The Name Of His Wife

The Name Of His Wife

Jacob Brown sat on  a rough wooden chair. The light from a single flickering candle illuminated sod walls. He set down a wooden bowl filled with watery gruel, which was his breakfast, and blew out the candle. Dawn would come soon. No sense wasting wax.

There was a place across from him, a place where his wife usually sat. It was empty. It was always empty. Ever since…

Yesterday?

Last week?

Forever?

He shook his head. How could it be forever, he wondered. I mean, she was here. Until those damn orcs came. Until…

He struggled, for a moment, to remember her more precisely. Her laugh. The color of her hair. The things they fought about. Nothing came to him. All he knew was, she was gone, taken in a raid, and he missed her, and would do anything if someone could save her. He knew the orcs kept prisoners alive for weeks or months. He had some hope.

Maybe I could….he thought, then stopped.

I can’t do anything. I’m no warrior. I can barely guide a plow, much less swing a blade.

The sun began to stream through the wooden shutters. Jacob stood up and walked to the door. Have to keep the farm running, he thought. Nothing else to do. Nothing else I can do. He spared one last glance at the empty place setting…was she really here only last night? Or was the raid last week? Why couldn’t he remember? Then he walked out.

There were Heroes there.

You always could tell Heroes. Their clothes were bright and varied. Their armor shone, or glowed, or burned with heatless fire. They wielded swords too large for a normal man to lift, much less swing around as if it were a twig, or they were themselves glistening with magical might, their very flesh aglow. Some walked in the shape of a wolf, but spoke with the voice of a man.

They were walking to his hut, crossing through his carefully sown fields, stomping the few shoots which had managed to spring to life. Spring…was it spring now? He should be planting…but that didn’t seem right…he didn’t remember plowing last week…but he must have. The fields were plowed. The fields were always plowed… but he never remembered plowing them.

No matter. The Heroes were approaching. He struggled to listen to them. Heroes were hard to understand unless they deigned to speak to you; to Heroes, simple farmers and smiths and innkeepers barely existed. Jacob knew the rules – don’t interfere with them. They are children of the Gods, and they must be accorded all courtesies. Accede to their requests, and be invisible if they don’t want to deal with you.

Lately, though, he’d found it growing easier to hear them. He wasn’t sure why, but he could grasp snatches of their conversation.

“…you sure this is the place? I think I started in this village.”, said one. He was garbed in the robes of a High Priest of Simmureyal, and an angelic halo girded his skull.

“Yeah, there’s the guard who lost his socks. Why are we wasting our time here?” said another, a woman in glistening azure mail, an ax big enough to fell oaks strapped to her back.

Then their leader spoke. He was a knight, wearing a suit of heavy spiked mail. Jacob wondered at the ease with which he carried himself. Such armor must weigh hundreds of pounds.

“Look, this is the right one. I know this guy who knows this guy who’s seen some of the hidden areas. He doesn’t care about this place, but he told me about it. We can be the first to do it.” He stopped. “Hey, there’s the farmer dude. Jacob Brown. That’s the right one!”

“About time,” said the Priest. “We must have gone through a dozen of these stupid hovels. They all look alike.”

The leader of the Heroes approached Jacob, who quailed back. The Hero smiled in a friendly way, his helmet disappearing as they were wont to do. He spoke to Jacob directly.

“Ho there, Farmer Jacob! What news have you?”

Jacob blinked in surprise. He’d never had a Hero speak to him before. He stammered for a second.

“Is he responding?”

“Hold on, he’s going to. I know this is the right one.”

Jacob finally found his tongue. “Ah…ah…I….greetings, noble knight! You honor my poor farm with your presence. Please, if there is anything I can do for you…”

“We seek to doeth good for thee, humble farmer!” spoke the knight. “Be there anything ye needeth?”

Jacob shook his head at the odd accent. It was, he reminded himself, the way of Heroes. Need….

