Sunday, July 26, 2020

Technoccult: Gygax 75 Challenge Week 1

A couple of months ago Ray Otus released the Gygax 75 Challenge, a 5-week workbook guiding one through making a small campaign setting based on the advice of an article Gary Gygax published in a zine less than a year after D&D came out.

It looks super fun so I printed it out and bound it with a pamphlet stitch and flipped through and saw a one-line suggestion that it could be a cyberpunk setting instead of standard fantasy. I shared my excitement about this with Sean Smith (creator of such wonders as Quarrel & Fable, Gully-Toads, and Exuviae), who it turns out had -also- decided to do the Gygax 75 with a cyberpunk setting.

WELL

I decided it would be fun to do a setting linked to his.  Mine takes place 100 years after a calamity destroys whatever cyberpunk civilization existed, and might even feature the same location as a ruin. Fuck knows if this will actually realize in that way but it's a hell of a good idea to start off running with.

What would the the post-apocalypse be like after a cyberpunk future?

Anyway, Gygax 75 Week 1:

i. "Get/create a notebook." This blog is it!  also the simplenote app on my phone. I did consider using a physical notebook and I might do that for maps, but I find it easier to capture ideas in text digitally.


ii. "Develop your pitch." So it's a kind of post-cyber-occult-pocalypse. Here goes:

    1. A century ago, the technologic future suffered an occult calamity.

    2. Humanity scavenges for survival in the ruins of a cyperpunk dystopia.

    3. Electric devil skeletons animated by technocultists lurk in collapsed arcologies and burnt-out server farms.

    4. There is a belief that if the dark ritual that caused the calamity can be discovered, it can be reversed. Not everyone wants this.

    5. Power sources are valuable because old cyber-tech still exists and can be repaired and run; batteries are sparingly traded for other goods; "if it runs a current it's currency".

    6. Forests of broken solar-panel trees snaked through with exposed wires; vast expanses of grey ash made of former office tower blocks.

    7. Technoccult magicks are accomplished through rituals that blend blood with computing; sorcery is just another kind of hacking; demons are indistinguishable from rogue AIs.


iii. "Gather your sources of inspiration." Not to be viewed by players, so close your eyes I guess.

    1. Mad Max series (George Miller). Post-apocalyptic settings full of freaks in gonzo costumes roaming around a ruined landscape owe much to Mad Max.

    2. Dangerous Days (Perturbator). The visual aesthetics of dark synthwave are just right on in general but Dangerous Days in particular--I mean there's one image that literally says "SATAN IS A COMPUTER"

    3. Polybius (urban legend). The idea of a satantic mind-control arcade game released as a psychological experiment in portland in the 80s is THE BEST. also other games where demonic forces bleed into the real world like Pony Island and Undertale

    4. The neon graveyard (Las Vegas). What would the bright neon cityscape of a cyberpunk dystopia look like post-collapse? I reckon it'd be like the vegas neon graveyard.

    5. The Matrix trilogy (the Wachowskis). Specifically the real world outside the matrix with that wild underground city and giant vat-walls full of dreaming battery-humans.

    6. Blade Runner (Ridley Scott). What if this society collapsed? Those giant pyramids and video screens, dark and abandoned?

    7. the occult origins of personal computing (Al Robertson). This cyberpunk author has spoken on the idea that the pioneers of the internet, virtual reality, and mass technology were inspired by occult and psychedelic movements. Never mind if it's true or not, that idea's cool as hell.


extra credit. "Assemble a mood board" yes good


That'll do for now I think! Maybe a hack of Mutant Future could run this pretty good.

Wednesday, July 22, 2020

Crook: Fleshing Out Clients and Jobs

In Crook, the start of any story is our protagonist looking at their list of job offers and choosing one to pursue.

I have been thinking of this like a more focused version of the rumours a party of adventurers might hear while playing in a sandbox game. These are the hooks that lead them to interesting, potentially pre-prepared places (stocked dungeons, bounded explorable locations like forests or swamps, small towns with secret cults, etc). In Crook, because we're narrowing our focus to jobs that -patrons- offer, a way to still capture a similar sense of freedom, exploration and discovery like in a "true" sandbox game is to make a -really engaging- job board.

So what details make a job listing interesting?

The generator I detailed in a previous post provides details that allow the player to make some risk/reward decisions--the outcome literally tells you how risky the job is and what the reward will be--but aside from a very brief description of the type of patron and the kind of job, there are no evocative details to actually act as hooks.

