Tuesday, December 31, 2013

An OCEAN of Personality Traits

The OCEAN theory of personalities gauges five criteria:

Openness
Interest in new ideas or different points of view.
Conscientiousness
Placing value on doing what needs to be done.
Extroversion
Attraction to other people and social situations.
Agreeableness
General likability, without implying leadership quality.
Neuroticism
Susceptibility to emotional hurt.

I have no idea whether this is even remotely scientific (although it seems a heck of a lot more plausible than Meyers-Briggs), but it occurs to me that you could use these to cobble up NPC personality types using a 2d6 scale and rating each aspect from two to twelve. If an event occurs (a PC-NPC interaction, for example) that looks like it would strain or test one of these aspects, roll 2d6: if the result is under, the NPC behaves according to the definition of the aspect. If it is over, they violate that behavior.

When rolling for a quick personality, however, it makes more sense simply to set three aspects at seven (not outstanding one way or the other), and select two to be Roll 1d5 to get first aspect, then 1d4 (and skip the one you already selected) to determine a second aspect. For each, determine if this aspect is high or low. Since average aspects are, well, average, you'll want to come up with a different distribution for the other two.

A neat co-incidence appears when you take away the three middling values of a 2d6 roll (6, 7, and 8): there remain exactly twenty dice combinations. Ergo, you can roll 1d20 for the two aspects, and consult the following chart:

d20Equivalent 2d6
12
2-33
4-64
7-105
11-149
15-1710
18-1911
2012

A result of 2 through 5 is Low, 9 through 12 is high. 2 and 12 are extremes, but the following charts only take into account whether the result is Low or High.

High - High correlations:

AgreeablenessConscientiousnessExtroversionNeuroticismx
PolitexxxConscientiousness
LivelyBossyxxExtroversion
SychophanticObessive/CompulsiveVolatilexNeuroticism
EmpatheticCuriousUn-filteredSensitiveOpenness

Low - Low correlations:

AgreeablenessConscientiousnessExtroversionNeuroticismx
BoorishxxxConscientiousness
GlumWhinyxxExtroversion
Cruel-heartedSociopathicSelf-sufficientxNeuroticism
SecretiveShiftyUnnoticeableSingle-mindedOpenness

High - Low correlations:

AgreeablenessConscientiousnessExtroversionNeuroticismx
SmarmyxxxConscientiousness
AloofSedatexxExtroversion
CharmingDiligentAmiablexNeuroticism
DiplomaticDrivenSlyAnti-socialOpenness

Low - High correlations:

AgreeablenessConscientiousnessExtroversionNeuroticismx
DourxxxConscientiousness
PugnaciousRecklessxxExtroversion
ObnoxiousLostAsocialxNeuroticism
PessimisticFlightyObservantCalmOpenness

This gives us the following 40 possible traits:

Aloof
Pleasant when engaged with, but not seeking attention.
Amiable
Easy to get along with, dislikes conflict.
Anti-social
Not necessarily hateful, but doesn't like people.
Asocial
Doesn't seek company of others; is likely to take offense at imagined insults.
Boorish
Blames everyone for his/her problems; causes most of them.
Bossy
Has firm ideas and tries to enlist others to enact them.
Calm
Engaged, to the limit of their intellectual capacity, with others' ideas.
Charming
Likeable, if not inspiring. Can be a clown, or a true leader.
Cruel-hearted
Dislikes people; tries to assert dominance by hurting others.
Curious
Fascinated by philosophies, but has firm ideas of his/her own.
Diligent
Unafraid of hard work and long study.
Diplomatic
Tries to sway others to his/her point of view, tries not to be swayed.
Dour
Hard-working, resentful of those who look like they're having a good time.
Driven
Centered on a goal. Does not stray far from that center.
Empathetic
Able to see and feel others' ideas and emotions.
Flighty
Will agree to things that others say, but not stay true to their ideas.
Glum
Down on the world, and the people in it.
Lively
Up on the world, and the people in it.
Lost
Tries many things, rarely if ever sees a project through to completion.
Obessive/Compulsive
Like Driven, is centered on an idea, but may not know why.
Obnoxious
Loud at gatherings, but quick to take offense.
Observant
Sees the world of people mostly from the outside.
Pessimistic
Sees the down side of everything. Thinks they're doing people a favor by this.
Polite
Sees manners as a way to grease the wheels of social interaction.
Pugnacious
Willing to get into fights just to prove some ephemeral point.
Reckless
Thrill-seeking. Wants an audience, or co-conspirators.
Secretive
Doesn't like people asking questions about them. Their secrets are usually petty.
Sedate
Mindful of own business, and persistent at it without getting heated up.
Self-Sufficient
Keeping to oneself.
Sensitive
Wildly romantic and imaginative, but prone to mood swings.
Shifty
As untrusting of others as others should be of them.
Single-minded
Like driven, but less focused on action and more on simple faith.
Sly
Likeable, but slick.
Smarmy
A yes man, but not trustworthy.
Sociopathic
Willing to take from others, and living by an obvious double standard.
Sychophantic
Wants to be liked. Agrees to anything as a result.
Un-Filtered
Says whatever's on their mind, even if inappropriate.
Unnoticeable
Tries to be self-sufficient; may or may not succeed.
Volatile
Friendly one moment, ready to snap the next, something else the next.
Whiny
Sees no value in people who don't agree with them; never sure what they really think.

