Archive for the ‘game design’ Category

using the Ravenloft board game to make 4e less “board gamey”

Tuesday, November 30th, 2010

Castle Ravenloft uses simplified D&D mechanics. Movement speed and tactical positioning are of reduced importance, so, ironically, the Ravenloft board game points to a version of 4e D&D that can be played off the battlemap, without minis.

Most Ravenloft monsters move 1 room per turn. Extremely fast ones, like wolves, move 2 rooms. A room is a dungeon tile: it might be, say, four by four squares. At this lower level of granularity, though, we’re usually not dealing with squares; we’re dealing with zones or range bands: concepts used by RPGs that are less finicky and tactical than D&D.

If you applied these movement rules to D&D combats, most combatants will probably end up in the same zone. Suddenly, it becomes pretty easy to track everyone’s position without a map. Chances are, all the melee fighters are going to be in the same zone, and some ranged guys will be one or two zones away. You could track this on a little zone chart, or even in your head.

This is not a ready-to-play 4e D&D houserule: 4e has too many game elements that involve shifts, pushes, pulls, and other square-based movement. It’s more of a wishful fantasy for 5e. Sometimes I like playing a tactical encounter on a battlemat, and sometimes I like to run a combat in everybody’s imagination. In my magical perfect D&D game: let’s call it Pauls and Dragons: every such rule would have two rules writeups, one for battlemat play and one for no-map play. Example:

Battle Push
Tactical map rule: The target is pushed up to 3 squares to a square that is not adjacent to any other creature.
Mapless rule: On the target’s next turn, it must spend a move action before it makes a melee attack.

In this imperfect world, one might want to play mapless 4e even without the full Pauls and Dragons rules being available. Here are some quick rules substitutions for zone-based D&D:

Adjacent: Everyone in the same zone is considered to be adjacent to everyone else.

Combat advantage: Movement can be used to gain abstract positioning.

When a push, pull, slide, or shift power is used, the actor makes a saving throw, with a bonus equal to the number of squares pushed, pulled, slid, or shifted. On a success, the actor gains combat advantage against another creature in the same zone. Combat advantage lasts until the actor or the subject moves again.

Hindering terrain: Pushes, pulls, and slides can move a creature into a pit or other dangerous terrain in the same zone. The pusher/puller/slider makes a saving throw, with a bonus equal to the number of squares pushed, pulled, or slid. On a success, the victim is moved into the hindering terrain. (The victim gets its usual saving throw to avoid being moved into the terrain.)

RONAs and monsters

Monday, November 29th, 2010
This entry is part 16 of 34 in the series Mazes and Monsters

From watching the Mazes and Monsters movie, we’ve managed to glean a lot of the rules: adventure structure (a maze with a single end boss), a spell system (spell points), and a handful of races, classes, monsters, spells, and items.

We’re almost ready to hammer our Mazes and Monsters rules into a complete game! But before we publish, there’s a couple of tiny rules we need to figure out.

Notably missing: AN ACTION RESOLUTION MECHANIC and A COMBAT SYSTEM. All the times that Tom Hanks stabbed a pretend lizard, we never got the needed play-by-play from a Maze Controller. How hard would it have been to have Jay Jay voiceover, “The lizard rolls an 11! He misses! Tom rolls a 4 on his counterattack!”

Today let’s work on the Action Resolution Mechanic. We’ll save the combat system for next week.

For reference, here’s Iglacia the fighter’s character sheet. We can refer to this as we work out our rules.

click for larger version

RONA

So far, we know that most actions are resolved by rolling exploding d12s and trying to hit a target number called a RONA (Roll-Over Number for Accomplishment). We are using a somewhat peculiar exploding-die mechanism: rolls of 1-10 are treated normally, while 12 is a critical success (add 10, roll again), and 11 is a critical failure (originally, I said that you rerolled and subtracted your new roll, but let’s simplify it to “subtract 10, roll again).

