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mazes and monsters playtest concludes

Monday, February 14th, 2011
This entry is part 25 of 34 in the series Mazes and Monsters

Last week, our playtest heroes fought their way through the Crypt of the Twin Kings (one good, one evil), overcoming skeletons, traps, and a sealed room where they’d have to listen to Led Zeppelin… forever.

Now they stood before a magnificently carved ivory door that bore engravings of the Twin Kings fighting monsters! This was undoubtedly the end of the maze, the treasury of the Twin Kings themselves! Next to the door was a decrepit side-passage that terminated in a dead end. On the wall of the dead end were, carved into the stone, words in a strange, unknown language.

Our Holy Man, Sansange, was elated! She had been waiting for a chance to cast her new power, “Read Strange Languages.” There was just one problem: the spell cost 20 spell points. Sansange had 20 spell points at maximum, but had already spent 10 on casting an Instant Heal after a battle with skeletons.

Sansange convinced everyone that the words must be of paramount importance, and everyone should camp out and regain their spell points, and then next morning, Sansange could translate the words.

Here we hit, and fixed, a few rules problems. My initial rules had it that resting overnight restored 1 HP and 1 spell point per character level. We agreed that it might be fine for HP to regenerate at this rate, but that a full night’s sleep should restore all spell points.

We also adjusted the cost of Instant Heal. Initially, all level 1 spells cost 10 Spell Points, so that, for instance, a level 1 Holy Man could cast “Instant Heal” twice per day.

Instant Heal cured 30 points of damage: however, since everyone had 2d12 or 3d12 HP, no one had anything near 30 HP. Sansange felt bad about spending 10 points to cure a minor injury.

We decided that, since Instant Healing was the bread and butter of the Holy Man class, we’d give it a nonstandard Spell Point price. It could now cost any number of Spell Points: it cured that many points of damage. You could use it like D&D’s Lay On Hands to efficiently fix minor injuries. At higher levels, with bigger wounds, it became less efficient, but new healing spells would become available then anyway.

Rules issues resolved, the heroes made camp. Since there were no fatigue rules, Sir Robert, who had spent neither HP nor Spell Points, stayed up all night to guard the camp. And it’s a good thing he did! The camp was attacked by Mystic Skeletons!

Mystic Skeletons were much like the other skeletons the group had fought, except that, instead of attacking, they could try to Maze a player. A Mazed player would see everyone as a skeleton, and wouldn’t know who to attack.

This fight was more grueling for the party than the previous one, with several characters becoming Mazed and attacking their friends. Walmart Jr, hurling daggers at the Sansange the Holy Man, posed the greatest threat. She only stopped when someone gave her a chance to break the Maze by reminding her that “your father threw himself to his death in a pit! If I was really a skeleton, how would I know that?”

When the battle was won, the party got its reward: the chance to finish their sleep and refresh their Spell Points. Sansange cast her spell and read the words written on the wall, which said:
(more…)

solving puzzles with steel (not that way)

Friday, February 11th, 2011

Turning to the force field device, I inserted the blade of my sword into the beam emanating from both sides of the green-colored box.

-Warlord of Ghandor

The Earthling hero of Warlord of Ghandor (who, by the way, never seems to lead any armies; he seems to be about as much of a war leader as is the 4e Warlord class), who has found himself on an iron-poor planet, comes upon a force field generator. It can only be deactivated by putting a piece of that ultra-rare metal, “iron”, on both sides of it. The hero has one of the iron keys; lacking the other one, he uses his steel sword he brought from Earth!

Turning this into a D&D puzzle: a macguffin can only be activated (or deactivated) by placing objects of some rare metal in two places. Whatever the metal is, the players should have exactly one item of that type, preferably in use as a PC’s main weapon; for instance, if someone has a Cold Iron sword, then cold iron is required. (The item isn’t used up, by the way.)

The players need to find a second piece of cold iron – which may lead to some player-directed questing, giving the DM the opportunity to dangle a few adventure hooks with other pieces of cold iron as bait.

Or, if the PC’s think of it; if they don’t mind giving up a valuable resource; and if there is some urgency to the macguffin-activation, the cold-iron-armed PC can snap his sword in half and use the two pieces to complete the ritual.

I like this incident, culled from what is, on the whole, a fairly ordinary sword-and-planet novel. It’s a mini-puzzle, adventure hook generator, and resource management decision all rolled into one.

