Posts Tagged ‘mazesandmonsters’

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!

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!

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!

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!

mazed in monsters

Monday, January 10th, 2011
This entry is part 19 of 34 in the series Mazes and Monsters

OK, we’ve got pretty much a complete game out of Mazes and Monsters. We’ve figured out combat, skills and spells: everything we need for a generic sword-and-sorcery game.

All that’s remaining are a few Mazes-and-Monsters-specific rules hints dropped by the characters. Frankly, a lot of them don’t receive a lot of rules support in the movie at all, and some almost seem like offhand fake-jargon that’s being made up on the spot. But we know that
THAT’S
NOT
TRUE.

There is Underlying Truth to be found here: we just have to dig it up.

Get your shovels!

Mazed

One of the focuses of Mazes and Monsters is the thin line between fantasy and reality.

Equally thin is the line between players and characters. Both players and characters can become confused about what’s real and what’s not.

We’ve determined that when a character is confused, they enter the “Mazed” condition. A Mazed character’s mini is placed in a special square on the Mazes and Monsters gameboard, which I will call the “Maze Prison”.

Mazes and Monsters boardWhen a character is Mazed, their perception of reality can be skewed by whoever is imposing the condition. Friends may appear enemies and vice versa; an open door may appear to be a solid wall; or the character may be totally immersed in a fantasy world that has no connection to reality (or, technically, a fantasy world that has no connection to the shared fantasy world of Mazes and Monsters: a higher level of fantasy, if you will.) All details of the fantasy are determined by the creature or effect that imposes it.

The power of a Maze is measured by the RONA check to escape it. Like other RONAs, it ranges from 3 (Easy) to 9 (Hard).

When an effect Mazes you, you may make an immediate RONA check to shake off the illusion. If you succeed, it exerts no more power over you. If you fail, you are locked into the illusion until some outside force challenges your delusion. Such an event is called a Maze Disruption, and it allows you to make a new RONA check, against the same difficulty, to break free of the illusion. If this new check fails, you incorporate the disruption within the Maze delusion, and that same effect will no longer provide you with a chance to break free.

Example Maze Disruptions:
-If you’ve been Mazed to believe an open door is a solid wall, you may make a new RONA check if someone passes through the door.
-If you’ve been Mazed to think that your friend is a fierce Gorville, you may make a new RONA check if your friend talks to you and reminds you of your shared friendship.

Caution: According to Mazes and Monsters, these are rules for real life as well!

Next week: We’ll cover more movie jargon, “fantasies and scenarios”! Will this be the sexiest Mazes and Monsters article yet??

combat in Mazes and Monsters (including, of course, maiming and slaughter)

Monday, December 13th, 2010
This entry is part 18 of 34 in the series Mazes and Monsters

Last week we started work on the Mazes and Monsters combat system, figuring out HP and damage. That was the easy part: hit rolls are really the central feature of combat.

Let’s use RONA for this. As you may remember, using RONA, you roll a D12 and try to hit a target number. If you have an applicable trait, you roll 2d12 and take the highest number.

Wimpy monsters require an Easy Rona (a roll of 3 or more on an exploding d12); middle-range monsters Average (6) and tough or well-armored foes Hard (9).

Characters don’t necessarily get much better at hitting as they level. As soon as they get a trait that lets them roll 2d12 for their attack, they’re as good as they’ll ever be.

This is a departure from fantasy RPGs like D&D, which give the PCs (and monsters) steadily increasing hit chances as they level. Mazes and Monsters, on the other hand, provides steadily increasing damage; we don’t need to double-dip.

Armor

Armor in Mazes and Monsters is very limited! Iglacia the Fighter has listed among her possessions “armor”, “shield”, and “helmet”. No “leather”, “chain”, or “plate”; no armor+1. Just “Armor”.

Let’s say that hitting an unarmored character requires an Average success: in essence, you need to roll a 6 to hit them. We’ll give each of Armor, Helm, and Shield a +1 to that number, so a fully-armored character like Iglacia requires a 9 to hit: a Hard RONA.

Is there anything on Iglacia’s character sheet to bear out this theory?

