Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Wednesday, 21 August 2019

Weirdcrawl: Introduction

Introduction


In my RPG games, both as a player and a GM I have always been drawn to adventure hooks and campaigns that tend to be focused on exploration and discovery, generally exploration and discovery of the weird. I find this the most enjoyable and engaging part of interacting with the setting. Where you hear some rumor or get hint of some far off weird thing, a place with stone altars that drip blood, a great blue gorilla in the heart of the jungle, a lost tomb of a forgotten scion, and head off to investigate. Why? Well, cause it's there and it's weird.

This is in contrast to interacting with the setting in other ways like building relationships with NPCs, intrigue and dealing with different factions, or more realistic domain level play where you're building a base of power and having a large impact on the setting as a player as you grow in level.

This is one hallmark of the general OSR scene (or whatever you want to call it, apparently it's dead), that I think it's what also separates OSR stuff from it's roots. In more oldschool D&D there was much more of an emphasis on simulating a world. On Gygaxian naturalism. The whole 'domain' level play where the characters begin to build strongholds and the like I think reflects this. Where as you grow in level you're expected to gain further social/political power in the world and become part of it. To essentially move from exploring it and it's weirdness to managing or running it, to helping normalize it in a way.

It's a personal preference of mine, but I have never enjoyed that style of play as much as the lower level exploration style. Something that seems to be much more prominent in OSR stuff than oldschool D&D.

I have come to term this exploratory style of play a 'weirdcrawl' mostly because I can't think of any better name, where basically there is a focus on meandering exploration, hence the crawl part, and you're exploring weird things, hence the weird part. The exact method or place, hexcrawl, pointcrawl, dungeon crawl, wilderness exploration, I don't think really matters.

What matters is the Weird. Not the 'weird' but the 'Weird'!

What is the Weird?


So what is the Weird?  I find this a very hard question to answer. Yes, it's rooted in Weird Fiction and weird fiction authors. Some people tend to think it's all about atmosphere and that Weird Fiction is more of an aesthetic then a genre ; others think it's a genre in itself, or a blending of the horror, sci-fi, and fantasy genres; some definitions tend to claim it to be anti-realist, often surreal or dreamlike in nature, while others talk about it's realistic tone and muted characters. The one commonality that most definitions and people agree upon is that H.P Lovecraft was the first to really try to define the genre and the cornerstone of it.
It is H.PLovecrafts own notes on weird fiction that I always tend to turn back to in order to figure out how to evoke it in my own adventures. In it he offers what I think it is is probably the best and most concise definition of the weird and how to achieve it:
In writing a weird story I always try very carefully to achieve the right mood and atmosphere, and place the emphasis where it belongs. One cannot, except in immature pulp charlatan–fiction, present an account of impossible, improbable, or inconceivable phenomena as a commonplace narrative of objective acts and conventional emotions. Inconceivable events and conditions have a special handicap to overcome, and this can be accomplished only through the maintenance of a careful realism in every phase of the story except that touching on the one given marvel. This marvel must be treated very impressively and deliberately—with a careful emotional “build-up”—else it will seem flat and unconvincing. Being the principal thing in the story, its mere existence should overshadow the characters and events. But the characters and events must be consistent and natural except where they touch the single marvel.
It is from this one block of text that I like to derive my following rules of the weird:

1. If everything is weird, nothing is weird.

If you are running a game where the setting or adventure has lots of odd, outlandish, strange, or wacky things, or as Lovecraft puts it -- impossible, improbable, or inconceivable phenomena--then you usually don't get the weird. What you have what I feel is more commonly termed Gonzo, I've blogged about the differences between the weird and the gonzo a bit before.
A world in which dual suns circle in the sky overhead and the players explore a desert of green sand ruled by feathered bird aliens with ray guns; or a dying world with mysterious space technology that is one giant decrepit swampy graveyard with shades of spacemen; these worlds while being weird, I would not really label as being part of The Weird.

I would say these examples lean more towards Gonzo because there tends to be not be a lot of separation between what is weird and fantastic and what is normal. There are varying genre elements  and tone side by side. With the Gonzo the world tends to be a mosaic of craziness. Don't get me wrong. I love the Gonzo. Gonzo adventures tend to be pulpy and be full of action and adventure and have an everything-but-the-kitchen-sink approach which tends to make they very exciting as there is always something new happening. But because they tend to form such mosaics, they aren't the weird to me.