cheers,
Adam

Monday, December 9, 2013

Treasure Finders, but not Treasure Keepers?

If we assume that the g.p. = x.p. equation can be hand-waved away by saying that the challenge in finding/retreiving the treasure is figured into the value, the question still remains: at what point do those x.p. accrue? There are three obvious places:


  1. When the treasure is found. Open up the treasure chest and bang! -- you get the x.p. It was hard to find, and you fought or outwitted the guardian or traps that protected it, so now you get the benefit.
  2. When the treasure is taken out of the dungeon. The rationale behind this is that part of the difficulty with treasure is hauling it all out, so you can't really say the equation has been balanced until that happens.
  3. When you spend the treasure in a character-appropriate way. This seems to be a new-ish idea, coming out of the OSR in the last couple of years. This runs into the "Brewster's Millions" problem, where the players have to find ways to spend them, rather than, say, hiding it in their own vault or investing it somehow.


The first one has a hidden side-effect: since you don't actually need to remove the treasure, there's less incentive to rationalize why, in a quest to stop the ravening horde from descending on the city, you need to stop and pick up every coin you see. I.e., less incentive to play "murder hobos", even while retaining the old-school formula for x.p.

This occurred to me while playing the latest Tomb Raider videogame. Lara Croft is on some expedition on a Japanese island, something something Sun Goddess, something something Chosen One--the story isn't particularly new, and video game dialogue and acting has yet to thrill me. But as she zips around the island, fighting off cultists and drawing nearer to the certain Final Showdown, she can raid various "tombs" (a term used as loosely as tabletop gamers use "dungeon") to find the various artifacts they contain. Although she does, in fact, take them (and gets x.p. for them, and points for "cargo"), they have little effect on the game after that point. Certainly not in terms of encumbrance. She may as well never have touched them.

Of course, x.p. here has less effect than it does in a tabletop game, but the idea struck me that this could be a way to have the best of both worlds, by having character-driven labors and story-derived challenges, and still being able to account for x.p. in the tidy, old-fashioned way.

cheers, Adam

Monday, November 4, 2013

Michael Jordan, Baseball player

Although I believe multiclassing has its place, I feel that the modern, "take a class level here, take a class level there" style represents neither the kinds of fiction I like to model, nor reality, very closely. This is chiefly because I feel the first level of experience represents a long background of training and study, but also because being good at one thing doesn't necessarily prepare you to be good at another, especially something that isn't closely related. And here, by "good", I mean "has a level's worth of experience".

As a case in point, Michael Jordan's Baseball career. No doubt he was a better baseball player than I am, but a .202 batting record in the minors and an undistinguished performance as an outfielder does not speak well to the idea that he "took a level" in baseball. Less so if we consider that some of that performance was due to raw athletic talent (a high DEX and CON, say, in D&D terms).

In the pulp source materials for D&D, some exceptions are bound to occur. The Grey Mouser, for instance: is he a M-U/Thief? Perhaps, although his actual spellcasting in the stories is limited, and not too far out of line with thieves' skills anyhow. And Elric? Isn't he a Fighter/M-U/Cleric? Doubtful. He isn't much of a fighter at all without Stormbringer, and he hardly "worships" Arioch (or any other god). He's pretty much a straight-up M-U with some specialty magic items that allow him to function on the battlefield, but that don't make him a "Fighter" in the D&D sense at all.