I think the details that do the most work in this regard would include:

    -the patron: their profession/occupation, and their relationship to the crook and any factions (and potentially their personality quirks).

    -the job: the key people or objects involved, an interesting location, the obstacles, and a theme.

My instinct as always is to turn to random generators to create some inspiration for each of these factors that the GM can flesh out into details. However, that's not strictly necessary. In the same way that you can stock the rumour tables in your sandbox game with hooks leading to prepared dungeon crawls and encounters and other already-existing stuff, the crook's job board can have listings that would lead the crook to prepared adventures. Pretty much any "find this item" or "interact with this person" job can easily be fitted onto any existing adventure module.

BUUUUT it's pretty fun to create a whole adventure from just a few random prompts that then interact both the GM's setting knowledge and with the decisions of our motivated crook.

The structure I used as a starting point to make jobs for Penny was:

    patron-type occupation; descriptor descriptor place; job-type; risk; opposition; distance; reward

A lot of this is provided by the job generator: ie patron-type is criminal/noble/merchant/etc and job-type is theft/smuggle/escort/etc--risk, distance, and reward are settled too.

Sometimes I would use the "Sample Crimes", "Location" and "Potential Foes" tables at the back of Scarlet Heroes to generate some of these details, but those crimes are more for the PC to -investigate- rather than commit (the list includes crimes like "forced marriage", "treason", "dark worship", and "rape"--I'm not going to include those as jobs for the PC to do in my games and I recommend you don't either).

But mostly I'd generate the details from scratch using several different tables:

The patron's occupation came from a list of "101 fantasy jobs and professions" made by Ennead Games (now no longer available individually, though it -is- part of a $500+ bundle)--which I liked not only for the huge list of occupations but also because each one included a short hook this kind of NPC could offer (ie a gravedigger mentions that bodies are being dug up, a blacksmith needs a rare alloy for a special weapon, a teacher asks for help locating a missing child...).  This would combine with the patron-type from the job generator, ie "criminal lore master", "noble/merchant musician", and "military blacksmith". This provided a really good jumping-off point--you can already imagine the kind of work each of these combos might offer. The rest of the patron's details would come from numerous other generators that would provide personality quirks, names, ancestry/culture, etc.

The details of the job beyond just whether it's theft/smuggling/etc is a pair of descriptors, a place, and the opposition. Most of the time I would generate these using my favourite GM tool ever, Instant Game (another product that was -almost- not available anymore, as its creators and their publishing imprint Animalball Partners have vanished from the internet--but a copy of the original freely-available PDF is on RPGGeek). It had d100 tables for all the relevant categories and would result in evocative prompts like "gloomy ritual correctional system, opposition mythical legend", "steady tough government office, opposition mindless horde", and "awesome secret armoury, opposition invaders/outsiders".

These prompts about the job, in combination with the details of the patron, are enough to create a really evocative hook for our crook, and gets you about 80% of the way to what you need to run the session.

I would refine the results into a more specific job offer, using details of the world that were established through play in previous sessions.  For example "awesome secret armoury" was part of a job offer that turned into:

    "Maganak Five Names, elven diplomat, wants a wand delivered to a secret city defense armoury. but city is overrun by oozes. reward: some coin, and whatever you steal."

The city overrun by oozes was just an offhand comment in an earlier session of the game that I jotted down to keep for later.  Meanwhile "gloomy ritual correctional system" combined with other prompts to become:

    "Cotme Ower, halfling ferryman. smuggles contraband and people to/from island prison of Glama-worshipping cult of liars. wants help to con prison guards of a particular shipment. reward: standard fee and one set of enchanted armour"

Don't those sound like fun jobs to get involved in? Not only that but they give pretty clear direction for what the GM could prepare for the session if the crook chooses to do that job.

Now the question is, as I develop Crook into a Thing: should it have its own tables, or can I just recommend the use of these kinds of tables? I don't think I could do a unique job of filling a d100 table better than the tables I use, but also -none- of the tables that form the core of the job generator are widely available anymore. Should Crook include its own generators to provide prompts, or just include guidance on what makes a good job hook?

I haven't decided yet, and out of cowardice will put the question aside and work on something else entirely for the next several posts!