2. The Players should venture from the normal into the weird

For my second rule of the weird, I think to create an atmosphere of the weird you need to have the players adventure from a world of normality into the weird. I find a lot of weird adventures or settings are good at evoking an atmosphere of the weird, but if the adventure or setting tries to maintain the atmosphere of the weird for too long, it all begins to get less weird, especially so if there is a strong undercurrent of weirdness to the entire world.

No matter how random or alien it seems, I find there slowly builds up an underlying system of rules, intuitions, and relationships between the weird things. I tend to call these types of adventures or settings Kafkaesque. Like city of magic doors or mirrors ruled over by a Tyrant of the Glass, or a land of red capped gnomes who are obsessed with the linage of things, most of all gems which they think contain secrets of the earth.
Things are a little less like a chaotic genre mosaic as in Gonzo games. There tends to be more of a low level mix the normal and the weird. Kafkaesque adventures and settings can be very strange and evoke an atmosphere of the weird in a labyrinthine manner but there is a certain sense of underlying order. The players may not understand that underlying order in the beginning, and a fun part of the game is trying to figure out that underlying order, but eventually the players will figure it out.

They'll work through the inner circles of the Tyrant of Glass, exploring his mirror realms, and learning the machinations of his court until they are able to more adeptly navigate to the Tyrant himself and choose to defeat him or not. This would be a very fun campaign, but at it's heart you're slowly understanding a hidden system and once you do the weird is no longer as weird.

The best example of a "Kafkesque" OSR thing that I can think of is Emmy Allen's The Gardens of Ynn and Patrick Stuarts thoughts on it:

"Ynn is a Tea-box, a name I just made up. A sandbox or procedurally generated setting in which you are equally likely to be offered tea as to be attacked. I was also going to call it a Civil-box or Mannerbox.

So instead of it being Points of Light where civilisation is encroaching on, or receding from, the wilderness, its a world where the products and structures of high civilisation exist in a degraded, twisted or transformed state. You might have a fight, you might have a polite conversation."
Where the setting is weird but there's a sense of underlying civilization and order, of protocol and civility that can be learned over time.

To achieve a true sense of weirdness, I think there should be a very clear separation between the world of the normal and the world of the weird and the players venture from the normal into the weird, be exposed to it for a short while, before venturing out (usually to avoid some kind of nasty death). Otherwise, normality begins to creep into the weird and the weird into normality until they reach an equilibrium and you end up with the Kafkaesque.

3. The Weird should evoke a sense of awe

If you ask people what Lovecraft's most famous for they'd probably say his horror stories. I find it very interesting that in the above quote he refers to the supernatural event as not a horror but a marvel. I think to Lovecraft, the Weird wasn't always necessarily horrifying. Instead it would evoke a sense of awe (def. a feeling of reverential respect mixed with fear or wonder).
I think the weird should be truly irrational at heart. I don't mean irrational in the sense that it's not rational or without reason. I mean it in the sense that the weird should not provide a rationale for its existence. Like the wind or the rain or the mountains, it simply is. You can climb it, you can venture into it, explore what it is, but the why, the from whence it came and where it is going, should always seem beyond reach. Something you kind of impose after the fact to try and make sense of and aren't sure if you're actually right or wrong.


Saturday, 27 January 2018

The Endless Descent: Rule Changes and Treasure Table

(This is an ongoing blog series about my Veins of the Earth Megadungeon Campaign that I call The Endless Descent. You can read the initial campaign ideas here)



Overall I find most of the rules presented in Veins of the Earth work very well with running it as a megadungeon. However there are a few things I'd like to alter in order to have it work a bit better.

Lumes:

As described in the book lumes are used as fuel for your lamp, the currency of the Veins, and experience points. Time is light, and light is very often food, and food keeps you alive.

However I consider lumes to be a very abstract  measure of time with no set value of minutes or hours. Instead certain actions cost certain amounts of lumes as described below.


