Retainers as local guides

Today I was watching Matt Coleville’s latest video (even as a GM of 15 years I still find them really helpful) and he mentioned that he prefers to answer any questions the players have about the world through NPCs. In fact, he finds it annoying when the players end up in situations where they have a lot of questions but he didn’t arrange for any cooperative NPCs to be around to ask. As a GM running a game, you really are the only channel through which the players can perceive and experience the world around their characters. Trying to trick the players into making mistakes based on false assumption is both trivial and cheap. There is nothing clever about it since the players can only know anything based on what you tell them and how to tell them.

Even when you have no intention to trick the players that can still be a problem. Unless the group is particularly screwed up, most players will always take their GMs by their word. Otherwise you can’t really effectively play. But very often you want the players to doubt what seems true and speculate about what’s really going on. That’s a major part of giving the players agency, which I consider the primary goal of anything a GM does. But it’s often not easy to clearly distinguish between what the characters actually see, what the characters know about their world, what the players have heard about the world, and what the GM declares to be factually true about the world. And having the questions of the players answered by an NPC is indeed a really wonderful method to clearly distinguish between what the characters have heard and what the GM is explaining to the players. Even when it’s something that is common knowledge in the setting and should be known to the PCs, having an NPC deliver an answer might often be preferable to telling the players what their characters already know. It establishes that whatever answer you give them comes from an in-universe source whose reliability the players have to judge for themselves. Very neat little trick, I think.

But always having a GM controlled sage around to interrupt the players when you think they are making errors would be a terrible idea. There are no such things as DMPCs. It’s a terrible practice that greatly interferes with the players’ agency. Because as I said, the GM is implicitly trusted unconditionally and when you have a guy following their characters everywhere and mention helpful things to them or provide assistance, it sends the clear message that you think the players are playing the adventure wrong.

But the last two weeks or so I have been rethinking my position about retainers. Named NPCs with some kind of personality who are servants of a specific player character and accompany the party on adventures and gain experience (As opposed to faceless mercenaries and laborers.) Who actually controls these NPCs has always been left largely open to interpretation. I personally think that they should be controlled in combat by the player who brought them in the first place, since the GM is already controlling enough combatants who are working against the PCs. They are also great in situations where it becomes narratively practical to split the party and one or two PCs would be gone for a good while. The players could either play a retainer for the while or perhaps a retainer could take care of the errand off screen.

But at other times it might be more practical when the GM plays a retainer so they don’t simply become a second PC for the player. And any time the players have a question about the world would be a perfect situation for this. What do the inscriptions in the Cave of Caerbannog say? Brother Maynard might know. Is there a way to disable the tractor beam? Ask R2-D2. Not only are retainers great to explain things the characters should already know, they can also provide helpful information on things the PCs would be very unlikely to know. I find that a much more elegant solution than making an Intelligence check or putting points into a Knowledge skill. It also provides a good reason why players would want to take an NPC they meet as a retainer and why the party should attempt to get a diverse team with various different backgrounds that don’t directly translate to additional firepower. The five Skullcrusher Brothers and Reverend Healbot don’t really add anything to the game that some magic items couldn’t do as well.

The Specialist class in the Old World

Probably the biggest oddity of the Lamentations of the Flame Princess system that makes it stand apart from any other versions of the Basic/Expert rules of D&D is the specialist class. It takes the position of the traditional thief class but attempts to be a lot more than this narrow character archetype. LotFP really only uses the rules of D&D but does not attempt to retain its style. In fact, it very much gets away from that to be a more generic system. (Which is part of what attracts me to it.)

The specialist is an attempt at greater versatility. You can easily make your specialist a thief, but you don’t have to. By focusing on other abilities you can also use the class to represent a range of characters who would not outright be considered combatants. Which I find very interesting as a possible character concept in a 16th or 17th century campaign that is more about being smart than fighting battles.

But in a setting like the Old World? This setting is very much Sword & Sorcery with a more hopeful outlook. And Sword & Sorcery is all about… well, swords and sorcery. What’s a noncombatant character to do in such a campaign?