I’ve come up with four blog posts from this one book, so you might get the idea that Warlord of Ghandor is worth reading. Let me dispel that idea by quoting the following paragraph:

Mauve in color, the creature was a frightening sight!

Mazes and Monsters playtest: combat!

Thursday, February 10th, 2011
This entry is part 24 of 34 in the series Mazes and Monsters

Last week, we left our heroes down a player, thanks to Wal-Mart the Frenetic’s spectacularly poorly-timed suicide, and outnumbered by skeletons, facing long odds in a totally untested combat system. It was looking dire.

I quickly explained the combat system, which was fairly simple. No initiative, we just take turns clockwise. Tell the Maze Controller what you want to do, and he’ll roll all the dice.

The Cavalry Arrives

By the time I was finished with the explanation, the adventurers were joined by a new hero, Walmart Jr. the Frenetic! Son of Walmart I, and with suspiciously similar gear, Walmart Jr. had been rolled up in less than a minute, and, announced the player, was here to “take revenge.” Revenge on who? On the pit into which Walmart I had jumped? On his dead father, for throwing away a promising life?

We broke out the d12s and ran the first combat. A theme emerged that would characterize the entire session: a statistically improbable number of 11’s (critical fumbles) and 12’s (critical successes) were rolled. An 11 means that you subtract 10 and roll again; a 12 means that you add 10 and roll again. Frequently, people would roll an 11, roll again, and get a 12, putting them right back where they started. Once, someone actually rolled 11, 12, 11, 12, the odds against which are high – one in more than 20,000 – and the results of which are boring – a net of 0.

It’s too early to tell whether this was merely a freak of the dice, or whether some statistical principle of which I am not aware means that d12s always roll high when Tom Hanks is in the picture.

Despite having no particular dice advantage, Sir Robert the Fighter handily destroyed the skeletons, while the frenetics were quite ineffective throwing their mind-controlling fairy dust. This introduced another theme, which would continue throughout the night: Sir Robert was an unstoppable combat behemoth who could do no wrong, while the other characters missed more than they hit. This especially amused everyone because Sir Robert’s player is generally the most combat-optimized character in any RPG system. Even his extraordinarily simple Mazes and Monsters was dominant – entirely, I believe, through a psychic connection with his dice.

Combat against the skeletons was pretty simple, and felt a lot like D&D combat except with d12s. You needed to roll better than 6 on a d12 to hit, and then you rolled damage. Skeletons were resistant to pointy weapons, like thrown daggers, which meant that the damage d12s were rolled twice and the worst roll was taken. The frenetics were armed with daggers and bows, which meant their weapon attacks where fairly futile. Sir Robert soon put away his spear in exchange for a mace from a fallen skeleton. (Over the course of the game, he collected weapons from each fallen foe, until he ended up with one of everything.)

The skeletons had 10 HP each: on average, each took about two hits, so it didn’t take too long before the players were victorious. The frenetics and the Holy Man had taken a few points of damage. Brave Sir Robert, of course, was entirely untouched.

Traps and Treasure

After the combat, the players rappelled into the pit to look for treasure. I warned them, “You see what looks like the glittering of gold. It could be treasure – but it could be a trap.” They hesitated, but the lure of treasure overpowered them. They reached for the treasure, and —-

IT WASN’T A TRAP.

The players collected a sackful of Pieces of Twelve, and also found a magical glove. Cautious examination revealed that it was a magic power, “Read Strange Languages!”

Our Holy Man had seen a list of the Holy Man powers, and had been talking up the 2nd level spell, “Read Strange Languages,” all night. The word “strange” struck her as particularly funny. She was elated to discover that this glove was the trinket that let her cast this very spell! From this point on, she would be constantly asking if there were any strange languages in sight.

The party continued on. The came to a four-way intersection, with a lazy-susan floor plate that spun people randomly when they stepped on it. Each branch of the intersection (except the one from which they had come) led to a door.

I warned the players that the doors might lead to treasure, but “could be a trap.” They devised a complicated system for opening the doors that involved tying a rope to a door handle, spinning on the lazy susan, running up a perpendicular corridor, and then tugging the rope. It’s a good thing they did, because the first door they opened fired a spear down the hallway! The players’ paranoid precautions kept everyone safe.

The other two doors revealed a fight with some skeletons, which yielded a key, and a locked door, which opened to the key.

