Thursday, 18 October 2018

XP For Gold

A post on Reddit recently asked how to use "XP for Gold" using the DCC rules. Because I thought the question was interesting, and potentially useful to others, I decided to crosspost my answer here. I have edited it a little.

In order to give XP for gold, rather than encounters, it might help to have a sense of the scale and general pacing DCC normally uses. I did an analysis of pacing here.

If the average encounter per adventure is 2 XP, and the average adventure has 14 encounters which the PCs engage in/get XP for, then you can assume

1 adventure (28 XP vs 10 XP needed) = level 1.
2 adventures (56 XP vs 50 XP needed) = level 2.
4 adventures (112 XP vs 110 XP needed) = level 3.
7 adventures (196 XP vs 190 XP needed) = level 4.
11 adventures (308 XP vs 290 XP needed) = level 5.
15 adventures (420 XP vs 410 XP needed) = level 6.
20 adventures (560 XP vs 550 XP needed) = level 7.
26 adventures (728 vs 710 XP needed) = level 8.
32 adventures (896 vs 890 XP needed) = level 9.
39 adventures (1092 vs 1090 XP needed) = level 10.

So, if your goal is to have the same general level of progression, determine how many sessions your group normally requires to finish an adventure, and how large your group is (assuming treasure earned per PC is the marker, not group treasure).

For instance, if you take an average 3 sessions to complete a DCC adventure, then you want each PC to be able to gain 4-5 XP per session. If you have 3 players, 4.5 x 3 = 13.5. Divide the amount of gold you expect the PCs to glean per session by this amount.

For instance, if you guess that the party should gain an average of 500 gp per session, you divide 500 by 13.5 and come up with 37.04. You could easily then say "1 XP per 40 gp" or "1 XP per 50 gp" if you want a slower pace and simpler math.





Friday, 12 October 2018

Sunday, 30 September 2018

Luck Checks

There are two basic types of Luck checks:

(1) Roll under your Luck score. I usually say "equal to or under". This type of check can be modified by changing the die used along the dice chain - the larger the die, the less likely the roll is to succeed. The smaller the die, the more likely.

(2) Try to meet a target DC. In this case, the check can be modified by the die changing along the dice chain (with larger dice being better). The DC can also be shifted.

Why bother with two methods?

Using method (1), a PC with an 18 Luck succeeds 90% of the time. Using method (2), and a DC of 10, the same PC succeeds by rolling a 7 or better, or 70% of the time. Setting the DC to 15 reduces this to success on a 12 or better, or 45% of the time.

For method (1), the character's actual Luck score matters, so as Luck is used, the odds of success go down immediately. For method (2), only the attribute modifier matters, so while Luck use does affect chance of success, it does so in a more graduated manner.

Each of these has its uses.

Wait, why don't we use both methods with, say, Strength checks?

Good question. Why don't you?



Wednesday, 26 September 2018

The Tyranny of Session 0


You’ve decided to run a new game. What’s the first thing you do? Get everyone together, talk about what the game is going to be about, and make sure everyone designs their characters to fit not only the theme and the setting, but into a cohesive whole with each other? Maybe you design the campaign milieu by committee?

Why?

In Ye Olde Days, the GM would create a campaign setting, and then put up his shingle. If there was anything unusual about making characters for that setting, you would know upfront.  A notice would usually contain the system being used, and any restriction, such as “AD&D: No elves.” And that would be enough.

In those days, what usually happened was that the GM (most often a DM) created a setting, populated it, and left it open for players to explore. In this way, players created the stories of their characters, and it really was the PCs’ stories, not the DM’s story. Moreover, you didn’t need to know what the world would be like in order to create characters – rangers, for instance, gained bonuses against all “giant class creatures”. They didn’t have to choose a favored enemy.

In some modern systems, the players need to know things about the world even to create characters; in Ye Olden Days, learning about the world was part of actual play.

Now, you may be a fan of Session 0. You may enjoy creating the world together. You may enjoy deciding what story you are going to tell before you experience it through play. If you do enjoy these things, then, by all means, continue to do them. No one’s advice should trump your enjoyment of the game. Not even mine. Maybe especially not mine.

There are some things you should keep in mind, though.

(1) Every detail you add to the world in Session 0 is a detail that can no longer be discovered through play.

If you’ve decided that the world is the giant corpse of a god floating in space, that is now something you already know going into play. Your characters may discover it, and you may pretend to be surprised, but you already know it. You are fooling no one.

If you are, as I am, an aficionado of Goodman Games’ Dungeon Crawl Classics, you will note how the DCC core rules emphasize that the unknown in the world is what grants it mystery, and thereby makes it compelling.  Telling the players details ahead of time, or forcing them to make them up, can certainly be problematic in this regard.