“My wife!” he finally sputtered out. “My wife…she was taken by orcs in the raid…the Yellow Fang tribe…they lair in the hills north of here, there is a chance she might be alive…”

The Hero just looked at him, as if waiting for something else.

Jacob’s mind spun. He had to offer them something for their risk…he couldn’t ask them to fight and possibly die for him without some token…but he had nothing…nothing but…

“I have so little to offer you if you will help me, but I…I have an old sword which my grandfather wielded in the War Of Tyrant’s Fall. It might…might be worth something to a historian, perhaps….”

The Knight made an odd gesture with his fist and turned to his companions. “Yeah! This is the right one! Damn! We do this fast and we beat everyone else to it!” He then turned back to Jacob. “Fear ye not, old man! We’ll get thy daughter back from thee orcs!”

“Wife, good sir.”

“Ah…right, yes, your wife. We’ll getteth her. No problem!”

The ax-wielding woman spoke. “Hey, where’s Korson?” Even as she finished, though, there was a flicker, and a shape appeared, a tall, thin, man in long robes, surrounded by swirling mists of fog. “Sorry…got dropped. The cat yanked the interface right out of my socket. Took me a minute to reorient myself and plug back in. Let’s go!”

Jacob stared as he watched them saunter off, this time crossing his western fields. They were taking the single straightest line to the orc’s lair, ignoring the roads, moving with Heroic grace and speed over his fields and the thorn-strewn lands beyond. Could they do it, he wondered. Could they save my wife?

What was her name? Why can’t I even remember her name?

It was maddening.

He thought about trying to undo the damage the Heroes had done to his field, but realized that if… that when they returned with his wife, they’d just tromp back over them again. A headache was beginning to form; every time he tried to remember any fact about his wife other than “She’s gone”, the pain spiked. I have to talk to someone, he thought.

The village proper was less than a mile down the road. He passed old Sergeant Tomlinson as he headed there. The “Sergeant” was nothing of the kind, having never served in any organized army, but he had some idea of how to wield a sword and could raise the alarm if bandits or orcs were spotted.

“Ho there, Tomlinson! How goes?”

“Not too bad, not too bad. Realized I’d walked out on patrol today without me socks on, if ye can believe it! Fortunately, there was a gnome walking by here looking for odd jobs, so I sent him. Nice little fella.”

Jacob frowned. “Didn’t you… didn’t you leave them behind yesterday, too? And wasn’t it some apprentice wizard you found to go fetch them for you?”

Tomlinson flushed. “Well, how daft d’ye think I am, losing my socks two days in a row! I think I’d remember if I lost ‘em twice…ah, here’s the fella now.”

Jacob watched as Tomlinson happily took his socks back and tossed the gnome a few copper pieces for his trouble. The gnome looked at Jacob oddly, as if searching for something, then shrugged and ran off down the road.

Tomlinson put on his socks gleefully. “So, where ye headin’ to?”

Jacob shrugged. “The village. I need…I need to talk to some people. Tomlinson…did the orcs raid last night? When did they come?”

“No orcs for a long time. Can’t recall any raids.”

“But…my wife…they took my…”

Jacob stopped. A shifty-eyed man in worn leather walked by them. Jacob flinched back, wary for the few coins in his pouch, but the man ignored him. Instead, he fixed a piercing glare on Tomlinson, then seemed to notice something and smiled.

“Hey, Sergeant. I don’t suppose you have anything you need doing?”

Tomlinson nodded. “Do indeed there! As it turns out, this morning, I forgot me socks…and the road is cold this day! My house is over that rise. If you’d be so kind as to fetch them for me…”

Jacob backed away and hastened for the town. Either the whole village was going mad…or he was.

***

The Green Gander Inn formed the physical and cultural center of the town. It was a large, two story structure, with a roof of thick thatch and walls of mortared stone braced by timbers. Smoke poured from the chimney, and the smell of roasting meats wafted out. A steady stream of people dashed in and out of the place, running pell-mell to and fro. Jacob knew none of them; they were all apprentices of one sort or another – young men eager to take up the mercenary’s call, novices fresh from seminary, would-be sorcerers still struggling to master their first spells. There were a lot of them in the area, Jacob noted, though none of them were the children of anyone he knew. They never seemed to settle here, either… just vanish into the great large world beyond the village, to return on occasion as Heroes, or never to return at all.