Well, there is a stat right below H.P. I can’t make out the acronym: it’s two letters, and its value is 10. If I had to guess, I’d say that the letters were “P.T.” or “T.P.” or “B.R.” or something like that. Since I can’t figure out what it is, I’m going to declare that it’s “P.R.”, “Protection RONA”. It’s 10, instead of 9, which gives Iglacia a better defense than we theorized! Maybe Armor grants +2 P.R. while the helm and shield grant +1 each.

Weapons

Iglacia has a couple of weapons on her character sheet: mace, axe, and the Talking Sword of Loghri. She must have had some reason for keeping her mace even after she got her Talking Sword of Logrhi. How are we going to differentiate these weapons?

I’m tempted to adopt the D&D3 solution of giving monsters resistances and weaknesses to bashing, piercing, or slashing weapons. We can extend that to spells, too: maze mummies are weak to fire, for instance.

Actually, given that the only type of armor is “armor”, the list of weapons in Mazes and Monsters probably isn’t very long. No footman’s mace or Bohemian earspoon here. Instead of dividing weapons into categories, we can just give monsters resistances to specific weapons.

While we’re here, let’s come up with the weapons list. It probably looks something like

sword
mace
axe
spear
dagger
bow
staff

Let’s handle monster weaknesses and resistances by adjusting the monster’s P.R. (Protection RONA): +3 for resistances and -3 for weaknesses. For instance:

Mystic Skeleton
PR: 6 (9 vs arrows, swords and daggers)

Maiming and Slaughter

We’ve already come up with a colorful Maiming table. We can now tie that to the RONA system. If you (or a monster) get a critical success (10 higher than the RONA target number) you can roll on the maiming table. If you happen to roll a double crit (20 higher than the RONA) let’s say you kill your target instantly. We’ll call that a slaughter because that’s the sort of term that probably would have distressed 80s parents.

Say, what are the odds of having a character get Slaughtered by a freak roll of the dice?

I tend to think that monsters always roll 1d12s: the extra d12 from Traits are one of the ways that players have an advantage over their environment. In order to Slaughter an unarmored character with a RONA of 6, a monster needs a 26. That means rolling 12 twice, and then rolling a 6 or higher. The odds of this are about 1 in 300.

How many times is a character attacked between level 1 and level 9? Well, earlier we decided that it takes 70 game sessions to get to level 9. Let’s conservatively guess that there are two combats per session. Unarmored characters try to stay out of the way, but they probably get attacked at least once per battle. Over 9 levels, that’s about 300 attacks: you’ve got an even chance of being Slaughtered before you get to level 10. Add to that the chances of death by HP depletion, traps, tricks, and Maze-related madness, and it’s obviously quite an accomplishment to make it to the level-10 cap.

Fumbling

If there’s a special chart for critical hits, there needs to be a chart for critical failures too. If you roll ten less than a target Protection RONA, you have to roll on the Fumble Chart.

Fumble Subtable
1: The character impales himself with his or another’s weapon. Character rolls damage on himself.
1: The character makes the same attack again, this time on an ally.
3: The character’s weapon or spell breaks.
4-5: The character’s weapon or spell flies across the room.
6-7: The character leaves himself open. One opponent may make a free attack.
8-9: The character falls down. He loses his next turn.
10-11: The character misses spectacularly. No other effect.
12: If there is another enemy in range, the character automatically hits that enemy.

On a double fumble (20 lower than the target’s P.R.) the character kills himself with his own weapon.

OK, our combat system is pretty solid. We maybe erred in basing it on the same mechanic as everything else in the game; to maintain fidelity to 80’s RPG style, we should have had it be a whole separate subsystem. But at least we jammed in a few unnecessary charts.

Next week we’ll finish off whatever odds and ends of rules we haven’t addressed yet. The Mazed condition springs to mind. Then, the week after: the official release of Mazes and Monsters 1st Edition, just in time for Christmas!

Edit: We won’t do that. Instead, next time: we’ll get mazed!

hit points and damage in mazes and monsters

Monday, December 6th, 2010
This entry is part 17 of 34 in the series Mazes and Monsters

We’ve pretty much gotten a complete RPG out of Mazes and Monsters, and now we’re putting together the final pieces. In a total reversal of normal RPG design, we’re putting together the combat rules last!