Music Maze

The next room contained my first test of the Maze and Monsters Issues system. According to my dungeon key, when the players entered, a drama mask on the wall would zap a random player with black lightning, and — something would happen. I would play it by ear, but it would involve the Issue that that player had written down on their character sheet.

The black lightning hit Lothar the dwarven frenetic. He confessed his Issue to the group: “Just the other day, I was wishing that, one day, a Led Zeppelin song would come on the radio, and my wife would say, ‘This is a good song! Who is this by?’. She just doesn’t like Led Zeppelin that much.”

Here was a meaty issue that could bear no end of psychological prodding! I just hoped I was up to the task.

I had a giant black dog appear in the room. It put its paw on Lothar’s shoulder and said, “As a boon, I will allow you and your friends to hear the greatest of music — forever.” Walmart Jr.’s lute burst forth into spontaneous electified rock music. At the same time, all the doors swung ponderously shut.

Lothar’s player, who really is quite a Led Zeppelin fan, had “Black Dog” on his iPhone, which he generously played for us… on repeat… for the rest of the scene.

As well as a test of Issues, this was the first test of the Maze system. Lothar was Mazed, which meant he was content to stay in the locked room listening to Led Zeppelin forever. (As was his player, I believe.) The other players had to snap him out of it: but each avenue of aid could only be used once.

Sir Robert had a Trait that allowed him to use a bonus Trait die when “convincing others of his good intentions”, so he gave a speech to the effect that he didn’t want Lothar to deny himself the full range of musical experience by fixating on one – admittedly perfect – song. Sir Robert rolled very well, getting a critical success (as was his wont), and this was really good enough to snap Lothar out of it and continue the adventure. The players, though, really wanted to get into the issue. They continued to discuss it for at least the length of “Black Dog”. Finally, everyone came to the (possibly false) conclusion that, as there is no light without darkness, you couldn’t appreciate a song unless there were people who DIDN’T appreciate that song.

As Maze Controller, I suppressed my belief that this conclusion was logically indefensible, and, in fact, made a mockery of the study of logic itself. The important thing was that Lothar, and his player, had met an issue in the maze, and had defeated it. And along the way, he had probably cleared up some engrams or whatever.

The doors unlocked, and the black dog gravely shook hands with everyone, except Wal-Mart Jr., who insisted on doing a fist-bump.

Next time: The playtest concludes with a bang! Or maybe more like a snap, followed by a prolonged scream.

Mazes and monsters playtest!

Monday, February 7th, 2011
This entry is part 23 of 34 in the series Mazes and Monsters

Now that I have most of the Mazes and Monsters rules in some stage of completion, I decided it was time for a rules playtest.

The players assembled on a snowy Monday, ready to have their malleable minds molded or marred by the horrors of the Maze.

We watched a scene from Mazes and Monsters to get everyone psyched. Everyone seemed thrilled to be paying homage to this important film. Some of the players misunderstood and actually LAUGHED at it, like it was a comedy or something. Just a tribute to Tom Hanks’ irrepressible comic timing! He’s funny even when he’s not trying to be funny. That’s what made Philadelphia such a laugh riot.

One oversight we immediately noticed is that I didn’t bring the MOST IMPORTANT INGREDIENT, one thousand candles! We had to use stupid old light bulbs for illumination. I’ll have to remember to put a note to the Maze Controller somewhere prominent, like the back cover: “Maze Controller: Remember to bring candles!”

Character Creation

We ended up with a Fighter, a Holy Man, and two Frenetics. The lack of a rogue class was lamented. I know, right? If only there was some movie evidence of a rogue!

Based on the fact that Jay Jay’s frenetic was “the cleverest of all sprites”, the group decided that they could assign themselves fantasy races.

Character creation was very quick: after Hit Points were rolled, people just needed to roll for their Trait and Issue. One of the Frenetics rolled an 11 (a critical fumble) during Trait selection and got a negative trait: Bad Luck. The Good Luck trait lets you add a Trait die (essentially giving you a reroll) to one die roll per session. It wasn’t entirely clear what the opposite of that was, so I decided that it meant that once a session, the Maze Controller could demand a reroll of one of the player’s rolls and take the WORST of the two rolls. This led to an important rules doctrine for rolling a bad trait: “If it’s not clear what the opposite of a good trait is, the Maze Controller is encouraged to come up with the most annoying interpretation.”