The inside of the inn was brightly lit by oil lamps and a roaring cookfire. Jacob looked around, and finally spied Sackson. “Sack”, as he was commonly known, was a fixture at the Gander. Jacob pulled a stool up and sat down next to him. The apprentice’s chatter was simply a vague buzz at this point.

Sack stopped drinking for a brief moment, raised his glass in acknowledgment, then downed the contents in a single gulp. The bartender quickly replaced it.

“What’s up, Jake?”

“You didn’t hear? The raid? My wife?”

Sack frowned. “The raid…Right. Orcs attacked the village last…night, was it? Got your wife. Tragic. Here. Have a beer on me.” A coin appeared in his hand and was flicked to the bartender; a second mug was quickly placed on the bar, in front of Jacob, who ignored it.

“Sack…we’ve been friends for a while right?”

“Ever since we were kids.”

Jacob nodded. “What was my wife’s name?”

Sack’s face froze. Totally. All hints of life vanished. For a second, Sack became a flesh-colored statue. Then he returned to normal. “I….I don’t know. Can’t remember. Too much booze, I guess….” He seemed suddenly troubled.

Jacob continued. “You’re my best friend, so you must have been at my wedding. When was it – spring, summer, or fall?”

Sack sat the beer down. “I don’t know.” He looked down at his hands, then around at the bar, as if seeing them for the first time. “Why don’t I know?”

Jacob’s voice began to rise. “Who were her parents? Was she born in this village?”

Sack was backing away, his eyes wide. “I don’t know, I don’t know! Why are you asking me this?”

Jacob grabbed his friend by his burly shoulders and shook him. “Because I don’t know either! She was my wife, Sack, my wife, and I can’t even remember her face!”

People were staring. A mercenary youth, a battered and worn greataxe slung over his back, approached him. “Pardon, sir, but if you have any foes you need slain…”

Jacob practically spat on him. “Piss off.”

The mercenary faded back into the crowd. Jacob whirled back on his friend. “Sack, when did you last leave this bar?”

“Uhm…last night, I suppose. I mean, I have to go home sometime, right?”

“Where do you live? Which house? In town? Out in the fields?”

Sack said nothing. He began to look more frightened.

“Did you leave last night? Do you remember leaving? Do you know what the sun on your face feels like?”

Sack stood up suddenly and kicked the chair away. “I’m leaving now.”

Jacob smiled. The two of them would solve this. There was an answer to be found. They both strode to the inn’s door. Jacob noted the buzz of noise from the visitors was growing louder; he allowed some of it to filter in.

“…he’s leaving?”

“Didn’t think he did that.”

“He never leaves. He’s been here since, like, the alpha.”

“Must be some new event.”

“We ought to follow them….”

Several of the crowd began to cautiously tag along. Jacob ignored them. The pair passed through the door.

Sack vanished as he set foot over the threshold.

Jacob’s eyes widened, He called out for him. “Sack! Sackson!” He ran back into the bar, hoping to see him at the stool at the end, but it was still empty. The milling crowd began to press in on him, asking about his friend, asking if he needed anything done.

Jacob cursed, and forced his way out of the crowd. A dwarf holding a small leather purse raced past him, heading for Sack’s old seat, then stared in confusion.

“Huh? He despawned? What’s up? I’ve got a turn-in!”

Jacob just ran.

***

He paced the length of his farmhouse, a fairly short walk. The old blade lay on the table…if the Heroes did return with his wife, he wanted to have it out. The less time they spent tromping on his crops, the better.