That's why I feel that multiclassing should be used as a personalization of last resort when deciding what your character can and can't do. In OD&D, what you could do, regardless of class, was far wider than it is today, or even than it was in 1st edition AD&D. You want your M-U to sneak around, lob oil flasks at monsters, and devise some contraption to break down a heavy door? Describe how to do it, and (within reason) it shall be done. I like it that way.

cheers, Adam

Friday, September 13, 2013

Those Poor Goblin Babies

This is what the LORD Almighty says: ‘I will punish the Amalekites for what they did to Israel when they waylaid them as they came up from Egypt. Now go, attack the Amalekites and totally destroy everything that belongs to them. Do not spare them; put to death men and women, children and infants, cattle and sheep, camels and donkeys.’ (1 Sam 15:1-3)

Every so often I see a post or a reply, on reddit or on other RPG forums, where someone raises a question like: "What about the innocent orc women and children? Isn't it just as 'evil' to kill them as it is for the orcs to kill humans?" Some people like to pose this as an ethical dilemma for their characters, while others use it as a reason to critice D&D's alignment system. Saving the alignment criticism for another day, I have a question: in a fantasy world where Good and Evil do exist, why is it hard to imagine a species that is always one or the other? 

Some people think it's just a matter of making shoot-and-loot games easier to justify, because Evil becomes a target that you don't have to think about. But I think there's much more to it than that. One advantage of thinking of orcs or goblins or other humanoids as existentially Evil is that it makes them truly fantastic creatures. It also makes them horrific, because if they're otherwise like people but lack any capacity for Goodness (however you choose to define it), then that means they're really monsters and not just people in boogeyman suits.

Conversely, in a game where we wanted to explore, say, the shortcomings of xenophobia, we could create our own non-human race, the individual members of which may be any alignment. I feel that this is arguably a better route, rather than shoehorning kobolds and bugbears into roles that they were not intended to fill.

And if people want to play out ethical dilemmas in-game, why not have them play them out against NPC humans? The definition of Neutral is sufficiently broad that it can encompass plenty of people that you'd like to be out of the way forever, but couldn't justify slaying. For that matter, some people may be Evil, but their transgressions don't rise to a criminal or atrocious level worthy of meting out bloody justice.

I've dealt with the "goblin baby" problem a couple of ways in my games: in one, goblins were human once, but through their cruel and violent ways they fell out with most people and wandered into a realm where Evil corrupted their bodies and souls. Their transformation, moreover, is voluntary: they know full well that it is an evil and irreversible act. Alternately, these non-humans are spawned by magic or powerful entities solely for the purpose of doing their bidding. In neither case can you ever run into an "innocent goblin baby".

Although I realize that others don't see it this way, I've got to say it works well for me. It does make the game faster paced, and like I say, if I want to include ethical dilemmas in a game, I reserve that for humans or other non-goblinoid races.

cheers,
Adam

Tuesday, August 27, 2013

Hello, Handsome...

Social Combat

I'm trying out Courtney's rules for the Gameable NPC (and considering buying his book, although the price is pretty steep). One thing I see about this set of rules, however, is that it presents the game of social interaction within a fairly neutral framework. In other words, the NPC has not decided one way or another about the players, and so there's not really a "Social Combat" aspect to it. When a character has already decided on a confrontational stance, though, there should be a gameable way to convince/seduce/deceive/intimidate the NPC into changing their mind (or, at least, not following through with their original decision).

Here's what I came up with:

  1. Set the Social Resistance Value (SRV) between 1 and 9, depending on circumstances. Bribing the city watch to let you go before they bring you in would be a 5 or 6, say; convincing the king that you're not in his bedroom to kill or rob him would be a 9.

  2. Determine the opposed attributes. Common ones would be:

    • Deception: CHA vs. INT
    • Seduction: CHA vs. WIS
    • Debate : INT vs. INT
    • Oratory : CHA vs. CHA (when two characters fight for the sway of a crowd, for instance)
  3. Determine the Present State Penalty based on the current Social Resistance Value:

    • 1-3: -1
    • 4-6: 0
    • 5-9: +1
  4. Each side rolls 3d6 against their own relevant attribute. Compare the roll to that attribute's value:

    • Over: No result
    • More than 2 times: -1 success
    • At/Under: 1 success
    • One-half : 2 successes
    • One-third: 3 successes, etc.
  5. Move SRV up or down by the difference in successes. E.g., if the PC gets 1 success and the NPC gets -1, move the score down two points. On a tie, move the value up by one.