Characters rolled Issues secretly, and jotted down their privatemost secrets on their character sheet, right under Hit Points.

Shopping worked pretty well. I had a list of gear and spells for sale, and people coordinated with each other to make sure the party had at least one rope, axe, awl, chisel, and basically one of everything that was for sale.

Introductions

As in the movie, the players each introduced their character in the most deadpan monotone possible. I’ll recreate the introductions as well as I can remember:

“I am Lothar the Frenetic. I am the toughest of all dwarves. My main power is a magical bag of fairy dust, which I may use to control my enemies and make them kill each other.”

“I am Wal-mart the Orcish Frenetic. I am very impulsive, and my bad luck will be my downfall.”

“I am Sansange, a Holy Man with excellent dental hygiene. I have many spells and powers by which I maintain that hygiene in myself and others for the glory of Marcia and Neville.”

“I am Sir Robert the Fighter. I wander the earth righting wrongs. I am irked by people who exhibit bad manners.”

Shall ye enter?

I described the maze as follows:

“You stand before the Tomb of the Twin Kings. It is said that the Twin Kings, one good, one evil, stand guard over a royal treasure. It is also rumored that mystical skeletons patrol the tomb’s winding passageways. Thus warned, shall ye enter?”

With one voice, the players cried, “AYE!” — which was a relief, let me tell you, because I didn’t have a backup plan for the evening.

The first room in the maze contained nothing but a book on a lectern.

I had explained to the players that, in Mazes and Monsters, traps were extraordinarily deadly, but the Maze Controller was required to note that any trap “could be a trap”. In other words, if you’re not warned that something is a trap, it isn’t a trap. The players, though, were taking no chances. They turned pages with the tips of their swords and finally pushed the book into a sack via a carefully-described remote-control Rube Goldberg maneuver. Clearly, 1st edition D&D had scarred my players’ psyches. They were in luck, because shit was about to get PSYCHODRAMATIC.

After ascertaining that the book was not trapped, the players wanted to know what it said. It turned out that every page had a single nonsense sentence, in the form
A man holds two doves
A goat jumps two valleys
A Holy Man blesses two beggars
A candle holds two flames.

Etc.

Etc. was not actually enough for the players, though. They kept turning pages and asking me what else they read. I came up with

A trap takes two lives
A wolf eats two sheep
A coin has two sides

all the while hoping they would not keep on turning pages and come up with HUNDREDS MORE SENTENCES, which it looked like they were planning to do. Luckily they finally ran out of interest before they finished the whole book.

The player running the Holy Man reported that she had sort of forgotten I had to make up all these sentences; she thought she was reading a real book. The lines of fantasy and reality? Successfully crossed! The rest of this playtest would be spent in the liminal realm between sanity and madness.

The next room had three doors, each opened by a pressure plate on a mysterious altar. The players correctly decided, based on the ample evidence provided by the book, that the number 2 was important in this dungeon, and chose to open Door Number 2. This was too bad, because I had cool stuff behind the other doors, including mind mazes and deadly traps that were sure to have wiped out several players!

In the next room, things got really weird – and it wasn’t entirely the game’s fault.

The room contained a vast pit spanned by a bridge. Walmart the Frenetic, whose player was in despair over rolling a negative Trait, HURLED HER CHARACTER TO CERTAIN DEATH in the pit.

Because Walmart’s characteristic was bad luck, everybody decided that Walmart should roll to see if her bad luck prevented her from ending her life. I rolled two dice for her Jump roll and took the least favorable. Fortunately for Walmart’s player (and unfortunately for Walmart) she succeeded, and fell to her death! Walmart the frenetic… was dead!

Death, Dying, and Skeletons

I explained the death and dying rules: When you died, you immediately started rolling up a new first-level character, and as soon as you were finished you could rejoin the others. The player of Walmart the Frenetic quickly started work on her new character, Walmart Jr.

The rest of the heroes had other problems. Attracted by the meaty thump of an orcish frenetic falling to her death, emaciated shapes began shuffling across the bridge. Skeletons — four of them! Just enough to give the combat system its first shakedown in a fair fight against four heroes!

Against three heroes, though, who knows what could happen!

Next week: The rest of the playtest!

The Warlord of Ghandor is stuck in a tree!

Friday, February 4th, 2011

Warlord of Ghandor

I was going around in circles inside the tree kingdom! Perhaps this structure in the trees was not empty of life after all. I began to feel that I was being deliberately led from one blindfall to another by someone opening and then closing off behind me one passageway after another.