We also know that characters don’t have numeric stats: Iglacia has “courage”, for instance, not “courage 12”. Therefore, we probably don’t use a D&D-like system where stat bonuses are added to a die roll.
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the bed problem

Wednesday, November 24th, 2010

D&D has an interesting resource-management mechanic, Hit Points, to represent the increasing difficulty of fighting successive battles. However, it’s essentially a toothless system because fighting successive battles is optional.

No edition has offered a mechanical benefit for forging onwards. 4th edition made a vague wave at the idea by doling out Action Points regularly, but it’s still always better to hit the reset button by taking a nap. Sure, the DM can provide story reasons to fight multiple battles, and players may do the honorable thing and journey onward. However, neither DM-based or player-based efforts to route around a rules problem constitute a valid solution to the problem.

The mantra recited by the D&D designers during their pre-4e marketing campaign was “decisions should be interesting.” Now consider this decision:

Should I go to bed?

  • Yes, if I want to be stronger
  • No, if I want to be weaker

    To offer a compelling choice, dwindling HP (or healing surges) need to be opposed with increasing power along some other scale. The choice should be something like:

    Should I go to bed?

  • I’m getting dangerously low on hit points
  • on the other hand, if I go to bed, I’ll lose all these cool advantages I earned

    I haven’t thought of a good fix yet, though I have a feeling it has something to do with action points. The ideal solution would

  • provide just enough motivation to do multiple battles that it was an interesting choice
  • not make the PCs massively overpowered even if they manage to do, say, 8 battles in a day
  • not encourage weird PC behavior, like, say, purposely doing badly in fights in order to get benefits
  • replace the ungainly “1 action point every 2 encounters” rule. I hate keeping track of whether it’s an odd or even encounter.

    I call this problem the “bed problem”. I will award the Bed Prize and 1,000,000 imaginary dollars to whoever comes up with a satisfying, fun solution that will address the points above.

    Note: I pre-reject the solution “The DM should just force the players to do multiple encounters in a day.”

  • mazes and monologues

    Monday, November 22nd, 2010
    This entry is part 15 of 34 in the series Mazes and Monsters

    We’re in the last scene of Mazes and Monsters! In a week or so I’ll be preparing a free PDF of the complete rules. For now, let’s finish up the movie.

    Last time, Tom Hanks’ friends found an insane Tom Hanks about to jump off the World Trade center and saved him by DM fiat.

    Some time afterwards, the friends pile in a car to visit him at his parent’s house. They’ve heard he’s “doing better” and are excited to see him. They exchange news about their own lives: Kate, for instance, has gotten over her writer’s block! Oh yeah, she’s a writer, and she had writer’s block. I remember that from all the times that came up.

    They find Hanks sitting under a tree out behind his house. They’re thrilled to see him! He quickly demonstrates, though, that he hasn’t recovered; he still thinks he’s Pardieux. That’s the bad news. The good news, though, is that his role-playing has never been better! He delivers a magnificent in-character monologue that generations of Mazes and Monsters players would do well to study and imitate, for both style and content. I present it here, with rules annotations in a right-hand column. Aspiring actors, I strongly recommend you memorize this piece for future audition work.
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    mazes and monsters: pointless

    Monday, November 15th, 2010
    This entry is part 14 of 34 in the series Mazes and Monsters

    I said I’d wrap up Mazes and Monsters today, but there’s just TOO MUCH GOOD MATERIAL in this movie. Every word falls from these kids’ mouths like gold coins from the mouth of the girl in that one fairy tale. The fairly tale with the frogs, maybe? I believe Tom Hanks is the frog in this analogy. The point of the analogy, in case you’ve forgotten it, is that it will take me two weeks to finish extracting game material from Mazes and Monsters.

    I should have learned by now that when it comes to blogging Mazes and Monsters, I should always double my initial estimates. I originally thought this would be a 6-post series. It looks now like it will be at least 16 posts, and maybe something like 20,000 words. And I’m only scratching the surface of what could be done! Mazes and Monsters is a game so different from other RPGs of its time that a company could devote a whole product line to it. It really merits expansions, modules, a line of paper minis, and a Saturday morning cartoon with Vin Diesel as the voice of Tom Hanks. And vice versa!