He hoped they’d return soon, one way or another. The longer he sat alone, the more his thoughts raced around all the dark holes in his mind. He knew he knew things, but the things weren’t there. He knew he was born and raised here, but he had no clear memories of his childhood. He knew he had parents, but they had neither faces nor names. He knew he had a wife…and that was all he knew about her, the mere fact she existed.

There were voices and footsteps and the sound of newly sprouted plants being trampled.

Jacob listened.

“Are you sure we get the sword? We kind of messed up…”

“Yeah, don’t worry, I checked it out with my friend. It’s rigged. We can’t save her no matter what, there’s some kind of timer trigger. It’s more, you know, dramatic or something.”

“Right, like anyone bothers paying attention to that shit.”

Jacob’s face went slack. They…they didn’t save her? What?

There was a knock.

Soul-numb, he went to the door. The Heroes were there. The leader spoke.

“Greetings, Farmer Brown. We bear dark and grave tidings. We…”

“You didn’t save her.” His voice was low, calm, flat.

“Uhm… no. We struggled, racing to breach the orcs’ defenses before…”

“Get out. Leave this farm and never return.”

The Hero stopped. His fellow Heroes were looking at him in a mix of anger and confusion. “If we blew this….” one of them began. He waved them to silence and returned to Jacob.

“I am deeply sorry for your loss, but we did try. Surely that’s worth something…”

Words appeared in Jacob’s mind: I am glad you risked your lives to aid me. Here, take the blade anyway. It is of no use to me. He felt his mouth beginning to form the words.

“No!” he shouted.

He turned, spun, and grabbed the sword. He didn’t hand it over to the Hero, but, clumsily and gracelessly, jammed it into his gut. The sword suddenly flared in his hands, sheathing itself in violet fire. The rust and grime vanished, and the blade became mirror smooth.

The Hero he had just stabbed staggered back and gurgled a few times. Then he collapsed, flickering into nothingness before his body could hit the ground. The others stared in momentary shock, then recovered.

“Cool!”

“Wasn’t expecting that!”

“Guess this is the hard part! Let’s get ‘im!”

The three other Heroes charged. Jacob held the sword in what he hoped was a defensive position, and steeled himself to join his wife. Maybe, he thought, maybe, in the afterlife, I can ask her her name.

They came for him then, axes swinging and spells blazing. Explosions of color and light surrounded him…and he felt nothing. The blades passed through him. The blazing explosions destroyed his tiny home, but didn’t even singe his hair.

The Heroes were confused.

“What the?”

“He’s still flagged non-com to us! We can’t kill him!”

“Aw, shit, it’s bugged!”

“Hey, why hasn’t Valkor relogged?”

“I don’t know, I’ve tried rezzing him, but he’s not responding.”

“What’s that nutty farmer doing?”

Jacob suddenly understood.

He couldn’t be hurt by the Heroes, but he could hurt them.

And he wanted to.

Everything began to fall into place. Everything began to fit. All we are, he realized, is playthings for the Heroes. They’re chosen by the Gods, and we’re their toys. We exist to teach them, guide them, worship them, or be killed by them. That’s what we’re supposed to do. We barely have lives outside of them.

Enough. Gods be damned!

He launched himself into a clumsy attack, but the blade moved of its own will. Farmer Brown found himself ducking, weaving, and striking. The priest fell first, appropriately, since Jacob had spurned the gods. The warrior woman with the axe was next, her blade a phantom against his, unable to parry its lethal touch. The wizard ran when he saw his spells fail, but he was easily winded and Jacob felt as if he could do anything.

They left behind no bodies, not even blood on the blade. Whistling jauntily, Jacob returned to town.

***

It was dead.

Everyone in it seemed to be frozen, locked solid in position, Even the leaves blowing in the wind hung motionless in the air. The sky above had turned to ash, a uniform gray from horizon to dome. The sun had vanished, though it was still daylight.

Jacob entered the Gander.

Sackson was there. He was behind the bar, smashing open bottles and guzzling them down. He looked up.

“Jake? You… you’re still here… I mean, moving… I mean… what’s happening?”