  6. Adjust the SRV by the Present State Penalty, determined in step 3.

  7. Repeat until the SRV = 0 or SRV = 10.

There's a little work to be done with this; for one thing, there aren't many options for players other than what kind of contest to enter (deception, seduction, et al), and possibly when to bail out. Failure on one front (say, deception) might suggest taking up another (say, seduction).

I'm thinking there might also be actions to take (flatter, threaten, go off on a tangent, bribe, etc.) that may have a bonus if they succeed and a penalty otherwise, and tying those actions to the NPC and situation. Also, the SRV can move up and down a lot, and might not resolve for a long time. GMs could consider adding a time limit to the process.

Nonetheless, the basic mechanism seems sound to me. I'll give it a try on my next game and see how it works out.

cheers,
Adam

Sunday, August 25, 2013

OSR Means Simple Rules, or Something

Everything should be made
as simple as possible, but no simpler.
-- various attributions

The current state of rules for my OSR game:

I start with Labyrinth Lord, except I use the 1st ed. AD&D/OSRIC hit dice for character class and weapon damage. Which character classes to use is still a fluid concept, including race-as-class. Thieves are still a conundrum, because I like Procedural Lockpicking and feel that many of the listed thieves' skills can be performed by anyone, although I'm intrigued byDyson Logos's 2d6 thief skills table.

Speaking of skills, I don't use them. Everything is based either on a character sheet ability, the resourcefulness of the players, common sense judgments, or a die roll as determined below.

AC ascends, and starts at 10. I use the Dex bonus to hit, and add the Str bonus to damage, for both missile and hand-to-hand combat. Intitiative is individual, roll 1d10 + Dex modifier.

Saving throws are mapped from Castles & Crusades, except the base number is determined by the saving throw in Swords & Wizardry. I add a modifier to the roll based on class, any attribute bonus, and selected prime attributes" (from C&C, but with different values), and use the C&C mapping of old-school saving throw types to new (e.g., "Breath Weapon" = Dex).

Anything not covered in the rules that can be resolved as a yes or no question, I use a d20 and a save. Anything where success can be measured in degrees, I use either a generic 2d6 table adapted from the Moldvay/LL "reaction roll" table, or 3d6 (or more) vs. some attribute. The latter is more likely to be used in contested challenges.

Magic use is per Holmes, plus a bit of 1st ed. Material Component fluff. I use the Holmes scroll creation rules so my low-level M-Us can have a little more firepower. I have two house-ruled exceptions to spell use: Read Magic and Detect Magic are both innate skills of Magic Users, although it takes 10+ minutes to use, whereas casting them as spells is near-instantaneous.

I have my own set of grappling rules. Combat maneuvers are like Telecanter's, except I use a saving throw to determine whether damage is taken or the maneuver succeeds. Languages are also per Telecanter, although I have a slightly more detailed way of handling them. Encumbrance is per Lamentations of the Flame Princess, which is also mentioned in the Telecanter document.


It's that simple.

cheers, Adam

Tuesday, August 6, 2013

A Melody In Your Name

I call everyone "Darling" because I can't remember their names.
-- Zsa Zsa Gabor

One of the things that has turned otherwise interested parties away from Tunnels and Trolls is the silliness of the spell names. One of the reasons Ken St. Andre gives for the names is that, at the very least, they are more memorable than their counterparts in other games. Although that may be true, it can ruin the atmosphere of a gritty, swords-and-sorcery flavored game if, when faced with some shadowy apparition from the netherworld, your wizard calls, with a flourish: "Oh, Go Away".

(As a side note, it seems like it's easier to make a 'serious' game silly than the other way around. Worth pondering, that.)

Following is a list of Level 1 Spells from the 5th edition, along with suggested translations.

Detect Magic: Sense Magic
Lock Tight: Holdfast Portal
Will-o-Wisp: Glimmerlight
Knock Knock: Unbind Portal
Oh There It Is: Expose Hidden
Take That, You Fiend: Vexing Smite
Vorpal Blade: Keen Edge
Oh-Go-Away: Repulse Foe
Teacher: Instruct
Hocus Pocus: Ensorcel Staff

Some of the names aren't so silly, as you can see by the list above, but if the impetus behind "silly" names is to make them more memorable, I suggest that these alterations would do that, without compromising the atmosphere of the game.

cheers,
Adam