This is the kind of old-school dungeoncrawling trick that a Gygax-style DM would use.

One reason it’s hard to pull off in recent-edition D&D is that it works best when PCs are mapping. Otherwise it’s harder to get that dawning realization that the PCs are being shepherded forward; you just come to a point when the PCs say, “We return the way we came,” and the DM says “You can’t.”

I’m in favor of the occasional mapping-based dungeon, although a little goes a long way. It does allow for a different suite of DM tricks.

Opening and closing doors in response to PC movement is one of the few ways monsters can frustrate PCs without getting themselves killed. Good for a mastermind-type villain. Be fair to the PCs though: at worst, the PCs should be shepherded into exciting danger, not trapped in a boring dead-end.

mazes and spells

Monday, January 31st, 2011
This entry is part 22 of 34 in the series Mazes and Monsters

I’m pretty far into my Mazes and Monsters RPG draft by now. When it comes to actually writing, I’m finding that I have to make up a lot of stuff from whole cloth. The Mazes and Monsters movie didn’t do all the work for me.

For instance, I’ve figured out the spell system, but now I actually have to fill out the spell lists. I have a handful of spell names, mostly gleaned from screencaps of Robbie’s and Kate’s character sheets.


Click the picture to enlarge if you want to squint and try to read Robbie’s character sheet.

Robbie’s spells are neatly divided into “spells” and “powers”.

The spells are
invisibility
sleeping potion
stop motion
the Eye of Timor

The powers are
Raise the Dead
Instant Healing
read strange languages

and something that looks to me like

mister mister

but it can’t be, because that is an 80s band, not a spell.

Any other ideas what it could be? Misty Magic? Make Image? Make Maze? Make Movie? (Maybe this explains how Mazes and Monsters got made!)

Kate’s fighter also knows spells!

There’s a thumb in the way, but these spells look to me like

Melts Metal
Freeze Water
Make [tacos]?
Move [stuff]?

The tacos spell seems slightly implausible, because if there was a spell that did that, we’d probably see the gang eating tacos at their game sessions, to “stay in character.”

I’ve decided that spells are divided into three categories: “spells” (available to all characters), “powers” (available only to Holy Men), and “tricks” (mentioned once by Jay Jay, and thus probably available to Frenetics).

Today I’ll try to flesh out the Powers available to Holy Men. I’ll write one spell per level, from 1 to 10.

Instant Healing: Level 1 power. Restores 30 HP.

Healing is the bread and butter of the cleric-type class, so this spell should be available at level 1. 30 points of healing will probably fully heal first- or second-level characters.

Look! Where the light was pointing!


Read Strange Languages: Level 2 power. You can read any written language. The spell ends when you fall asleep.

This Level 2 spell will be less popular than the level 1 healing spell, but hopefully, to compensate, Maze Controllers will put in lots of important foreign-language clues.

Holy Water: Level 3 attack power. The character is able to prepare a number of vials of Holy Water equal to their character level. Anyone can throw these vials as a normal attack. Any undead or demonic creature hit by a vial of Holy Water takes damage with a trait die.

Each Holy Water lasts until the caster falls asleep, at which point it becomes normal water.

This is the first spell I’ve written that has no basis in anything in the movie. I’ll have to do a lot of this, if I want to produce at least 30 spells, powers, and tricks.

One of the problems with low-level spellcasters is that they must hoard their spells while their fighter buddies get to swing swords all day. Inspired by the spell named “Sleeping Potion”, I decided that some attack spells might be pre-combat spells that gave the caster a limited number of pieces of ammunition.

Imagine if D&D’s Magic Missile gave first-level magic-users multiple missiles, which could be spent over the course of the day. It would give 1e magic-users more staying power over the course of the dungeon, without dropping the limited nature of 1e magic.

Full Healing: Level 4 power. Restores a character to their full Hit Point total.

A Holy Man needs a suite of successively more powerful heal spells. I’ve boosted their power relative to D&D, allowing a fourth-level character to fully heal someone, because I think Mazes and Monsters characters can’t count on getting back to town and resting whenever they want.

Seal Door: Level 5 power. Lock a single door. The door requires a RONA to open equal to the caster’s level + 3. If anyone fails this RONA, they may not try again.

You! Shall! Not! Pass!