    I’ll do one more week of recap, and then maybe a week or two where we can grapple with some unresolved rules questions, like “What exactly is the combat system?” My hope is to make available a PDF of the complete game system by Christmas!

    Now on to the recap:

    Last time, we followed Tom Hanks on his murderous rampage through Manhattan. This time, his friends have figured out that Hanks’ map bearing the legend “The Two Towers” isn’t a Tolkien reference: it refers to WTC. That means we get a cringe-inducing chase through the Twin Towers, that goes on forever. Seriously, I think Hanks and his friends visit every floor. It’s like that interminable part of Final Fantasy VII inside the Shinra building, except more boring and uncomfortable.

    Tom Hanks’ friends finally corner him on the roof just as he is about to jump off.

    JJ: Pardieux, what are you doing?
    Hanks: I’m going to join the Great Hall!
    Blondie: (with infinite guile) You can’t! It’s a trap!
    Hanks: I have spells! I’m going to fly!
    JJ: You don’t have enough points! I am the maze controller, and i have absolute authority in this game.

    POINTS! Confirmation that Mazes and Monsters uses a spell point system. Could Gary Gygax’s DMG reference to alternate game systems, with their cumbersome spell-point mechanics, have been targeted at Mazes and Monsters?

    Sadly, since we’ve mostly seen Iglacia the fighter’s character sheet, we don’t have any idea what the scale is for spell points. We saw Tom Hank’s character sheet, but it was a childish chickenscratch scrawl. So we’ll have to guess.

    Based solely on the fact that Iglacia had 181 Hit Points at level 9, let’s say that Spell Points are in the ballpark of 20 points per level. So at level 9, Pardieux the Holy Man can’t cast Fly. Of course, he may have already used up some of his Points: on that failed spell against the thugs, for instance. (What was that spell? It seemed to involve flower petals. Maybe it was a Wizard of Oz-inspired sleep spell.)

    Why do Holy Men get 20 points per level, and not, say, 10? Maybe spells cost around 10 points per level, and the design intent is that spellcasters can cast 2 spells of the highest level during an adventure, or multiple lesser spells. Maybe less-powerful casters get less points.

    Spell Points
    Characters find magical Spells, Tricks, and Powers during maze exploration. These spells can be used over and over again – they are not used up. The characters, however, have a limited capacity to cast these spells represented by Spell Points.

    Holy Men gain 20 Spell Points per level. Frenetics gain 10 per level. Fighters don’t gain Spell Points and thus cannot use Spells, Tricks, or Powers.

    When characters cast a spell, the spell’s cost is deducted from their Spell Point total. Spell Points regenerate to their maximum value only after characters leave the maze forever. (There may be other items and features, like magical springs or bitter roots, that restore spell points as well. This is up to the discretion of the Maze Controller.

    With this info, we can start slotting in spells. We’ve seen Fly; we’ve theorized Sleep; and earlier, Tom Hanks failed at casting a Raise Dead spell.

    Spells

    Sleep: Level 9. Cost: 90 SP. A single subject must make a RONA check or fall unconscious. (The points are spent whether or not the subject is affected.) This is a favored spell of Holy Men and others who prefer to resolve combats without bloodshed.

    Fly: Level 10. Cost: 100 SP. 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.

    Raise Dead: Restores a dead person to life. It only works for a short period after the person’s death; after that, you need to fly to Heaven to find them.

    Next week, Tom Hank’s magnificent monologue, in which he delivers a performance on par with Skeletor’s monologue from “Masters of the Universe!”

    mazes and monsters: holy man in manhattan

    Monday, November 8th, 2010
    This entry is part 13 of 34 in the series Mazes and Monsters

    Raise your hand if you’d like to see Tom Hanks harassed by street toughs! Because it’s HAPPENING RIGHT NOW.