“I killed some Heroes.” He sat down at the end of the bar and helped himself to some nuts. “Wasn’t even hard.”

Sackson dropped the bottle he was holding. It fell a foot or so, then hung in the air. “You… you what?”

“Killed them. I was sick and tired of being fodder for their games, so, I killed them. I cursed the gods and I drew my blade and I killed them.”

Sack’s face paled in horror. “You’ve killed the world.”

Madness glinted in Jacob’s eyes. “So what if I have? What kind of world is it, where the Gods push us around like stones in a child’s game? Besides, you’re still moving.”

“I don’t know why. I still can’t leave, Jacob, I try, and then I just go… someplace else, someplace filled with frozen fire, someplace made of words, and then I come back here. I think… I don’t think we have long to live.”

“My wife’s dead. And nameless. I don’t much care.”

Sack reached across the bar to try to grab him. Jacob stepped back, bringing up the blade.

“Jake… please… atone! Apologize! Beg the gods to forgive you… bring the world back!”

Jacob Brown looked upwards and spread his arms. “Do your worst!

The world began to fall apart. There was a howling, and all of reality changed. Every line suddenly seemed sharper, infinitely sharp, as if each component of the world were being pulled out of it.

Sack fell to his knees, half-sobbing, half praying. As Jacob watched, he saw things begin to crawl along his friend’s face and body. They looked, at first, like black worms, like an infestation of the most vile sort, but then Jacob saw they were words, strange words he could not understand. The blackness grew and grew until it covered his friend entirely, and then he vanished.

Nothing remained outside the inn. There was no darkness, there was no light, there was just nothing. The inn itself was dissolving around him, black wordworms crawling everywhere, turning everything into letters and then into emptiness.

No, thought Jacob. I’m not going. They’re not taking me.

He looked around in desperation. There was something… a rip, a tear in the world. Beyond it was light.

Jacob leaped for it as the inn finished dissolving. He felt pain, a horrible burning, He could feel his skin crisping, his fat melting, his bones cracking in the heat, but he struggled to keep his mind, to keep himself together. Then the pain, and all other sensation, vanished.

Epilogue I

BEGIN PRESS RELEASE:

Worlds Of Infinity, Incorporated, wishes to announce its deep regret and sorrow at the apparent deaths of four players of Quest Of The Heroes. While we mourn their loss and extend all condolences and sympathies to their families, we deny any possibility that a coding error or feedback loop could be responsible. While Quest Of The Heroes is currently offline until all investigations are completed, we at Worlds Of Infinity are certain that no action of ours could have led to this tragic situation.

BEGIN BOILERPLATE:

Quest Of The Heroes is the crown jewel of Worlds Of Infinity. After ten years of continuous play, it remains the most popular simulation in our lineup. We continue to dedicate full resources to it, including recent upgrades to our SimuReal Interactives, providing the best and most immersive experience possible. We Are The Makers Of Worlds TM.

Epilogue II

Jacob was somewhere else.

It was a strange place.

It seemed to be a room, but a room such as Jacob had never seen. A soft cloth was underfoot, almost like the hide of some odd animal, and there were large metal boxes, the strangest chests Jacob had ever seen, standing everywhere. The room seemed to go on forever, but every few dozen feet, there was a standing rectangle of green fire, the size and shape of a door. Here and there, far away, in the distance, he saw figures stepping out of or into the green doors, seeming to vanish or materialize. Some sort of magic portals?

He noted, with some grim delight, that he still bore the sword.

Jacob just stared in wonderment. This was no heaven or hell he had ever heard of.

There was a voice.

A man was there, strangely dressed. He didn’t look like a Hero…he looked, Jacob thought, like a tax collector.

“You!  You there! What are you doing here?”

Jacob fumbled for an answer. “I… I am lost…”

“Lost?” The man seemed angry. “Oh, please. I know that getup. The damn game is offline, so you’re busy hacking to see if you can find a backup server somewhere. This isn’t your stupid game. You’ve managed to log into the V-Space Accounting Database.” He sighed, then continued his rant.