This spell isn’t referenced by name anywhere in the movie, but I imagine that when Robbie/Pardieux mystically lays his hand on the door of Jay Jay’s Halloween party, he thinks he is casting this spell.

Make Thunderbolts. Level 6 attack power. Creates a number of thunderbolts up to the caster’s level, which are all held in the caster’s left hand. The thunderbolts can be thrown one at a time, and follow the rules for thrown weapons. If a target is hit, it takes Lightning damage. The spell ends when the thunderbolts are used up, the caster lets go of the thunderbolts, or the caster falls asleep.

After a couple of levels of sealing doors and healing, the Holy Man should be ready for a straight-ahead attack spell around now. Lightning seems suitably divine.

Healing Potion: Level 7 power. Creates up to 5 Healing Potions. Anyone who drinks one of these potions is restored to their full Hit Point total.

Each Healing Potion lasts until the caster falls asleep, at which point it becomes normal water.

After giving full healing to Holy Men at level 4, the only way to escalate is to heal the whole party. Because the spell produces potions, the Holy Man is freed from the task of providing in-combat healing – he just hands out potions before the battle starts.

Make Maze: Level 8 power. Allows you to put a creature into the Mazed condition. You must be within throwing distance, but you don’t need to throw anything. You speak up to 20 words: the creature believes whatever you say. For instance, “The other monsters have been plotting to steal your gold!” or “The room is filled with tacos that you must eat before you can attack us!”

As with any Maze, the victim gets an immediate check to escape that Maze. The RONA to escape the Maze is equal to your level.

I decided that make maze was more likely than mister mister.


Fly: Level 9 power. The caster, or another character of his choice, is able to fly for the next hour.

A flying character who takes off from a sufficiently high point (at least 1300 feet off the ground) who flies straight up for the entire hour can reach Heaven.

Robbie climbs WTC because he believes that he can fly to heaven to be reunited with his brother. I guess the extra height of the WTC makes all the difference.

Raise Dead: Level 10 power. Restores a dead person to life, with half of their maximum Hit Points. It only works for a short period after the person’s death; after that, you need to fly to Heaven to find them.

Next time: Playtest!

cities of Warlord of Ghandor

Friday, January 28th, 2011


This was not like the village of the Bomunga. It was of stone, with tall, tiered structures, ending in rounded tops. … this city was built of a corbeled architecture that all outside structures were built so each successive stone projected beyond the one below it. This gave the city a perfect defense as no human could scale such a wall.

This description of a sword-and-planet city, with out-tilting walls with rounded tops, reminds me of the way that a very, very small person would describe one of those sugar roses on birthday cakes.

icing rosesActually, a giant sugar rose would make a very attractive city. The pastel-pink walls would rise outwards. There would be separate, overlapping sections of walls, like petals. They wouldn’t touch, but between them would be a narrow corridor barred with a city gate.

Also, the book mentions breastworks. I’ve never been exactly sure what breastworks are, but it doesn’t matter, because even if I look it up, I can’t use “breastworks” as a D&D location because my players will snicker. But it got me thinking about how medieval builders added -works to things: it seems to denote a factory, with the added connotation that what was being made was a Work, capitalized. Adding -works onto fantasy words might be a fruitful way to make new locations that sound mechanized, sinister, and possibly slightly German (which might amount to the same thing.)

The Ghostworks.
The Boneworks.
The Soulworks.
The Bladeworks.
The Painworks.

What exactly goes on at the Painworks? I don’t know, but I bet its employees enjoy the music of Trent Rezner.

traits in Mazes and Monsters

Monday, January 24th, 2011
This entry is part 21 of 34 in the series Mazes and Monsters

Traits

In FATE, you can make up your own traits, and apply them whenever you want. That’s fine for modern games, but in Mazes and Monsters, that kind of heady authorial control is reserved for high-level characters. The technology of the 80s is all about charts.

Here’s what I’m thinking:

Every character starts the game with one Trait. A Trait is a special characteristic that makes him or her unusually good (or bad) at certain activities.

To determine your Trait, roll a d12 and consult the following chart. Each die roll has two or more possible traits listed next to it: choose the one you want.