One of the nice things about LotFP is that every character can pick up any weapon and put on any armor and use them. A specialist who is dressed in armor and has a spear or bow in hand fights just as well as any nonheroic warrior. Better actually, with a +1 bonus to attack rolls. And as the character gains more levels, hit points and saving throws keep improving, so even without the bonus to attack that fighters (and scouts) get, you’re still not completely useless in a fight. Quite far from that, actually. As a specialist you won’t be the big ass dragon slayer your fighter friends are, but you’re not limited to stand in a corner and wait until the fight is over. In the LotFP system, clerics, dwarves, nd halflings (which are not classes in the Old World) all fight only just that good as well.

But when does a specialist actually do shine in this setting? When is a specialist better than any other characters in the party? I spend a good amount of time thinking about characters from fiction with dynamics similar to what I have in mind who would make good examples for the specialist class. There weren’t a lot but the two main examples I found are Leia from Star Wars and Naomi Hunter from Metal Gear Solid. And no, it’s not a coincidence: Almost all specialist type characters from pulp-style fiction I could think of are women. That’s how competent female characters in the 30s worked and how it was retained by works that aimed to capture the style. Which is not really a bad thing for a single character. It’s only unfortunate when you end up with all the men as warriors and all the women as clever manipulators. Some sharing between the two is all I want to see. But I think it’s actually a very interesting and fun character archetype.

One thing that almost all these characters have in common is that they are smart and good at talking, which is generally their primary special power. OSR type games usually don’t address that. And I am mostly very much in agreement with that. When you have a group of people together verbally discussing and describing the actions of their characters, then it becomes necessary to rely on abstract game mechanics to represent combat actions, but it makes little sense to do the same thing when their characters are talking. You’re already talking so just say what your character is saying. However, the side effect of this approach is that it really comes down entirely to the players how a conversation with an NPC turns out with the players’ characters making no difference. Having some kind of Persuasion skill for the specialist class would be nice, but it should also be in a way that does not negate the need and purpose of talking with NPCs.

A potential solution to this mismatch of goals is the Angry GM’s advice to not let the players roll any dice when the result won’t make a difference. Say the players talk to a chief and make an offer of alliance which the chief likes. Why roll dice if the players can convince him, he already wants to agree! Or the players make an offer that goes completely against the goals of an NPC. Again,it would be nonsensical to have a player mae a dice roll with a chance of only 2% to succeed. Instead a die roll should be made in situations when the GM just doesn’t know what should happen. Say the players make an offer or demand that the NPC doesn’t really care for but also isn’t fundamentally opposed to. That’s a good situation to call for a roll. For regular characters, the odds to make such a roll is only 1 on a d6, which will mean mostly failures. 1 in 6 is really quite bad so it really makes sense to only have the players roll on these things when you think it probably won’t work but they might get lucky. But specialists have the unique feature of being able to improve the odds of any such skill by one every level and become really good at it.

One benefit of such an approach to specialist skills is that players don’t get to say “I make a Persuasion roll”. In any situation the players first have to talk with the NPCs and at the end the GM decides, based on how the conversation went, whether the NPC has been won over or refuses, or if he wants a player to make a roll for Persuasion.

This is also the same way I approach the Stealth skill. Any character can attempt to be sneaky and for as long as they don’t get close to any guards or stay out of sight this will usually work, no roll required. Sneaking up on a guard in a lit empty corridor while he’s looking in the character’s direction is impossible. But occasionally you might have a player who wants to sneak right up to a guard while there is no loud noises nearby and it would be a minor miracle to pull off. That’s when a role is made. For a fighter with only a 1 in 6 chance this is grasping at straws, but there are many situations where this has to be good enough. But a specialist with a chance of 5 in 6 this might actually be a decent chance to take even without great pressure.

However, I think for my own campaign I am going to remove the option to bring a skill to a chance of 6 in 6, which means that on a 6 a second d6 is rolled and only a second 6 means failure. That’s a chance of failure of only about 3%, which really is too close to being negligible for me. Getting people who are on the fence to come around 80% of the time is already really damn good. You don’t need to be able to impove it to 97%.

War Cry of the Flame Princess: The Scout

I retroactively added this post to the WCotFP series.