Tuesday, July 7, 2020

Guiding Principles for Crooks

It occurs to me that as I go forward trying to make the systems I've created to run a thief job duet game for my partner into something other people can use, it would be wise to come up with some guiding principles. Or at least, make concrete the ones I've been implicitly using.

***

Crook

A game where a lone scoundrel does unusual jobs for unusual people.

1. Player-focused preparation. There is only one player; the GM should focus on things -that specific- player is likely to be interested in.

2. Alternative challenges. There is only one player; it is not possible to solve every problem by hitting it.

3. Alternative consequences. There is only one player; removing them from play should be avoided, but bad things can and will happen to them.

4. Rulings over rules. In the OSR/DIY sense: don't use a rule where you can make it work well on the fly.

5. Be permissive. Yes, and/but. No locked doors without stakes.

***

Thoughts on what these mean for making decisions when designing Crook:

1: What sorts of things is our crook going to be interested in?  The people who offer them jobs, and the nature of those jobs (I've been working on a job generator for this). The people and things that can help them accomplish those jobs. Something that they can do or work towards with the rewards from those jobs (are they paying off a debt? are they atoning for their past? do they want to prove themselves to a specific person? this likely should be a key trait established in when the player makes their crook). Organizations they can be part of, influence or be influenced by that will affect the other things they're interested in (thieves guilds, town guard, noble families, merchants, gangs, etc).

It's also important to tailor to the specific tastes of the player in your duet. Do they like dungeoncrawling more than courtly intrigue? Do they run off their mouth and start fights? Have they trained for years to become the perfect silent assassin? The jobs they're offered and the challenges they face should reflect the tastes of the player-as-a-person.

2: Combat shouldn't always be avoided, but there should be a focus on solving problems in a way that doesn't get the crook killed or incarcerated. This is important in all kinds of roleplaying adventure games, but I feel it's especially important in a duet. Ingenuity, insight, and non-linear thinking can be encouraged by giving the crook non-combat tools: immovable rods, vials of grease, and 1/day misty step as opposed to flasks of alchemists fire, acid arrows, and enchanted daggers (though if such standard combat items are given sparingly, that will encourage their use in creative ways).

This also can be reflected in environment design. Firey laterns swinging on long chains; precarious boulders above the narrow pass; loose bricks around the other side of the house. Traps that can be reset or redirected. Multiple paths in and out, and ways to manipulate the environment totally--what if there's a button on a pedestal that turns all the liquid in a 20 ft radius into blood? What if the inscription on the ceiling, when translated, teaches a chant that blocks out the sun for 2 minutes and then you forget the chant forever?

3: Preventing your one player from doing what they want to do by killing them or otherwise taking them out of play only serves to stop the game. Instead, have things break, or lost, or be stolen. Have important other people die. If a brutal combat does occur, have the crook be scarred or lose a limb or an eye. Or perhaps the baddies choose not to kill: it's always fun to have our protagonist hogtied and left to die in the desert--or perhaps thrown into a barrel, which is then chucked into a river heading toward a waterfall.

4: This is as much a reminder to myself to pare down rules wherever I can as it is guidance for running the game. That said, while making systems for Crook, I can and probably will go overboard, with full knowledge that I'll have to cut away all the cruft later. A rule of thumb I like for this is from Goblin Punch: "only write a rule when it is better than what you could come up with on the fly". And "better" can be defined in a number of ways as detailed in that post.

5: Others have been far more sophisticated than I with this, but nothing annoys me more than a locked door that is hard to open and if you fail there's no consequence other than not getting through the door. At least put some time pressure on: is the guardian automaton searching for the crook? Is a boulder rolling down the hallway towards us? Or give consequences for failure: the lock breaks and now you've made a wall. Or picking it sloppily triggers a visible blowdart aimed at the lock, or releases acid into the font of healing mineral water you're trying to get to. NO LOCKED DOORS WITHOUT STAKES.

If they want to do something and there's no consequence for failure, they do it! If you really want it to hurt for your Crook to try doing something mundane you can roll to see how many tries it takes and make them lose some spare change down a chasm each time they stumble (and I hope it's clear that that kind of pettiness is precisely what should be avoided). This goes for -abstract- doors especially. If our crook has a hunch about what kind of liquor the gang leader likes to drink as a digestif, they either can find out by asking the GM if they know or can do something interesting to find out (like sneaking into the leader's office and reading their diary, or bribing the manager of the member's-only bar, or beating it out of a lackey)--it should -not- be locked behind a knowledge roll that can be failed.