    While Tom Hanks’ friends are searching for him fruitlessly, he’s totally been subsumed by his Mazes and Monsters persona. As Pardieux, he’s haplessly stumbling around 80’s New York, which as we know is grittier, uglier, more lawless, and generally more old-school than modern New York.

    Naturally, it’s not long before he has an encounter with 1d3 human bandits.

    Notice that Tom Hanks, in his Pardieux persona, is making no effort to avoid being surrounded by the thugs. Apparently MAZES AND MONSTERS DOES NOT HAVE FLANKING RULES.

    The thugs notice Tom Hanks’ little leather dice bag.

    THUG: Hey, what is that? Give it to me!
    HANKS: It’s my spells! I guard them with my life.

    Confirmed: spells are physical objects which can be held in a dice bag.

    Spells are small physical objects which you can find in a maze, each of which can trigger a unique magic power. If you have a sufficiently high Level, and are of a spell-casting class, you can cast these spells. Spells are reusable.

    Tom runs from the two muggers, but is cornered in an alley. He takes out what appears to be a flower petal from his dice bag and flourishes it at the thugs, but it has no effect.

    I guess he doesn’t have enough mana or something. Or maybe they made their saving throw.

    One of the muggers lumbers forward, and, through Tom Hank’s Mazed eyes, we see it as a horrible monster!

    I think that’s a Gorville, right? Based on the frequency with which Tom encounters them, Gorvilles must be like the orcs of the Mazes and Monsters setting. Where do they get their crazy name? Illinois, I’m guessing.

    A Holy Man is supposed to prefer spells and reason to violence. Tom Hanks has tried spells on the thugs. He doesn’t really make any effort to try reason; he instead scuffles with the thugs, and he ends up stabbing one of them with a switchblade. Bad Holy Man! No Experience for you! The Great Hall must be rolling over in his foggy tube.

    After a brief interlude of sanity, during which he summons his allies via payphone, Tom loses it again and finds an open door that leads to the tunnels beneath the subway. “A maze!” he breathes.

    How do people find these entrances to off-limits subterranean complexes beneath cities? It looks so easy for the guys in Mazes and Monsters, Beauty and the Beast, and Neverwhere. I’ve been commuting in New York for years and I’ve never passed an unguarded door marked “Steam Tunnels: Absolutely No Admittance Unless You Are On a Hero’s Journey.” But maybe the doors are there and my workaday eyes just can’t see them.

    The steam tunnels are fairly light on monsters, but Tom Hanks does cower and cover his ears when he hears a train going past. He decides that the noise must be the passing of the “Giant Dragon.”

    Bestiary
    Dragon: The Dragon breathes fire on his foes.
    Giant Dragon: The Giant Dragon’s roar is a Sonic attack that deafens all who hear it.

    Next, Tom Hanks meets a crazy moleman (a friendly NPC) and pumps him for information.

    Not everyone you meet in a Maze will be hostile. You may encounter other adventurers, wise guides, or peasants scraping out a living among the maze’s many perils. Make sure to ask for aid and information, for foreknowledge of the dangers ahead may spell the difference between victory and death!

    “Can you tell me of the Giant Dragon?” Tom asks the puzzled moleman. “Does he stand guard over the treasure?”

    Clever, Tom Hanks! Do your legwork before you fight the dragon. It’s investigative chops like that that will land you your role in Dragnet.

    The Giant Dragon is a Boss monster, worthy to stand guard over the maze’s treasure.

    Note to the Maze Controller: Not every Boss monster guards the maze’s treasure. A Maze may contain a second Boss monster, whose purpose is to decoy rash players into unnecessary danger. Players should make sure that powerful creatures guard a treasure before they run such a risk as to offer battle.

    Similarly, a treasure may be hidden with no Boss monster to mark its location. In such a case, you may be sure it will be cleverly hidden and guarded by many cunning Traps!