(2) You are, perforce, creating more work for the GM.

Each detail added is a detail that the GM must take into account, and then fit into a cohesive whole. There is simply no way that the GM is going to be an expert in everything the group comes up with. There is likewise no way that the group is going to provide all the details the GM needs.  Yes, this will absolutely stretch the GM in new directions….just keep in mind that those new directions all require work to bring to fruition.

(3) And the game milieu will be weaker as a result.

Let’s say that you play once a month. In Ye Olden Days, while Sarah was running her campaign, I could be devising mine. Having regular contact with the gaming group, I might know that B.A. is into Egyptian mythology, and do enough research to include it in the milieu. I might take six months, a year, or longer whipping things into shape before presenting a ready-to-play game to my friends. Let’s say that I do the same, but cram it into two months, just to make sure that what I am trying to say here is clear.

Now, instead, I have Session 0 in August, and I have to be ready to run in September. Because I don’t know what the group input will be, my planning to this point is going to be pretty sparse. There is simply no way to develop, in one month, what I could have done in two.

Not only has the players’ ability to explore been damaged by having discussed the parameters of the world beforehand, but the world that they have available to them is by necessity smaller, less textured, or both.

(4) You don't need buy-in to the story if you don't try to force the PCs to do what you want.

The setting belongs to the GM. The story belongs to the players.

If the story that the players want to tell is how they destroyed the GM's setting, so be it.

The setting really only belongs to the GM where the players haven't encountered it. Thereafter, it belongs to events at the table. Nothing is sacrosanct. There is nothing the GM must preserve at the expense of the players. If they can find a clever way to bend the world to their will, it must bend.

Wait a minute, chum…What if I want to tell a particular story?

If you are going to run, say, an Adventure Path such as Savage Tide, then Session 0 makes perfect sense. There is no work to do to create the milieu, and you really are trying to get buy-in to a particular game. On the other hand, all Session 0 is doing is providing you a chance to make your sales pitch, and wasting a game day that could have been Session 1 if you had just sent the group an email.

So, what do you recommend then?

Instead of Session 0, take a page from Dungeon Crawl Classics and run Session 0-Level. If Session 0 really is about creating characters that fit into the world and have a reason to adventure together, then the zero-level funnel accomplishes that handily. It also allows you to actually play when you get together….and it opens up exploration of the world through play.

All of the benefits. None of the pitfalls.

Kudos Joseph Goodman, you cunning devil!



Wednesday, 19 September 2018

Saturday, 15 September 2018

Now Available in Print and PDF

Danger in the Deep! is now available in print and pdf at RPG Now.

This is listed as a 2nd level adventure, but I hope you will find at least two or three elements in the work that you can use again and again throughout a campaign.

The original working title was Cold Stone and Running Water. When you read it, you will know why.

Friday, 3 August 2018

Mathoms Away!

As I will be busy tonight and tomorrow, I just shipped off the 2018 Birthday Mathom to the dozen individuals who responded to the Mathom announcement post and also sent me an email.

If I somehow missed you, email me and I will check on August 5th. I've tried to be careful about checking the spam folder and setting the emails into a special folder for replies. If I missed you, I am sorry and I will make sure you get what you have earned!


The clock is still ticking! Go back to the original post...I will ship out a Mathom to anyone who meets the requirements by midnight on August 4th 2018!

And this one is it...the Mathom is officially sent to the dustbin of history after this year.

Monday, 30 July 2018

DCC Events Approved for Gary Con XI

Blood for Cthulhu!
The Black Feather Blade
The Dread God Al-Khazadar
The Imperishable Sorceress
Trail of the Rat

Sunday, 22 July 2018

Extending the Dice Chain

In the core rules for Dungeon Crawl Classics, the dice chain runs from d3 to d30, as follows:

d3-d4-d5-d6-d7-d8-d10-d12-d14-d16-d20-d24-d30


This is an extension of die pips as follows:

0-1-1-1-1-1-2-2-2-2-4-4-6


This setup is perfect for most actions within a Dungeon Crawl Classics game, but what if you want to extend the dice chain to something really epic? Note that the additions to the chain here are reserved (in general) for beings so powerful that they are almost beyond mortal means to resist.

My goal was to include the d50, while maintaining a sense that the increases scale upward in a way that grows, or stays the same. There should never be a smaller increase between one step and the step before it.

My extension is therefore

d40-d50-d64-d100

indicating an extension of

10-10-14-36


If I can come across a d80, I will slot it between the d64 and the d100, so the increase smooths out to

10-10-14-16-20

Either way, may the Dice Gods help you if you ever run into anything using these extensions!