1 ARMS: Choose one of the following traits:
strength: Add a trait die to melee weapon damage (including unarmed combat). Carry up to 2 bulky items. Also, gain a Trait die on any check that requires strength.
throwing: Add a trait die when throwing a dagger.
2 LEGS: Choose one of the following traits:
quickness: When not wearing armor, your Protection RONA is increased by one. Add a trait die when running.
stealth: Add a trait die when sneaking or stealing.
3 MIND: Choose one of the following traits:
cleverness: gain a Trait die on any check that requires cleverness or trickery.
Spellcraft: Choose a spell. Gain a Trait die on any RONA check required by this spell. Also, its spell cost is halved.
4 HEART: Choose one of the following traits:
serenity: Add a trait die when escaping or resisting emotional attacks.
courage: Add a trait die when escaping or resisting fear attacks.
5 SKILL: Choose one of the following traits:
Weapon skill: Choose a weapon to specialize in (including unarmed combat). You gain a Trait die whenever you and your target are both using this weapon.
Athletic skill: Gain 10 bonus Hit Points. Gain a Trait die on any RONA involving athletics or toughness.
6 GUIDANCE: Choose one of the following traits:
luck: Once per session, add a trait die to a roll of your choice.
direction sense: Add a trait die when finding your way. Once per maze, you may ask the Maze Controller whether a door or passage will lead the party closer to the treasure.
7 EYES: Choose one of the following traits:
sharp eyes: Add a trait die when looking for something.
aim: Add a trait die when attacking with a bow.
8 EARS: Choose one of the following traits:
hear through walls: Add a trait die when listening for something.
intuition: Add a trait die to escape the Mazed state when talking to a nonexistent person. Add a trait die when determining people’s motives.
9 TONGUE: Choose one of the following traits:
persuasiveness: Add a trait die when convincing others. You may buy items from town at half price.
bardic music: If you play an instrument and sing while casting a Trick, add a trait die.
10 SOUL:
piety: Add a trait die when attacking undead. Also, gain a Trait die on any check that requires divine aid.
power of light: You may create illumination with no light source.
11 Roll again on the Traits table, rerolling 11s and 12s. Choose a Trait. You are unusually BAD at this trait: when it comes up, the Maze Controller rolls 2d12 and takes the WORST of the two rolls.
12 You may choose any trait you want.

I notice that w’ve sort of reinvented D&D3e feats here. That’s fine. It’s inevitable, I think, given the character sheets we’ve seen with their non-numeric character descriptors like “courage” and “throwing”. Again, it’s not us inventing, it’s Rona Jaffe guiding.

Next week: spells!

Warlord of Ghandor

Friday, January 21st, 2011


Looking upward I caught sight of one of the warriors being hauled upward into the trees above. A strange-appearing sinewy limb encircled him by the waist and was quickly pulling him upward. Before I could reach him, he was gone from sight, the foliage converging back into place covering the hole his body had made as it was dragged, struggling through it.

“Moga, what was it?” I yelled. “The feared Qouri,” he replied in hushed tones.

Warlord of Ghandor is a fairly awful Burroughs Princess of Mars pastiche, complete with the mystical planetary travel, low-gravity superhuman strength, and incomparable princess in distress.

Even the worst Burroughs book, however, usually features some unique monsters.

QOURI
level 7 lurker

The qouri lives in a tree nest 40 feet from the forest floor. Its tail drops down to seize passers by.

Move action: move tail tip up to 8 sq away. If an opponent is grabbed, it moves with the tail tip.
Attack action: grab opponent adjacent to tail tip. The grab is released if the tail takes 15 damage in one attack.
Free action: release grabbed opponent: usually in 3×3 nest. The quori is fixed in one corner of the nest. Anyone in the nest has superior cover from the forest floor.
Attack action: Lunge and bite one opponent in close burst 2.

Surprise: Any PC with less than 15 passive Perception or Nature will be surprised.

The quori likes to grab a single creature and pull him into his nest. Since the nest is 8 squares up, it will take most allies 3 move actions to climb up there. Meanwhile, the captured PC will have to fight alone. This will provide a different fight environment from normal.

Notice that moving the tail is a move action. Therefore, the only way that a PC can be whisked away without the tentacle being attacked is if the tail moves adjacent in the surprise round; wins initiative; successfully Grabs and moves to the nest on its turn.