    Next Monday, the LAST RECAP OF MAZES AND MONSTERS, complete with lots of creepy footage of the Twin Towers, and a magificent closing monologue from Tom Hanks that will cement his place in history as America’s Foremost Actor. Don’t miss it!

    separate combat and noncombat abilities

    Tuesday, November 2nd, 2010

    I was one of those who obsessively read previews and developer blogs in the leadup to 4e. There was one post – I wish I could find it now – about how, in 3e and previous editions, utility spells and combat spells were mixed together, which meant that utility spells got the shaft. For instance, if you have a choice between memorizing Detect Secret Doors and Magic Missile, you’re probably going to choose Magic Missile – the one useful in combat. In 4e, they made a distinction between attack powers and utility powers. I think this was a great idea – as far as it went.

    A suggestion for Fifth Edition, guys! A distinction between combat and utility/noncombat is direly needed in feats. The Linguist feat is notoriously untakeable, because there’s always something you could take instead that would improve your combat build. Sure, you can always choose to make a substandard combat build in pursuit of your character concept, but I don’t think you should have to make that choice.

    D&D is focused on combat. Combat is where the rules complexity is. (Skill challenges are the first attempt ever at adding rules complexity and structure to noncombat scenes, and it’s still nowhere near the complexity and structure of combat.) Combat is where the real potential for failure and death is. (Failure in a skill challenge, we are told repeatedly, does not stop the adventure: it adds complication, often in the form of extra combat.) Combat is where we get competition and high stakes – the “us vs the DM” part of the game – in other words, the game part of the game.

    Combat is both where players have the most actual power over the outcome, and where the stakes are highest. A party can win or lose a combat. A single combat ability or feat can make the difference between an enemy dead or alive, resources spent or kept, and victory and TPK.

    Outside of combat, PC abilities – even noncombat abilities – are less important. In railroad-style adventures (a perfectly legitimate and a very common adventure structure), the PCs can do something if the DM wants them to do it, and can’t if the DM doesn’t. There may be some skill checks as window dressing, but it’s mostly for show. In sandbox or player-directed campaigns, the dice are often put aside for long stretches and the DM makes a lot of judgment calls based on the logic of the situation. Rarely do player abilities – their overland travel speed, say, or their History checks – visibly tip the balance between failure and success in the adventure. (But a good DM tries to give the impression that they do.)

    Therefore, asking players to choose a noncombat feat over a combat feat is unfair. You’re asking them to give up a concrete benefit in the heavily structured part of the game in exchange for a benefit of uncertain value in the freeform part of the game, which often comes down to little more than character flavor. It’s a choice between roll-play and role-play, which is (or should be) a false dichotomy.

    A lot of 4e feats try to offer a balance: they give you a noncombat ability, and because they know that noncombat isn’t enticing enough, they sweeten the deal with a small combat bonus.

    Some examples:

  • Light Step, which increases your overland travel speed and the difficulty for opponents to follow you – cool stuff you could probably use in a skill challenge – and you get 2 points added to skills. Prerequisite: elf. Compare it to Skill Focus, which gives you +3 to skills.
  • Wild Senses, which gives you a large bonus for tracking creatures, and +3 to initiative. Prerequisite: shifter. Compare to Improved Initiative, which is +4 to initiative.
  • Animal Empathy: Bonus to Insight checks against natural beasts, and +2 to Nature skill. Prerequisite: Trained in Nature. Compare to Skill Focus: Nature, which is +3 Nature.

    You aren’t giving up much combat ability by taking these feats, but you are giving up some. In my opinion, you shouldn’t have to give up any. By creating the Light Step feat, you are saying that a bonus to tracking and overland movement is worth +1 Initiative. You shouldn’t ever have to compare these – they are in different spheres.

    I have two possible fixes:

    Solution 1: Feats That Do Two Things

    Make good combat feats – not watered-down feats, but feats just as good as combat-only feats – that also provide a noncombat ability. For instance, make the Wild Senses Initiative bonus just as good as Improved Initiative.