Traveling in the Veins

As mentioned previously I am going to be generating the Veins cave system by cave system. Where each cave system is a series of connected caves that can be drawn out like a bunch of nodes and lines as illustrated in the book.  Nodes on the map are caves with something of interest. The connecting lines represent connecting caves that don’t have much of interest.

I'm doing things a bit differently than how most OSR RPGs track time. The lines on the map which are connecting caves make up the majority of caves in the Veins, the interesting caves which are the nodes are only a slim percentage. The Veins is a lonely labyrinthine place. The time spent in each interesting cavern (node) is considered moot compared to the time spent moving between interesting caverns (connecting lines on the map).

Therefore each time the players move from one node to another it costs a certain amount of lumes, generally 1d4 exploding. I calculate this when I initially generate each cave system (which I'll post more about at a later date).

Each movement between caverns invokes a wandering monster roll. If the characters move between caverns without light or run out of light halfway through, it invokes a wandering monster roll for each point of lume they would have spent.


Healing and Sleeping

It takes time to heal. To heal players must stop and sleep or rest. They heal one hit point per lume spent resting. They can rest without light in the darkness and still gain hit points but each hit point they heal invokes a wandering monster roll. This roll may be mitigated if they sleep in a heavily secured location.


Recovering Spells

To regain spells or other things that are regained every day, the players must stop and rest as described above and spend at least 8 lumes. 


Eating

Every session the characters must eat. If they don’t they advance along the starvation track.


Lumes and Experience Points

Based upon the leveling charts in the core LOTFP book you need to acquire hundreds or thousands of silver. Overall to really give the game a survival feel I need drastically reduce the amount of lumes given out to the players to make running out of light an actual danger and have every lume count for more. To this end I am using the following chart to for all characters for leveling up:


Level
Lumes
1
0
2
200
3
400
4
800
5
1,600
6
3,200
7
6,400
8
1,2800
9
2,5600
10
3,8400

It's basically the fighters leveling chart reduced by a factor of 10. I generally give out:

1d6 lumes for every body searched.

1d100 lumes in a cache (treasure chest, monster lair, hidden compartment etc.)

And 100-500 lumes for selling an especially rare item or searching the lair of an especially dangerous monster.

Overall it is very hard to get more than 500 lumes at a time and this keeps the amount of lumes the players gain lower, so running out of light is an issue, and how you want to spend that light more meaningful, yet keeps them leveling at around the same rate.


Gaining Experience Points

How the players decided to divide up the lumes they find is up to them. 

In terms of tracking lumes as experience points, the total amount of lumes collected in a session is tracked by me the Referee. At the end of that session a number of experience points equal to the amount is divided between all players at the session.

Additionally the players can spend their lumes to receive experience points on a 1:1 ratio. Yes, this means they are effectively getting 1 experience point when they first find the lume, and then can spend it for an additional experience point. 

This is to give even greater weight to lumes. For example say over the course of two sessions the party of 6 level one characters acquires 200 lumes. They would each have 33 experience points each. They could decide to pool their lumes and have one player spend a bunch of them to advance to second level. But this would leave them without much left to use for light or buy equipment or heal etc. In this manner the players can decide to blow their lumes to quicly level their characters, but may find it puts them in a worse off position. They will have to careful weigh risk v.s reward.


Equipment and Item Use

Very often in OSR games the players can use items they find or materials they scavenge to aid or problem solve in tasks without needing to roll a dice. Like using a plank as a bridge or rope to climb some rock. For these types of situations I am using the following general guidelines:

The players may opt to make a skill check or roll to overcome some kind of obstacle without the use of equipment or items. If they fail they incur some kind of danger.

OR

The players may opt to make some kind of skill check or roll in order to use materials or items they have to overcome some obstacle to gain a bonus on the skill check. If they fail they incur some kind of danger. The items are not consumed in the process.

OR

The players may opt to take their time with the task and build something sturdy and automatically overcome the challenge but the items and 1 lume for each roll that would have been needed to be made is consumed in the process.

For example say the players want to scale a cave. If they don't have any rope or climbing pitons or iron spikes or anything like this to aid them it's going to be a straight climb check. If they fail they take falling damage.