I think that'll do for now.

OH WAIT one thing I like about the name Crook is that it reminds me of "by hook or by crook" which is exactly the way in which our protagonist should try to accomplish things.

Monday, July 6, 2020

Another Job for Penny: Detailing Jobs for Thieves, Interpreting the Value of Favours, and the Concept of Notoriety

Last time, I wrote about how hacking a sci-fi OSR mission generator for a tabletop duet game led to discovering a recursive random table that alters itself.

This time I want to flesh out in more detail how several random tables combined to generate interesting jobs for Penny the thief, and try tweaking the way some of the tables work.

The results of rolling on the job tables gives you only this information: a type of patron, a type of job, and its risk, distance, and reward. The patron table was detailed last time, but I'll include it here with the other tables (which I hacked from the sci-fi generator):

***

Thief Job Generator 0.2

Patron: 1d6
    1-2: criminal
    3:  noble/merchant
    4: government
    5: military
    6: former patron

    (if 6, roll on Former Patrons subtable. every time a job is accepted from a new patron, they're added to the Former Patrons subtable.)

Job Type: 1d10 (criminal: -1 to roll; military or government: +1 to roll)
   
    1: piracy
    2: theft
    3: confidence scam
    4: smuggling
    5: bizarre
    6: bounty
    7: escort
    8: delivery
    9: rescue
    10: disaster relief

Risk Level (ie; Number of Encounters/Challenges): 1d6

    1-2: three
    3: four
    4: five
    5-6: six

    (add Notoriety level to the roll)

Distance from Current Location: 1d6

    1: current location
    2: nearest village
    3: nearest city
    4: 1 weeks' travel
    5: 2 weeks' travel
    6: a months' travel

Reward: 1d6 & based on Risk & Distance rolls & Notoriety of thief:
        X = (risk+notoriety)*distance

    1-2: wealth worth X*40g
    3-4: favour (proportional to X)
    5: gear worth X*60g
    6: add 1 to Notoriety and roll again

***

There's a couple of things I want to point out and work on:

Changing the range of results on the Patrons table so that "criminal" happens on 1 and "former patron" happens of 5-6 would make jobs from existing patrons more likely, which can allow fleshing out those characters from interacting with them more often--which seems like it would be pretty fun.  In practice when using the table, sometimes a new patron would be generated that seems similar to an existing one, and so I'd just make it a job from that existing patron.

Shifting the range of outcomes on the Job Type table by just adding or subtracting 1 from the roll to make the extremes unavailable is a cool idea. I wonder what it would be like if it was a roll with a "normal" distribution like 2d6?  That would be a way to make certain types of jobs more likely and certain types of jobs more rare. I might do this and set "theft" to the centre of the distribution at 7 to make it the most likely kind of job.

You could make certain types of jobs -only- offered by certain patrons by assigning them an outcome outside of the normal range and using the +1/-1 trick. For example, 2d6 can give you outcomes ranging from 2 to 12. If you want only criminal patrons to offer an assassination job -and- make it really rare, you can assign that to an outcome of 1, and give the criminal patron a -1 roll modifier on the Job Type table.

The Risk Level can be interpreted differently based on the type of job. If it's a dungeon delve to retrieve an item, then the number of encounters could be the number of "interesting" rooms in the dungeon (ie a fight, a trap, an environmental challenge, etc). If it's a mission involving navigating the treacherous relationships between a number of gangs, then it could be the number of parties involved. It could be the number of locations that must be visited to collect parts of a document.  The Risk number could even be more abstract and refer to increasingly dangerous random encounter tables (ie; if it's Risk 1, roll on the Basic Encounter table, 2 roll twice, if it's 3, roll on the Challenging Encounter table, 4 roll twice, 5 roll on Deadly Encounter, 6 roll twice--or something like that). Note that the roll is added to the thief's Notoriety level--more on that later.

The Distance table is interesting. I adapted it for the kind of travel scale that made sense for a game where a thief goes from place to place doing jobs for patrons. This encourages travel from point to point on the world map, and this travel can either be abstracted away entirely, made into a ration-using navigation minigame, or turned into a full hexcrawl, as per the preference of your duet.

The Reward table needs tweaking to help with interpreting the results. I really like that it's based proportionally on the Risk and Distance results (and Notoriety--we'll get to it!). This is easy to understand for wealth and gear worth some multiple of the number, (and this multiplier should be set sensibly for the currency of your game: probably some fraction of the cost of a sword or potion, or of the debt your thief is paying off) But what does it mean for "Favour Owed"--the most interesting result on the table?