    You could actually have several feats, each of which provided +4 feat bonus to Initiative, and gave different noncombat bonuses. Players could choose whichever one fit best with their conception of their character.

    Or, if you don’t want to totally eliminate Improved Initiative, you could do what all the feats I mentioned above did: have a prerequisite. All of the cool noncombat-ability versions of Improved Initiative could require a certain race, attribute, or skill training. If you don’t qualify for any, you can always take Improved Initiative.

    It’s not always easy to see how to combine combat and noncombat abilities. What combat advantage would you tie with Linguist?

    Solution 2: Combat and Utility Feats

    Divide feats into combat and utility feats. At some levels, you get one, and at some, the other. As with powers, combat feats would predominate.

    It might be hard to police this. Someone would always find some wacky ability that lets your Intuition check be used as an attack roll, or something, and then a bunch of supposedly-noncombat feats would become combat-useful. Still, I think it would be a reasonable approach.

  • Mazes and Monsters is a far out game

    Monday, November 1st, 2010
    This entry is part 12 of 34 in the series Mazes and Monsters

    After Tom Hanks’ disappearance, his three friends are interviewed separately by a scary detective, who seems intent on trapping them in an admission that they play Mazes and Monsters. They’re perfectly willing to sell Hanks up the Mazes and Monsters river, though. They claim that he played with a Mazes and Monsters group whose identities are shrouded in mystery.

    Detective: Who’d he play with?
    Kate: I – I don’t know. He never talked about that part of it. … I don’t think he really realized how dangerous the game was.
    Detective: (significant pause) Was Robbie a doper?

    Finally the Detective explains his theory about Hanks’ disappearance.

    Detective: One of the players that Robbie played with… got carried away and killed him.
    Blondie: That’s kind of far out.
    Detective: Mazes and Monsters is a far out game. Swords… poison… spells… battles… maiming, killing…
    Blondie: Hey, it’s all in the imagination!
    Detective: Is it…?

    We’re so lucky that the Detective knows so much about Mazes and Monsters game rules!

    Introduction
    Mazes and Monsters is a far out game.

    Equipment
    Poison: Applied to a weapon or to food or drink, Poison instantly kills the subject with no possibility of survival. Similar to Traps, the Maze Controller is obligated to give the following disclaimer to the players about any poisoned – or potentially poisoned – item: “Be wary: it may be harmless… but it may be poisoned.”

    Maiming
    Whenever a character is hit, the Maze Controller should roll a d12. On a roll of 1, the character is Maimed. The Maze Controller should roll again on the Maim Subtable.

    Maim Subtable
    1: The character is instantly killed.
    2: Loses a hand or arm.
    3: Loses a foot or leg.
    4: Loses an eye.
    5-6: Facial disfigurement. Character takes -2 on all Charm spells.
    7-8: Concussion. Character is Mazed.
    9-11: Permanent scar; character looks awesome. No other effect.
    12: Flesh wound: Character got lucky… this time. No effect.

    reporter

    The chiastic structure is a literary device used in The Odyssey, Beowulf and Mazes and Monsters.

    In the next scene, we’ve finally caught up with the beginning of the movie, which, as you remember, started with a bunch of cops and reporters gathered around the entrance of Pequod Caverns. They’re looking for a missing Mazes and Monsters player who’s lost in the caves. This is the moment that’s been foreshadowed for the whole movie: cave jaunt after cave jaunt has promised us tragedy, only to deliver anticlimactic safety. And… that’s what happens again. After the search for Hanks in the cave turns up empty, we see Hanks stumbling through Times Square, looking lost, confused, dazzled – just like every other Times Square tourist, in other words. Tom Hanks isn’t in Pequod Caverns at all!

    So the whole uproar at the caverns was for nothing. It’s almost as if the message of the movie is that clueless adults are creating a media frenzy based on misinformation and speculation, and that you can’t trust reporters and writers to get their facts straight before they propagate panicked jeremiads. But of course, that’s not the case. Mazes and Monsters IS dangerous. Just look what happened to Tom Hanks.

