Wednesday, September 9, 2020

Clantasy Role-playing

Consider a table on which we've rolled up kobalds, and it says, "3-12 appearing."  So, we decide to concede to the dictum, we roll 3d4 and get an eight.  We roll up hit points for each kobald, recording the numbers.   We sort them out on the battle map, randomly, or perhaps we assign those with the most hit points to the center or the wings.  The party makes a sign that they want to parley; we roll a die; the kobalds agree.  So it goes.

Non-descript kobald speaks.  Doesn't matter which.  There's no personality, no means of differentiating the kobalds, even to ourselves.  Perhaps we have a collection of different kobald figurines.  These three have a spear, this one has an axe, that one has a yellow helmet, this one a blue.  Everything is random, everything is a number.

Okay, so we try to assign a personality to this group of kobalds.  Or dwarves, maybe, that are going to follow along with the party for a time.  This one is Oin, he's fat; and Gloin is his brother.  We've got Bifur and Nori, Dori, Dwalin ... well, you know the list.  And then, two months later, the party runs into another group of dwarves, and now these dwarves are going to follow along with the party.  What are we going to do?  Call them Oin and Gloin again?

Creating personalities for hundreds of potential NPCs is dull, purposeless work, and it absolutely doesn't help to slap a name label on everyone.  We put up with the faceless, interchangableness of the bland wooden stick figures that move around the party because every alternative is a crushing labour that never succeeds in paying for itself.  For one thing, the party just doesn't care that this bartender is sad because his wife has left him, or that another bartender is an asshole because, as it happens, he's slowly dying of the gout.  These things aren't personal, they don't actually apply to the game and, worse, they're overdramatic and boring.  The players and I would rather have stick figures.

So ... what?  What's to be done?  That's the game, leave it as it is, stop worrying about it and accept that there are limitations to things.  End of post, you've made you point.  Walk away.

For a long time I've stubbornly equated an NPC's class, hit points, level and so on to specific roles that these individuals occupy.  I don't believe in a "king" who has less than 10 levels.  The reason for assigning a regent is to ensure the kingdom is being run by a 10th level character, until the prince or princess can be raised to become a 10th character.  We teach them weapons, we train them to fight bouts and practice drills so that they take damage and deliver damage; we organize jousts and tournaments, and hunting expeditions where we flood the landscape with animals so the young royal can practice shooting and raking in hit points, all summer long, for five to six hours a day if need be.  It's dull, patient work, ensuring the royal get those experience without seriously getting hurt, and most of the time the future monarch doesn't like it much.  But that's the price and responsibility of the monarch.  Being crowned means, you've accumulated 10 levels.

Why ten?  One more than the minimum lord has.  Are there nobles with less than 9 levels?  Yes; but they have lesser titles, like sir, squire or baron.  They're not called "your grace" (using English parlance), or "my lord," until they've met the requirements.  They're called "sir," "squire" and "baron."  I am most strict about these things.  A prince is "your highness" but not "your majesty."  At least, not in my game world.

By designating an individual by their title, and that title conferring a certain capability, I'm not merely slapping a label.  A "potter" has a specific, measured number of knowledge points that describes exactly what the potter does; and those points accumulate very slowly with time, or very quickly with game experience.  If you're communicating with a potter who is building his own professional kiln from scratch, and he is an old man, you can probably guess he got there through slow accumulation.  If, on the other hand, the kiln-maker is a teenager, you might want to be careful.  Naturally, there's no reason to think you shouldn't be careful with the old man, either.  He's old.  He's had time to acquire real experience.

I'd like to define every non-player character by a yard-stick that applies to every humanoid in every culture, and to every intelligent monster as well.  It's not meant to be a simple yardstick; I am thinking of something quite Holmesian, in that you notice details about the NPC that helps you put together a puzzle, to tell you how experienced and capable this individual is.  The more things you can discover about the character, the more reason you might have to bear that character respect. 

I once got into an argument with a player because he drastically underestimated a guard standing at a main castle gate, at a time when the castle expected to be sieged any day.  The castle was under the sovereignty of a 16th level cleric, which the party knew.  The guard looked like a guard ... but when the 2nd level player character decided to roust him, it turned out the guard was 7th level.