For reference, here’s Iglacia the Fighter’s character sheet:

Page 1:

click for larger version

Page 2:

Combat System

For our combat rules, we need something baroque, something byzantine, something a little quirky.

Sure, we could just abstract combat, make it an instance of the general action resolution mechanic, the way modern, non-combat-oriented games do: but this is the 80s. This is a game called MAZES AND MONSTERS. It’s about fighting monsters and stealing their treasure (and working out your neuroses along the way). It needs detailed combat rules, preferably with charts.

We already know some details about the combat system. The Columbo-like detective said it featured “maiming”. We know that characters have Hit Points (dozens or hundreds of them). From the way that Tom Hanks stood between the muggers, we can guess it doesn’t feature flanking or tactical movement. And from the lethality of traps, I’d guess that combat in Mazes and Monsters can be a fairly deadly affair.

Combat rules can be reduced to four pieces: Hit Points, Damage rolls, Hit Rolls, and Defenses. We’ll take the first two today.

Hit Points

At level 9, Iglacia the Fighter has 181 HP. An awkward number: approximately 20 HP per level, but off by one. It seems that there is some random die rolling involved. And in Mazes and Monsters, if there’s die rolling, there are d12s.

We could use our exploding die rolls here, but it doesn’t seem reasonable that someone could roll a negative number for hit points. Imagine a first-level character who starts with -5 HP! I mean, this is the 80s, the decade of death during character creation, but let’s avoid that little headache and have HP rolls be regular d12 rolls.

The average roll of 3d12 is 19.5; if fighters roll 3d12 per level for HP, a 9th level fighter would average 175.5. Iglacia’s 181 is perfectly reasonable, especially considering that players’ HP scores trend high. There’s a long RPG tradition of cheating on your hit-point rolls.

D&D-like games usually have tiers of classes, toughness-wise: for instance, Basic D&D gives fighters d8s for Hit Points, clerics d6es and magic-users and rogues d4. Advanced D&D inflated things up to d10 for fighters, and then gave d12s to barbarians, but let’s not get ahead of ourselves. We’ll introduce power creep in later supplements. For now, let’s give tough classes, like Fighters, 3d12 HP per level; and weaker classes, like Holy Men and Frenetics, 2d12 HP.

What about monsters? I don’t know about you, but rolling 27d12 to generate the Hit Points of a 9th-level monster doesn’t sound very fun to me. Let’s give monsters static HP by level.

Monsters, to my mind, come in two tiers: melee monsters and ranged. Let’s give melee monsters 20 HP per level (similar to fighters in toughness) and ranged monsters 10 HP per level (a little less than Holy Men and Frenetics).

Damage Rolls

You can derive average damage from average HP by answering the following question: all things being equal, how many hits can a hero take? and dividing accordingly.

I get the sense that Mazes and Monsters is a deadly game. However, as our friends prove, it is possible to get to level 9, so the odds are stacked towards the smart player!

My guess – based on the same instinct that led me to peg spell points at 20 per level and spells at 10 spell points per level – is that, on average, a fighter can take maybe two solid hits: but I wouldn’t be surprised if a monster can one-shot a player with a good enough damage roll.

Let’s start with two types of attacks, Weak attacks and Strong attacks.

Weak attacks – like a sprite’s dagger, or an ogre’s sling – do exploding 1d12 damage times the attacker’s level. (It’s a great way to learn your times table!)

Average damage for a weak attack is 5.5 HP per level, while fighters have an average of around 20 HP per level. On average, Iglacia the fighter can take 4 Weak hits from 9th-level adversaries before being killed.

Strong attacks – like a sprite’s bow, or an ogre’s club – do exploding 2d12 damage times the attacker’s level.

Two Strong attacks from a 9th level opponent will kill Iglacia. One such attack has almost a 50% chance of dropping Pardieux. He’d better only resort to front-line fighting as a last resort! He’d better rely on his spells, or on reason.

Next week, let’s figure out hit rolls, armor, weapons, and all that jazz. Then we’ll have a complete combat system.

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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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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