However if they have some rope they can choose to use it to aid them in their task. Say by tying themselves to each other as they go so if someone slips the others can hopefully help them. It will still require a climb roll but the rope won't be consumed.

Or if the players decide to really take their time they can do the task without having to roll at all, but it will 'consume' these resources. Such as putting the iron spikes in the rocks in ways that it's near impossible to recover them or tying so many knots in the rope and spiking it to the rock face that you're not going to get it back.


Treasure:

Because the characters are essentially always stuck in the megadungeon and don't return to town at the end of each session or anything like this, most of the equipment and items they find are going to have to be scavenged.

I've used the equipment charts and item sections in the book to come up with my own equipment chart.

Overall my goal was to ensure a good distribution of the types of items they would need v.s more interesting flavourful items v.s powerful treasure.

Its a fine balance as I wanted the players to be expending equipment to overcome obstacles, like rope, but also finding equipment to replace it. As overall their access to merchants is going to be limited.

Thus there are three general tiers in my treasure table. The first tier is mostly mundane or garbage items that aren't worth much money and don't have much use although players might be able to find a use for them if they get creative. It features Refuse, Clothing, and Personal items. Items of these types are found 25% of the time.

The second tier is more practical stuff. Stuff the characters are going to need to survive and features Equipment, Weapons, and Armour. The players will be able to sell these things, generally for 1d6 lumes if they really want to lug them around. Items of these types are found 44.5% of the time.

The third tier is more valuable stuff. Stuff that the characters are going to really want to get their hands on. They could sell them for a fair amount of money and they are things which will come in handy to get out of tough situations. This tier features Underdark Equipment, Scrolls, and Art. The players will be able to sell these things, generally for at least 100 lumes although finding a buyer may be difficult. Items of these types are found 25% of the time.

Also I hate rolling on subtables and wanted to use this chart on the fly so in order to generate an item you only need to roll twice. Once, 2d6 to determine the type of item the party has found, and then 1d20 to determine the specific item. The entire chart only takes up two pages. Could probably get it down to one if you squished it and got rid of the help text.

Overall I roll on this chart each time the characters search a body or two and several times if they have found a cache or are searching a lair.


Thursday, 22 June 2017

The Gonzo vs. The Weird


(note: I originally wrote this as a comment on g+ about the differences between DCC and LOTFP. After thinking upon it more I’ve decided to expand it into a more general blog post)

In RPG gaming I find there are two conflicting ideas that have started to bother me in how they seem to be used interchangeably. Usually they are referenced directly by what I believe is their most common labels: Gonzo and The weird, which I will refer to them in this article. 

They aren’t always referenced directly but more often referenced in terms of what would make good material for a particular game like Lamentations of the Flame Princess game or Dungeon Crawl Classics. Like that’s so Lamentations, or that’s so DCC!

This bothers me somewhat as I think The Gonzo and the Weird come from two very different styles of literary sources and each will evoke a very different role-playing game. I really don’t have a preference for one over the other, I've played both styles and love both. But I do think that it’s better to try to evoke one over the other as trying to evoke both tends to fail and I do think they are incompatible in some sense.

I will begin by trying to define both, hopefully without getting to literary or boring.

The Gonzo




The term ‘gonzo’ was first popularized by ‘gonzo journalism’ a style of writing mosty notably seen in the writings of Hunter S. Thompson. It tends to involve journalsim told from a subjective point of view that often emphasis things to a exaggerated intensity or bizzarre surrealism. I’m not going to go into depth about this, but am just going to say that over time the definition of Gonzo became a bit wider to include often bizarre and 'energetically' written works of various kinds.

I find this is how the word is used today in the rpg community. Most, I find, tend to use it to refer to a style of game that involves two key things in a game:

  • Gonzo games tend to have a 'pulp' feel to them; they tend to be focused on character action and lead to adventure type stories that deal in extremes, both in character and the world, rather than trying to evoke a sense of naturalism or realism. 
  • Gonzo games tend to involve a mashup of genre's and are unpredictable in terms of the tropes, imagery, and cliches that they use. A player in a gonzo game is equally likely to encounter a dinosaur, a space alien, and a troupe of knights. Not only are the cliches from different genre's mixed, very often the cliches themselves are blended. Like a troupe of humanoid dinosaur knights. 
  • While this may make the setting seem very random, there often is an internal logic to things and while it mixes genre's it often uses cliches in order to allow the players to formulate ideas about how things work. In this  manner the mixing of the cliches are done more in a subversive manner, than one that truly tries to create something that seems alien or incomprehensible. 