Qouri can be encountered alone, but can also be encountered in a hive of up to 5 qouri who can all reach roughly the same area.

fantasies and scenarios

Monday, January 17th, 2011
This entry is part 20 of 34 in the series Mazes and Monsters

Mazes and Monsters board

TOM HANKS: I played a game called Mazes and Monsters a little too much.
KATE: No kidding. What level?
TOM: Uh, nine. Ninth level.
KATE: So am I! Isn’t it wonderful to be finally creating your own scenarios?
TOM: Yeah, yeah, and your own fantasies too!

OK, the above dialogue raises a few questions. For instance:
WHAT

It’s hard to see how these fit into standard RPG structure, and, indeed, upon first hearing, it sounds like arrant nonsense – nonsense that merits slaps to the writer. But if we’ve learned nothing else, we’ve learned to TRUST MAZES AND MONSTERS. If we haven’t learned that, we’ve learned nothing.

And we’ve been wasting our time.

Scenarios

Here’s my theory: a “scenario” is the intro text that introduces an adventure. For instance, “You stand before the palace of the Ghosts of the Gravelands. Fell spirits float through its ancient corridors. It is rumored that among the palace’s treasures are mighty gems that may trap men’s souls.”

At ninth level, players gain the ability to write this intro dialogue, thus choosing the nature of the maze, typical monsters or a boss who inhabit the maze, and the kind of treasure that can be gained. The Maze Controller still writes and controls the adventure within these parameters. After all, the Maze Controller’s powers are like unto those of a god. Even gods take suggestions, I guess.

Fantasies

We know that Mazes and Monsters grows progressively more psychologically difficult (and powerful) as you advance in level. However, we haven’t really explored the dangerous world of the unconscious mind. Our current rules sound like pretty vanilla 80s RPG design. We need to push the pop-psychology envelope with our Fantasy rules. As Blondie says, “We work out our problems in the caverns and then we leave them there.”

Like scenarios, fantasies must give players some agency over the perils they face. Again, Mazes and Monsters anticipates the shared narrative of modern indie RPG design.

Let’s start by getting some information about the players’ psyches. We’ll use this information to populate the game’s mazes with suitably cathartic (or destructive) challenges. At various levels, every player rolls a d12 to select a question from the following chart and gives the answer to the Maze Controller.

1. What makes you angry?
2. What betrayal do you fear?
3. In what way do you feel like a failure?
4. What part of your behavior feels out of control?
5. What’s one thing you’d like to preserve from harm or change?
6. What would you like to tell someone so they really understand? Who?
7. What do you worry about most?
8. What would make you a success?
9. What would you like people to admire about you?
10. Describe your most frightening nightmare.
11. What event could drive you to madness or despair?
12. What magical power would allow you to solve all your real-life problems?

Armed with this information, the Maze Controller can create thinly-disguised, hamhanded challenges and rewards that have real psychological effects on the players. These are called “fantasies”. For instance, if a player says that they would like the power of resurrection to bring back a dead relative, you make up a pretend relative of the character, kill them off, and then offer the character a quest that will let them conquer Death! The Maze Controller can do real psychological healing! Or harm. Hard to predict which. That’s part of the fun!

Example of play:

Maze Controller: OK, Tom, your real brother died, right? Your character, Pardieux, has a brother, and he just died. You watched him fall off a building! As he fell, he called, “Help me, brother!” but you were too far away!
Tom: (weeps)
Maze Controller: If you can find the Clock of Chronos, you can reverse those events! It will be as if it never happened. The Clock of Chronos is in the Dungeon of Lemnos…

At level 9, players can “create their own fantasy”. Once per level, they may seize control of the story and narrate their own thinly-disguised challenge, quest or hero’s journey. The Maze Controller sets all the RONAs and makes the dice rolls, but otherwise, the player has control over the fantasy until it has been conquered – or until it conquers!

Example of play:

Maze Controller: OK, guys, you’ve just returned from the Maze of Whispers. You –
Tom: Just a minute: I’m creating a fantasy. My character gives his earnings to his brother, who immediately runs away and gets lost in the city. After a few days, he has been robbed and beaten. He’s starving in an alley… he’s attacked by thugs… he cries out! “Brother! Save me!” but I’m to far away to help! He’s… (weeps)
Maze Controller: Right. Guys, if you can run through the mazes of the Slums of the Golden city, you MIGHT be able to intervene before Tom’s brother is killed.

Wow, it sounds really irresponsible to hand that kind of manipulative emotional control to people with no psychological training! Unless, of course, those people are fully licensed Maze Controllers or players able to play at the 9th level.

Next week: traits!