Before tackling that, I wanted to understand the way the results work. The result of multiplying Risk by Distance ranges from 1 to 36, but it's skewed--the most likely results are 6 and 12 (rather than the 18 you'd expect from a balanced distribution). On a graph, the peak is to the left and there is a long tail to the right.  This means that our thief can regularly expect low-to-middling value rewards but allows for a wide range of surprises to occur. You can get a little as 40 g, which is a job a thief probably wouldn't take just for the money, or as much as 2160g worth of gear, which could completely re-outfit our thief--but most likely you're looking in the 200 to 900 g range. However, a bunch of results just aren't possible to get, because you're multiplying two d6 rolls--you can't get 35, or 19, or 7... this results in less round numbers for currency value rewards, which is great for avoiding round numbers. Why offer a reward of 250 g when you can offer 240 g? And if you end up with 480 g worth of gear, some if it will be fun weird filler stuff because most equipment lists cost round numbers.

The question then becomes how to interpet this result as the value of a favour. An easy way to get around that is to treat it just like wealth or gear, but delayed or specific to certain context. Ie; the patron can pay off a bounty on your head worth X*50g, or source a special potion you need, or get you a specialist hireling for job you're doing, or a place worth that much to use as a safehouse, or perhaps a permanent discount at a particular merchant.

But the thing that makes favours interesting as a reward is their potential non-monetary value and their flexibility.  You can forsee our thief calling in a favour to arrange a meeting with an elusive clan leader, or to get safe passage through a warzone, or to hide in the secret basement of the shop when the royal guard is sweeping the town, or store something in the count's personal vault. And the thief will certainly come up with unexpected favours to ask of their patrons. Ultimately it might not be possible to "quantify" the value of such a favour, so probably the best we can do is ballpark the range of outcomes, provide some examples and leave it to the GM's discretion.

Lets say for now we carve out the range thus:
  
Patron Favour Value:

    1-6: Small Favour
    7-19: A Favour
    20+: Extraordinary Favour

This is probably the thing that needs the most work. It would probably be easier to just add Risk+Distance and centre this on a normal 2d6 distribution. OR I could just collapse it entirely! A result of "favour" is exactly that, no monetary value considered, and it's up to the duet to figure it out.  I kind of like the simplicity of that, but maybe there's an equally elegant way of still using the Risk*Distance number.

Finally: Notoriety.  Notoriety was my way of figuring out what "Reward Risk" meant in the original sci-fi mission generator I hacked for this. The really interesting recursive result on a 6 to "roll again and add 1 to Reward Risk for all future missions" felt like an abstraction that could be made specific and meaningful in the world of thiefy adventuring. We could take that number and store it separately from the Reward table and make it matter elsewhere. My solution was to make it a kind of reputation mechanic: as the thief does more jobs throughout the world, their Notoriety increases. As they become more Notorious, the jobs that patrons offer are more dangerous--and more rewarding. Not only that, but successfully completing a job gives a chance of Notoriety increasing, as part of the reward!

There is scope for Notoriety to interact with other game mechanics. If there are morale checks, perhaps rando bandits are less likely to stand their ground against a notorious thief. If there are recognition checks, perhaps merchants are more likely to provide a discount, or share the secret menu--but so too are town guards more likely to see through a hasty disguise. Depending on the amount of record-keeping you want, Notoriety can vary in different regions of the world based on where jobs are completed.  Perhaps certain patrons no longer want to offer jobs to a thief that everyone has heard of. And of course, depending on your particular thiefy exploits, GM fiat can award a point of Notoriety as the result of doing something particularly public. There's even the opportunity for the thief to do things to -lower- their Notoriety because it's making things difficult for them.

It turned out to be quite a meaty way to use a single number!

Anyway: here's a sample set of outcomes from rolling on all these tables:

> criminal, piracy, risk lvl 6: six encounters, two weeks travel, gear valuing 1800g

> noble/merchant, bizarre, risk lvl 5: six encounters, next village, +1 Notoriety and a favour

>noble/merchant, theft, risk lvl 1: three encounters, current location, a small favour

These starting points leave quite a bit of fleshing out to do. Who actually is the patron, and what is the specific nature of the job?

Next time: MORE TABLES