Earlier this year many people have been writing about the cleric class being an oddity unique to Dungeons & Dragons that doesn’t really fit in most other fantasy settings and seems rather inappropriate. Priests in other fictional worlds never really look and behave like that, and especially in the early edition a great amount of spells are taken from biblical miracles. There seems to be some move to not use the cleric class and instead represent priests and shamans through alternate spell lists for the magic-user class. I am fully behind that.

That leaves you with the now very well established scheme of warrior, mage, and rogue, which you’ll find almost everywhere in fantasy gaming. And I have to say, I also don’t like rogues.

han-lando
Scoundrels on the other hand are a completely different story.

The thief class for D&D was a later addition that didn’t exist yet in the first release of the game but was added very soon after. And in hindsight this move made many people angry and was seen as a move in the wrong direction. But the effect that the introduction of the thief meant that fighters and mages no longer had any reason to try to deal with traps or scout ahead because now there was someone who was always much better at it then them is not my main problem with the archetype. The original thief class had a clear identity but soon people wanted the thief to be good at fighting as well which lead us to the current form of the rogue. And rogues don’t really know what they want to be. The thief aspect has largely vanished and instead we have a fast fighter with light armor, who does huge damage with special attacks, or could be an archer. That takes away almost everything the fighter had left except for heavy armor. In a campaign with knights that’s not necesaarily a problem, but when you play in a setting that doesn’t have heavy armor or huge weapons, what is left? This was one of the reasons that made me pick Lamentations of the Flame Princess as my current system of choice, as its specialist class is meant to be neither great at fighting, nor required to be a thief.

But still, I am not fully happy with that. For my Old World that is full of barbarian warriors and made for adventures mostly set in the wilderness, the specialist seems a bit too flimsy to represent a hardened adventurer and the fighter too simple to represent the more skilled and sneaky hunters. On Dragons Gonna Drag, Justin presented the idea of merging the fighter and specialist classes together. But I really like classes and am already down to only three of them, so my idea is to do something similar but opposite.

drow_xendrik

One of the greatest idea I’ve seen for the warrior, mage, rogue archetypes is in Star Wars Saga Edition which has the soldier, scout, scoundrel, and noble classes as a spectrum of different approaches to fighting character and skilled characters. Neither the scoundrel nor the noble are exactly thieves, and the scout is something different than just a fighter/thief. And so I decided to come up with some kind of scout class that represents a more sneaky kind of warrior than the fighter.

One idea I’e seen a while back is that the halfling class would make a pretty good base for a Basic ranger. And while looking around for some more ideas I discovered that this is pretty much exactly what Adventurer Conqueror King did with the explorer class. It’s pretty much the B/X halfling with a different name. That’s also what I ended up doing.

Level Hit Points Attack Bushcraft Stealth
1st 6 +1 3 in 6 2 in 6
2nd +1d6 +1 3 in 6 2 in 6
3rd +1d6 +2 3 in 6 2 in 6
4th +1d6 +2 4 in 6 3 in 6
5th +1d6 +3 4 in 6 3 in 6
6th +1d6 +3 4 in 6 3 in 6
7th +1d6 +4 5 in 6 4 in 6
8th +1d6 +4 5 in 6 4 in 6
9th +1d6 +5 5 in 6 4 in 6
10th+ +2/level +5 6 in 6 5 in 6

Creating a scout class for LotFP turned out to be pretty quick and painless. The basic frame is once again the halfling class with the addition of an attack bonus half that of the fighter (other classes im LotFP always remain at +1) and the saving throws taken from the dwarf class (which covers a wider range of levels) and reduced by 2. Since it’s a scout class, the Bushcraft skill of the halfling is retained, but it also gains the Stealth skill with a chance of 1 lower than Bushcraft and not the flat 5 in 6 chance in wilderness environments that halflings have. A scout also can make a sneak attack for double damage with no option to increase like a specialist does.

And there you pretty much have it. I am considering giving also a 2 in 6 chance for Search and Climb, as it would fit the theme, but right now I am somewhat uncertain whether that might be a bit too much. Compared to the fighter the higher saves should even out with the lower hit points, which leaves all the skills compensated only by the reduced bonus to attack. But overall I am very happy with the class and it really took only about an hour to make, including research.