I would say Gonzo games are most closely related to Swords and Sorcery type stories. Those stories tend to be pulpy and focus on character action and advancement in the world. Very often the characters start off as destitute nobodies. 

I would even categorize some genres of swords and sorcery fiction, like the John Carter of Mars series, to be more Gonzo then swords and sorcery. I think that for a sub-genre like Swords and Planets, where the sub-genre is defined primarily because the works use a blend of genre tropes or cliches, could be better categorized as Gonzo (as I have defined it) rather than having endless sub-genres. 

Regardless, I find Gonzo games tend to be popular because they are both unpredictable and unlikely to get stale, and tend to greatly empower the players where the focus is on their characters and how they change the world through their actions.

At it’s extreme Gonzo games tend to involve the players end up traveling to new places that are so different that the world becomes a bit of a patchwork of exotic locations more than anything else. This is assuming that it all takes place all in the same world where inter-dimensional travel might be a thing. 

This said, I think Gonzo games are very much different from other high-powered dimensional hopping type games or stories as due to it’s Swords and Sorcery roots; the players are very often not that powerful, and very much at the mercy of whatever new environment they have found themselves in.


The Weird




The Weird tale and weird literature has become popularized the most by the writings of H.P Lovecraft who is seen as the fundamental cornerstone of it. I’m not going to delve into this too much either, as entire books have been written trying to define exactly what The Weird is. But instead I’ll use the following general definition:

  • Weird tales tend to be inherently investigative. That is main character finds out about some kind of 'abnormality', and whether the investigation is formal or not, he main character purses knowledge about it.
  • The ‘thing’ or 'abnormality' they are investigating is often beyond human comprehension in some manner. It may be supernatural, it may be an alien entity, it may evoke feelings of horror or awe, it may seem religious or occult or not, but regardless, it is outside the main characters normal realm of experience and they have trouble comprehending it when they encounter it.
  • Very often the arc of weird tales are that the main character tends to go from a space of normality to a space of abnormality as they pursue the object of their investigation, before returning once again to the space of normality, very often after having been driven insane or overall having had an unpleasant experience with the object of their investigation, the 'abnormality'.
 Weird tales are often most closely related to horror. Both tend to have build atmospheres of dread, both tend to involve bad stuff happening to people, and both tend to be set in the real world and involve normal people as their main characters.

In some ways Weird Tales can be defined as a subset of horror. Mainly as horror stories that don't involve any Christian theology (as Gothic horror tends to) or elements of folklore like vampires or werewolves. Instead Weird Tales tend to rely on sci-fi or fantastical elements instead as the manifestation of the unknown and take an ambiguous towards what exactly it is or happened.

Weird rpg games tend to be popular because they often have a sense of dread atmosphere and mystery about them. You play to see what happens in all RPGs but with there being a bit of an actual mystery to explore, things become more so engaging. There tends to be less of an emphasis on pulpy action as in Swords and Sorcery. Players and characters are very often less concerned with what happens to their players, whether or not they live or die horribly from touching the accursed idol. Death is entertaining if it's comical. 

Instead I find players are more interested in discovering the truth of the mystery, in 'beating' the game not through having their character advance personally in the world, but in seeing if their thoughts and ideas about the mystery, say, what exactly is going on regarding the weird cult that worships the weird idol, are accurate or not.

Why the two are incompatible


Overall, I find the two styles of games are incompatible. Weird RPG games tend to be more investigative and less focused on dramatic action. Gonzo games are less about atmosphere than weird tales and tend to be less mystery or story based. Weird games tend to be less comical or are serious with schlocky moments. Gonzo games tend to be comical overall and like to crank everything up to 11.

However, these differences aside, I think the biggest difference between the two is simply how each handles the sense of the normal, or normality.

In Gonzo stories, very often the characters are fish out of water; they are strangers in a strange land. The only reference they have for normality is themselves. Thus, for us as the players, the only reference we have for normality is them. As a result the characters are very often down on their luck nobodies and very relatable in this manner.

