Wednesday, January 29, 2014
Happy Belated Birthday, Kid, Now How Old Are You?
Prior to that day, I spent my vacation mostly being sick and cold, and in a place with spotty internet access. But my troubles are few in the grand view of things, and I'm writing this just to say thanks to everyone who's created, played, blogged, bought, or otherwise supported RPGs in the past four decades. Here's to another four.
cheers, Adam
Wednesday, January 1, 2014
OCEANs and Streams
- Roll on the 1d20 - 2d6 table first, and roll three times.
- Determine which of the three numbers is the most "extreme", i.e., the furthest from seven. Two and twelve would be equally extreme, as would eleven and three, et cetera. If all three numbers are equally distant from the middle, or if the two most extreme values are, choose one at random and bump it up (if over seven) or down (if below) by one. If all three are either twelve or two, select one at random and move the other two closer to seven by one point.
- Randomly determine which three of the OCEAN criteria these represent. The most extreme one will be the Controlling Aspect.
- Determine which two traits the NPC has by combining the Controlling Aspect with the other two.
For instance, suppose you roll 7, 12, and 15. Checking the d20 - d26 chart, this represents rolls of 5, 9, and 10. 10 will be the value of the Controlling Aspect. Now determine which three aspects they are: suppose they come out Openness, Extroversion, and Neuroticism. Combining with the other two, in order, that means High Openness, Low Extroversion = Un-Filtered, and High Openness, High Neuroticism = Sensitive. So we have a romantic type who wears his heart out on his sleeve.
Combinations that wouldn't happen, however, would be something like Volatile and Amiable, because one requires Neuroticism to be High, and the other requires it to be Low.
You could, if you chose, average out the values that went into composing a trait, so in the example above, the average of ten and nine would be (rounding up) ten, so our Poetic Soul would have Sensitive(10), and averaging ten and five, we'd have Un-Filtered(8). Or just use them as simple descriptors, and go by that. In any case, knowing two character traits makes for a better grip on the character than knowing only one.
cheers, Adam
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:
| d20 | Equivalent 2d6 |
|---|---|
| 1 | 2 |
| 2-3 | 3 |
| 4-6 | 4 |
| 7-10 | 5 |
| 11-14 | 9 |
| 15-17 | 10 |
| 18-19 | 11 |
| 20 | 12 |
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:
| Agreeableness | Conscientiousness | Extroversion | Neuroticism | x |
|---|---|---|---|---|
| Polite | x | x | x | Conscientiousness |
| Lively | Bossy | x | x | Extroversion |
| Sychophantic | Obessive/Compulsive | Volatile | x | Neuroticism |
| Empathetic | Curious | Un-filtered | Sensitive | Openness |
Low - Low correlations:
| Agreeableness | Conscientiousness | Extroversion | Neuroticism | x |
|---|---|---|---|---|
| Boorish | x | x | x | Conscientiousness |
| Glum | Whiny | x | x | Extroversion |
| Cruel-hearted | Sociopathic | Self-sufficient | x | Neuroticism |
| Secretive | Shifty | Unnoticeable | Single-minded | Openness |
High - Low correlations:
| Agreeableness | Conscientiousness | Extroversion | Neuroticism | x |
|---|---|---|---|---|
| Smarmy | x | x | x | Conscientiousness |
| Aloof | Sedate | x | x | Extroversion |
| Charming | Diligent | Amiable | x | Neuroticism |
| Diplomatic | Driven | Sly | Anti-social | Openness |
Low - High correlations:
| Agreeableness | Conscientiousness | Extroversion | Neuroticism | x |
|---|---|---|---|---|
| Dour | x | x | x | Conscientiousness |
| Pugnacious | Reckless | x | x | Extroversion |
| Obnoxious | Lost | Asocial | x | Neuroticism |
| Pessimistic | Flighty | Observant | Calm | Openness |
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?
- 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.
- 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.
- 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
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
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:
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.
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)
Determine the Present State Penalty based on the current Social Resistance Value:
- 1-3: -1
- 4-6: 0
- 5-9: +1
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.
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.
Adjust the SRV by the Present State Penalty, determined in step 3.
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