This infuriated the player.  A 7th level, I was told, would be covered with expensive armour and weapons, symbols, other evidences of wealth; he'd be obviously powerful and dangerous looking.  I failed to see why a 7th level would not, if standing on the open street, choose not to dress up as if for a parade, and why he should bring along a bunch of money in order to watch an important gate.  Additionally, I failed to see why 7th levels should be scarce in a large city, in a castle with thousands of inhabitants run by an Archbishop for a significant part of Germany.  The player exploded at me and quit the campaign.

I have a different idea of what it means to be 7th level.  Or 10th, for that matter.  Most seem to see it as some phenomenal accomplishment, something that is so rarely duplicated that surely, anyone above 6th must stand out like a gleaming beacon of magnificence.  Yet.  I've run many a party, from first level, and I notice that quite a lot of them manage to reach 7th level without ever having done anything earth-shattering.  Enter a few lairs, clean up on a few treasures, take one adventure that takes up one year of your life and don't die, you will probably reach 7th level in my world.  I have a group of players in the Juvenis campaign that haven't yet been more than 20 miles from their starting point, and they're 3rd and 4th.  One is almost 5th.  And the amount of game time that has passed?  A month.  It's taken us several years of running on line, to be sure, what with breaks and all, but in the passage of time the players have been fighting often enough to feel like they've been in a war.

Why would 7th level seem at all unattainable?

This scale that I speak of wouldn't be based on how much money the character carries or spends on clothes.  That was Gygax's thing; gawd knows where he got it from.  I occasionally meet a fellow for coffee, though I haven't this year.  We talk about his music and my writing.  He's aged 62, 1.67 meters tall, about 79 kilos.  He looks sort of like an older version of Floyd the musician from the muppets.  He's also an ex-master sarjeant, which you wouldn't guess if you talked music with him, but you might guess if you talked history.  Highly dangerous people do not wear badges that identify them as highly dangerous.  That's just idiocy talking.

Coming all the way back around to the kobald and dwarf thing.  I've long wanted some structured social explanation for the old saw of meeting a group of humanoids in the hinterland.  What are they doing, who are they, how would they react, etcetera.  All this, without needing names and personalities, but having a sensible idea of how dangerous an individual was, based on the role they performed.  That's how pages like the one below gets made, and slowly tweaked and adjusted.  Rather than try to do this individually for every humanoid, I'd like to presume that most humanoids of a certain habit and purpose would tend to follow the same precepts.

Read the full page here.


4 comments:

  1. Hi Alexis,
    I'd like to comment on the higher level NPC aspect that you mention. At a large scale level (country), I set the overall population, and a percentage of the various PC races.
    Of that population I set a number of 0 level Fighters (about 10%, but with a variable), and then use a fixed scale to determine the number of higher level fighters, e.g. for every 20 0 level types, there is 1 1st level fighter, for every 5 1st level fighters there is a 2-4th level fighter, for every 5 2-4th level fighters there is a 5-8th level fighter, etc etc.
    I do the same for every class. Naturally, it's in excel, so after one entry I have a snapshot number for the whole area.
    With a population of 600,000, as I have it, there end up being quite a few high level characters, 20 20th level and up NPCs, and well over 1000 5th plus level fighters.
    It's a pretty long winded way of saying I agree that a 7th level fighter could be a gate, wearing standard uniform.

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  2. So between 3 and 24 1st levels chillin' out among a given tribe. Not too shabby. I'm looking forward to seeing the write-up for larger groups.

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  3. If you consider my hit point method for a typical human-sized humanoid: d8 for "mass" +1d10 for "fighter skilz" it's an average of 10 h.p. per 1st level. Assume you always place their highest stat under strength and their second highest under constitution (the +2 str/+1 con I described under my Character Class page last week), consider that a few would have some strength and extra hp.

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  4. [me, I'd assume that anyone who reached 1st level through prowess would have had to be a brave, which means 7-8 hp. plus 1d10. I know a lot of people don't play that way]

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