    Hanks’ friends decide that since the cops haven’t found anything, they’ll have to find Hanks themselves, using their GAME SKILLS.

    Kate decides that “The Great Hall” isn’t a place – it’s a person! Hanks’ little brother ran away to New York City on a Halloween past, and he was named Hall.

    By the way, here’s how popular “Hall” is as a first name. Not very popular. Its best year was 1881 where .007% of boys were named Hall.

    Also Kate didn’t really use her GAME SKILLS to remember that fact, unless “game skills” and “knowledge of Tom Hanks” are synonymous, which, in a way, maybe they are. After all, you can’t write a real history of RPGs without frequently mentioning Tom Hanks. My RPG group did enjoy many sessions of FASA’s ‘burbrun, and who can forget the hit White Wolf scored with Joe: The Volcano?

    While Kate recreates Tom Hank’s family tree, the boys apply game logic to determine his next move:

    JJ: Where would a Holy Man go?
    Blondie: (thinking with visible effort, then having a Thought) On a quest!
    JJ: Exactly!

    Holy Men go on quests.

    More precisely, Holy Men go on quests to New York.

    Next week, we’ll catch up with Tom Hanks in the Big Apple. Will his spells be enough to defeat these goofy New York hoodlums?

    Hoodlum One looks like Indiana Jones just told him not to look directly at the Hanks.

    Mazes and Monsters: Halloween Episode

    Monday, October 25th, 2010
    This entry is part 11 of 34 in the series Mazes and Monsters

    Jay Jay is throwing a Halloween party! Jay Jay is dressed as Noel Coward. Blondie is a naval officer. Kate is, uh, the naval officer’s girlfriend? (I forgot to mention, Blondie and Kate hooked up at the end of the last scene.)

    The party also contains Frankensteins, maids, Darth Vaders, and pirates. (No mummies. Too bad. A mummy is, like, the easiest Halloween costume. All you need is gauze, or, in a pinch, toilet paper.) Everyone is bopping to generic 80s party music, except Tom Hanks, who is stalking through the party with the spooky asceticism of one who has been visited by the Great Hall. Hanks is dressed like a Holy Man. But it’s NOT A COSTUME.

    You! Shall! Not! Pass!

    Hanks leaves the party and closes the door. He lays his hand on the door in a mystic gesture.

    This peculiar gesture is undoubtedly some Holy Man spell, meant to prevent his friends from following him.

    Spells

    Lock Portal: By laying his hand on a door, a Holy Man can lock it for a few hours. Anyone who tries to force the door or open it with a key must succeed on a RONA based on the Holy Man’s level.

    At this point in my notes from the first time I watched the movie, I have the following puzzling scrawl:
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    when to count ammo

    Monday, October 18th, 2010

    Gamma World’s cool expendable ammo mechanic solves a lot of problems with expendable magic items. It doesn’t handle normal D&D ammunition (arrows, etc) very well though.

    For the most part, I, and nearly every sane DM, handwave ammunition. Once PCs have looted hundreds and thousands of GP, no one wants to track the number of silver pieces expended on arrows.

    There are a few times, though, where you might want to make the PCs count arrows.

    Siege

    In a siege, there is no way to replenish basic supplies. When everyone’s running low on arrows, you need to make interesting choices about when to take a shot and when to wait for a better opportunity. Also, you can make dramatic encounters out of raids made to replenish the ammunition stock:

    gavroche getting shot

    poverty

    Especially at level 1, PCs may find themselves so strapped for cash that they have to struggle to afford basics like food and lodging. This works especially well in a “gritty” or “picaresque” game, where lack of money may force the PCs to take some dirty jobs. PCs may have to consider whether their target is worth the price of their arrows.

    Remember the obvious point that arrow scarcity only hurts archers: you may or may not feel that it’s fair to impose a burden that only affects one or two PCs.

    feeling lucky