A simple mechanic to assemble a posse

The Old World is a setting in which money and treasure plays only a minor role as there just isn’t a lot you could buy with it. In a campaign, even the best types of armor are trivially cheap while magical objects are valuable beyond measure and not something that can be bought or sold. And since most trade takes the form of barter, there aren’t really many coins around to begin with. It’s a world that runs on obligations, favors, and debts. It makes little sense to track the contents of the PC’s purses in such a campaign.

However, there is one aspect of playing a B/X style campaign that I very much like, but which falls through the gaps when you have no money, and this is the hiring of mercenaries. When numbers and tactics matter much more than individual armor class, hit points, and attack bonus, being able to bring a bunch of archers and spearmen to a fight makes a huge difference. And I am a big fan of the Combat is War approach to battles in RPGs. It’s not about showing your personal abilities, but about making the fight as unfairly tipped in your favor as possible. Any good battle is won before the fighting even starts. (Of course this would be boring, but players always have limitless potential to plan really badly, which then makes it all the more exciting when they suddenly have to improvise.)

Hiring such reinforcements doesn’t really work in a game where there is no money. But you can still always assemble a posse.

the_militia_by_pervandr-d46r27s

In an Old World campaign, most adventures take place in villages or small towns where the PCs are staying in the home of the local chief to help reinforce his warriors for the protection of the community. These settlements are always very Wild West in character and all of them have numerous people who have weapons and know how to fight. If the players need additional manpower to drive bandits from the area or bring down a dangerous beast that has been seen nearby, there’s always a pool of potential helpers. The players might either ask the chief to give them some of his men as backup to protect the village, or they can make a call for volunteers in the great hall or the main square. Either way, the outcome is the same.

I am always a fan of making sub-systems as simple and easy to remember as possible and making them well integrated with the already existing rules. So this really isn’t anything particularly fancy or special beyond the initial idea.

To gather a posse, one character in the group rolls 2d6 and adds his Charisma modifier to the roll. Using the LotFP rules, I am also adding the character’s attack bonus to the roll, but for other systems you can add the character’s level for fighters and half the character’s level for any other class. This reflects that more people will be willing to go into combat behind a leader who knows what he’s doing when it comes to fighting.

The result of the roll is the number of level 0 NPCs who come forward as volunteers, or are ordered by their chief. If the posse is gathered to defend the community from an immenent attack, or to hunt down a particularly vicious criminal, the number might be doubled. However, the number should usually not exceed 10% of the total population of the community. (Any major NPC who has a personal interest in the PCs plan might also come along.)

The base Morale score for the posse is 7, modified by the Charisma modifier of the leading PC. If the warriors are fighting for the safety of their homes, Morale can be increased by +1 or +2. If the party leads the posse into seemingly suicidal situations or attempts a needlessly reckless plan, an apropriate penalty to Morale should apply.

The posse is gathered only for one specific task. Once the task has been acomplished or resulted in a failure, it will disband and the warriors return home. If at the end of the task the players want to continue to a new task, a new recruitment roll has to be made. (Obviously a higher result than the current number of warriors will not make the posse increase beyond its current size.)

Idols for Sword & Sorcery BECMI

Reading in the Dungeons & Dragons Rules Cylopedia today, I got reminded of the relics again, which had been introduced in the Companion Set. In B/X and BECMI, only humans can take the cleric and thief classes. All dwarf and halfling characters and NPCs have the abilities of fighters and all elves the abilities of both fighters and magic-users. AD&D made the concession that these demihuman races can have NPC clerics, but in the Basic and Expert sets they have no access to cleric magic at all. To get them access to healing magic and protection against undead, the Companion Set introduced the relics. For the elves, the relic is a Tree of Life, for the dwarves it’s a magic force, and for the halflings a magic fire bowl.

