducing "a criminal class" into their game and how they should be treated. Ideally you'd write it broad enough that you could use that same class or character option in a more positive manner, or maybe just let anyone "minor" in the sneaky, subversive arts without making any one class specifically "the criminal class" - warriors could turn into ninjas, diplomats could turn into criminal bosses, sorcerers could turn necromancers and so on so anyone would have the potential to see themselves in heroic or villainous light as needed.

Friday, 20 March 2020

Plot Elephants

Sometimes when you play a TTRPG someone introduces a seemingly small element into the plot that ends up changing the game and unintentionally grabbing a lot of attention to itself. They are Plot Elephants, because you just have to acknowledge the elephant in the room when it appears.


Let's talk about some examples.

DnD's Amulet of the Planes


Amulet of the Planes is an artefact that lets you transport yourself and nearby creatures to another Plane of Existence you know. If you fail a roll, everyone gets scattered across that Plane and possibly every other Plane. So basically you have a pocket device from Sliders with notable chance to scatter the entire party across the multiverse each time you use it.

It is a powerful artefact, but one with a pretty high chance of throwing en entire adventure haywire. So either you make the point of  avoiding using it, figure a way around its limitations, or YOLO it and ravel in the chaos to the GM's dismay. It's not really the type of artefact you just go "oh cool" and forget on your inventory sheet.

Taking20 listing Amulet of the Planes as a campaign-breaking item
"It doesn't matter what your campaign was about, it is now a plane-hopping campaign"

Exalted's Dragon Kings


In Exalted there is an old race of creatures called the Dragon Kings. They are creatures of perfect resurrection - their souls retain the memories of all of their previous lives when they are reborn. Couple that with them being one of the most ancient races of the setting and being heavily intertwined with the highest deity of the setting and his Exalted heroes, introducing a Dragon King into the game opens up a large can of worms.

Dragon Kings!

First of all, they have been around when the land was ruled by titans and a lot of them would probably have first-hand experience of their cruelty and how the world was put together. This history goes strongly against the cosmology put forth by the biggest faction of the setting, the Realm, but also many other players like Autochtonia, etc. They have dangerous knowledge.

Secondly, they've lived through multiple apocalypses and many of them could know of a number of ancient tombs filled with treasure and weapons from the height of the Deliberative. If anyone would know where some mad warmonger keeps their stash of doomsday weapons, it would be these guys.

Thirdly, depending on how you play them, they might be a terrible influence on some of the Exalts, particularly Solars. Our GM likes to portray them as sycophants, and there is no easier way of making a character do horrible things than to inflate their ego with flattery and tales of how they once were the rulers of the world. If their word was law and they could do no wrong, how can this time be different? They deserve to subjugate their enemies after all...

During the Congenials Season 1 Episode 7 our GM introduced a ghost of one of the Dragon Kings as a story hook for one of the players and it absorbed most of the attention from the party. The Solar wanted to cleanse its soul right there and then, the Alchemical wanted to extract the heretical history out of their head and mess with its reincarnation so they'd have a knowledgeable companion, and the Dragon King wanted to whisper honeyed words into the Solar's ear. That character alone sparked a large deal of debates for the players, both in character and out.

SWN's True AI


In Stars Without Number Revised the players can choose from a few key character classes - Warrior, Expert or Psychic. These are all pretty standard and pretty balanced between one another. However, in the Deluxe edition, you can also pick a fourth option - to play a True AI.


In SWN, a True AI is not just a normal robot like R2D2 or C-3PO (that would be a Virtual Intelligence character "race"). A True AI is Ultron:

True AI in a nutshell

Straight away at character creation you can take the murderbot frame (Omen) and be able to rip and tear way above your weight class and tear through even ship hulls:

This is your starting PC.
Yes, the one in the background that looks like
Michael Bay's Megatron

If you have a ship with the correct modifications, you can run it by yourself by level 2. If you had a hacker in your group, by level 3 they are outclassed by your innate hacking skills. At the same level you can control almost 3000 drones and it only gets crazier from here. By the time you're at level 9 you can teleport, rewind time, dictate how events will unfold in the future, and retcon almost any level of preparation out of your hat ("why yes, I did bury a spare spaceship with months of life support and power armour on this desert planet for this exact eventuality"), so you're outclassing a lot of psychics (oh, and unlike them, your powers can't be countered or detected by psychics).

All the while you have a lich-like phylactery which makes you a lot more immortal than anything in the universe, and you can swap your shells to get high bonuses to specific things ("need a medic? I can be a medic in 5 minutes. Need a mechanic? I can be one as well").

In-universe, the value of a True AI far exceeds what any player or even entire planets could earn, and they are also extremely dangerous if they turn malicious. Heck, in-fiction True AI have to have breaks on them to dumb them down to human-level thinking. Otherwise, these "unbreaked" AIs turn extinction-level-entity very rapidly.

So the moment a True AI gets introduced into the game, you're dealing with a large elephant that needs addressing. If it's a PC, they can make the game interesting very quickly (especially since SWN encourages the GMs not to "keep the PCs poor" and so on). If the PCs find a True AI, they can get either very rich, or very dead, depending on how things roll. Heck, RollPlay's SwanSong was a game about dealing with unbreaked AIs and the nightmare even one of them can be.

EvWoD's Ceasing to Exist Approach


In Exalted vs the World of Darkness Sidereals have a Charm called "Ceasing to Exist Approach". It lets your current self stop existing while you take on the life of any person you want, whether they are human or supernatural. The past reweaves your new existence into itself to fit you, so if you are a vampire prince's daughter you have the backstory to back it rather than appear out of thin air. You also get a lot of dots in Backgrounds, meaning you can have a lot of potential influence as a character - you could be a high-ranking member of the vampiric society and a millionaire at the same time, etc.

The thing is, when you end this power and go back to being yourself, that other story doesn't vanish, just the person goes missing. Suddenly the prince's daughter is missing, or a politician is nowhere to be seen, or what have you. Their stuff is also there, and since you know their bank account passwords or could arrange some other transfer to your old self, you can bootstrap a lot of interesting stuff to yourself. You could for a moment create a Bruce Wayne-like figure in your town, complete with an Alfred, tell them what's going on, then come in as yourself and enjoy your life of luxury and a hyper-competent and loyal butler.

So the Charm is very powerful, but also has strong drawbacks that have vague consequences. You could use it to bypass a lot of problems ("our target is locked up in his doomsday bunker? Good thing he was his loyal butler by his side! Disappears!"), which can make the game a bit boring and very frustrating for the GM. It's also a very expensive Charm, so it's a Plot Elephant - either the game is about hopping identities and you make the investment, or you just spend a good chunk of XP on something you don't want to use or can't utilise.

Sidereals Ceasing to Exist everywhere...

Conclusions


When introducing elements into your game that are very strong, have a lot of knowledge to share, or have the chance to derail the plot, you should be prepared for what you're getting into. Once a Plot Elephant is in the game, your whole game could revolve around it, or be shaped by it. This of course can make for some excellent stories and even entire games, but if they weren't meant to be the focus, they can take away from everyone's enjoyment. Teleporting someone into the Elemental Plane of Fire might be a fun joke once and getting your party back together from across the multiverse might be an interesting story, but both can be frustrating the second and third time around...

Respect and acknowledge the elephant in the room...