Furthermore very often the setting is 'extreme' in some way. Like it's ruled over by dangerous sorcerer kings, or has a race of intelligent white apes which live in jungles that the players have found themselves lost in, or the characters have found themselves on a wholly alien planet ruled by cannibal queens. 

I say 'extreme' and not 'weird' as in my opinion very often even though such things seem outlandish, grotesque, fantastic, or abnormal, very often they are much, much less weird then the things in weird tales. This is because, to me, the abnormalities in weird tales are inherently incomprehensible.

In contrast, the strange or extreme things about a Gonzo setting tend to be very comprehensible. If they weren't the game wouldn't really work as most of the challenge that comes from a Gonzo game and setting, is ‘figuring out’ the setting and gaining power in it. For example, if takes place on an alien planet ruled over by purple aliens, figuring out who their ruler is, how to curry favour and power, what the aliens fear, tend to be very valid goals and the inherent objectives of a Gonzo campaign. Very often that once this is accomplished, in true gonzo fashion, the characters find themselves whisked away or forced to flee to a new exotic location to begin the process again.

Thus, in this manner in a Gonzo type game the PC characters tend to be ‘agents of normality’ who are intruding upon an abnormal world and slowly, through learning about it and gathering power in it, making what was considered abnormal to them, normal. Once they do, very often they are whisked away to a new location.

In contrast, Weird tales or games tend to follow the almost opposite arc. The characters tend to begin in a normal world. It may take place in the past, may have a few things about it like demihumans, that our normal world doesn’t. But by on large the world tends to follow a Gygaxian Naturalism scheme where it’s mostly full of non-adventuring people just trying to make their way in life as they would in our world. 

Normality is everywhere, it surrounds the players. What separates them as adventures from other peoples in the world is simply that in some way the abnormal has intruded into their lives. Where for some reason or another they have gotten wrapped up in something that they have decided to investigate. The more the approach the abnormal singularity, the stranger things become, until they are generally forced to withdraw, regardless of whether or not they have actually figured out the abnormal singularity; as often times there really is nothing to figure out. The abnormality simply is.

You can't conquer the Weird setting in the same way you can in a Gonzo setting. Both do explore the setting, finding out more about it, but whereas the Gonzo player does more to advance their character personally, in my experience, the Weird player does more for the sense of discovery itself; the abnormality is fantastically weird enough that merely getting a glimpse behind the curtain is satisfaction enough.

This is partially why I think some people really don't like negadungeons such as Death Frost Doom. Where their characters don't fiddle with anything and the entire dungeon grinds to a halt or seems unfair. With Weird games there is an inherent understanding that it's not the personal advancement of your character that is the goal, as seen in swords and sorcery and other OSR games. It's the thrill of discovery and the atmosphere of the fantastic and weird that is the goal. 

In this manner, the goals of a Weird campaign are fundamentally different from a Gonzo one. In a true Weird campaign, you would never be able to ‘normalize’ the abnormality in the same way you could in the Gonzo one. 

In a true Weird Game you can’t gain knowledge of the abnormality and power over it in the same way you could a very strange alien kingdom in a Gonzo campaign. You can gain power and knowledge from the normal aspects of a Weird campaign. Like the kingdom the intruding weird thing is found. And such power is generally used to try and destroy or reject the intrusion of the abnormal. This rejection of the intrusion tends to form the underlying goal of the campaign.

In conclusion, I find the biggest difference between the two is that:

The Gonzo: the characters are the objects of normality and it is the characters that are intruding upon the abnormal setting. Their goals tend to inherently to normalize the setting through gathering knowledge and power over it and conquering it.


The Weird: the characters and the setting are the objects of normality and it is the abnormality which is intruding upon them and the normal setting. Where if there was no intrusion by the abnormality, there would be no game in a way. Furthermore, the players ability to conquer and ‘normalize’ the abnormality is generally very limited. Very often they won’t be able to gain much knowledge or control over it. Instead they tend to seek to try and block, defeat, or reject the intrusion of the abnormality through their personal actions or at times with the aid of the normal forces of the world.