Each relic has a single keeper, who is a regular NPC of that race, but who has access to special powers provided by the relic. He is able to cast spells that heal wounds, cure blindness and disease, neutralize poisons, and identify magic items. In addition to that, the relic is constantly using the Turn Undead ability of a 15th level cleric with a radius of 360 feet. Which is powerful to turn everything except for lichs and instantly destroys everything up to and including vampires. The keeper can use the spells almost unlimited, but every time he does the radius of the Turn Undead area shrinks by 5 feet and only returns by 5 feet per day. So the keeper has a very strong incentive to always try to keep the power of the relic close to its maximum and not cast cure serious wounds on every little bruise.

151217For my Ancient Lands setting I’ve never been happy with clerics, as their abilities really don’t fit as stand-ins for tribal shamans at all. Keepers are a totally different story though. They recieve their powers from a specifc object tied to a specific place, which serves as a conduit for divine powers. And it has a strong resemblance to many animistic religions and traditions. In the technical terms of antropology, the relics are idols. They are physical objects in which the divine force resides and which priests and worshipers visit in person to communicate with the deity. It is a temporary or permanent home of the deity and in some cases it’s actual body. I belive even in Greek religion it was believed that the deity is actually present in the statue that represents it in its temple. In other places, these idols are natural features, like mountains, springs, or unusual large trees or rocks.

In the RC, all elven relics are Trees of Life and all dwarven relics forges, and they all grant the same spells to their keepers. But that really doesn’t have to be that way. Not only can you easily change the appearance of each relic, you can also easily add a few more spells to their reportoire. Also, the Turn Undead effect could be replaced with a different power that is permanently active. The wonderful thing about it is, that it works at every level. It works for a small village shrine that simply has an idol for the spirit of the lake that lies next to it, and you can also have an idol inside a huge temple within a large city, which channels the divine power of the sun to the high priests. By chosing different appearances and powers for each idol, every local cult becomes unique and can have quite different means to protect itself against harm. Instead of a Turn Undead aura, the keeper could be given the ability to raise ring of growth of plants with a 360 feet radius around the idol, to raise and lower an impenetrable wall of briars as it is needed. You could have a shrine in a fortress that constantly puts a bless spell on any defenders on its walls. An a deranged cult that worships a horrific entity from the Underworld might have an idol that utterly defies description. In wilderness locations, an idol could take the form of a magic spring, a waterfall, or a giant tree. Or really anything you can imagine.

I think these idols probably work best if you don’t have any cleric characters at all in the setting. I personally would allow mages to learn cure light wounds as a 2nd level spell and neutralize poison as a 4th level spell, since player characters tend to get into trouble far away from any settlement and you generally don’t want to have the party constantly commuting back and forth during adventures. But any other cleric spells, like restoration, cure blindness, and raise dead, should only be available as miracles granted by the gods if a ritual is performed before their idol. And since most of these gods would just be relatively minor spirits of the land, not even all of them might be able to perform all of these. To raise someone from death, it wouldn’t be out of place to have the party travel to visit the archdruid at the oldest tree in the heart of the forest, or to descent into the Underworld to find an ancient shrine where a powerful demon is being held imprisoned.

Simple Treasure table for B/X

While I am generally a fan of having characters gain experience based not only on the amount of enemies they defeat in battle but also on how many treasures they retrieved during the adventure, dealing with individual gold pieces always seemed too fiddly to me.

My preffered way to handle treasure both in regard to wealth and encumbrance is to use a simple unit of “1 treasure”. As long as characters still have 1 treasure, they can buy any items and services of trivial costs, such as food, drink, a room in an inn, most weapons, and so on. Anything that is too expensive for most common people to affort cost 1 treasure, such as a horse, chainmal armor, or a boat. As a rule of thumb, every treasure is worth about 100 gold pieces and can consists either of a bag of coins, a large golden cup, a crown, or whatever else the GM wants to describe it like. It also counts as 1 item for calculating encumbrance. (A character carrying items numbering up to their Strength score are unencumbred and can carry twice as much being lightly encumbred and three times as much being heavily encumbred.)

The treasure tables in the Basic and Expert sets of Dungeons & Dragons give various chances and amounts for different types of coins and gems, so using this alternative treasure system while retaining the same rate of experience gain requires some conversion work.

Which I did. Here’s the result.

snapshot123Type J and type P to S are not on this table as their average results are way below 100 gp.