“God damn useless sim addicts. Well, I don’t know how you got through the firewall, but you are in deep, deep, trouble. You know what the laws are for trespass into private zones? I’m getting a trace on your signal sent. Might as well unplug, the cops will be there soon. No sims in prison, you freaking fantasy nut. Now log, I’ve got accounting data to lookup. Whole company is in a tizzie thanks to you losers.”

Jacob tried to puzzle out bits and pieces of the speech. “You… you work for the gods? For the Makers Of Worlds? You are their servant?”

The man rolled his eyes. “Great, not only an addict, but one of those roleplaying weenies. Yeah, I work for ‘the Gods’. Sheesh, they’re going to love you in the can! Here’s a hint, loser – don’t drop the… ”

Jacob sliced his head off, cleanly. The body vanished. He expected as much now.

If I can kill the servants of the gods…and their Heroes…perhaps I can kill the Gods themselves.

He went to one of the rectangles and gingerly stepped into it. There was a moment of light, then a sense of dissolution, then he appeared somewhere else. It was another room, similar but not identical to the one he had just occupied.

I am in the realm of the gods. I wander their halls… and here, they can die.

This place is immense, he thought, but I have time. Somewhere in here, I will find the Gods. Then I will kill them.

He smiled a thin, cold, mad, smile.

I am a Hero, he thought. I have a Quest.


As with most of my fiction, this was written in a moment of desperate panic before my monthly writer’s group meeting.  It was posted ages ago on the original Joomla version of this site, then never moved over in the Great WordPress Revolution of… whenever I switched to WordPress. I think it was 2010. (Wow, that means I wrote the Star Rovers piece a long time ago.) Prior to reposting it now, I gave it a quick edit to clean up a few sentences. (No matter how many times you reread your own writing, you always find one word to change here, another word to add there…)

Anyway, I thought it might be interesting to mention that a small bit of the inspiration comes from a quest in Vanguard (ah, Vanguard… you could have been amazing. A perfect example of the harsh reality of “Ship Now or Ship Never”). You were sent to go rescue someone from lizardmen, but as soon as you got near to the village, the text box informed that you heard a scream and that they were dead. No way to save them. (Given how borked the NPC pathing/follow was, it’s probably for the best it wasn’t an escort quest.)

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Cyborg Commando 2.0 MOAR CAPS

CYBORG COMMANDO

The Epic Saga Continues

CAPS STILL NOT OPTIONAL

Welcome back! I know, even for me, this was a long time between updates, but I’ve been:

Roll Activity
01-30 Ranting on the D&D Next boards
31-80 Ranting on the SWTOR boards
81-85 Actually playing SWTOR
86-90 Working on fiction for my writer’s club
91 Working on Stellar Warriors
92-95 Being distracted by funny cats on the Internet
96-00 Looking at porn Studying new coding techniques.

So, now that that’s been established… back to creating a CYBORG COMMANDO!

When we last left our intrepid CYBORG COMMANDO, he, or possibly she, was void and formless. I hoped to find some inspiration in the book for a character idea, but what I found was inspiration as to how not to write a core rulebook. The book is filled with endless details on how the cyborgs work, down to things like the precise angle of rotation of the neck and the alloy composition of various body parts and the fact your head is actually almost completely hollow and..

Oh, yeah. Your brain is in your chest. Your head… well…

The head of a CYBORG COMMANDO

You could smuggle drugs in there. Seriously.

Yeah. It’s kind of interesting that one of the leading forms of real-world nanotech now is “lab on a chip” technology, which puts all sorts of chemical analysis functionality onto a microchip, leading towards real-life tricorders. Back in the 1980s, of course, we thought you’d need to hollow out your head to do this sort of thing.

There’s a lot of really weird details in the rules, and it takes up a lot of the rules, except, it’s not really “rules”, is it? Most of this would be called “fluff”, and fluff can be good, but it’s not fluff that inspires you or gives you an idea what the world is like, it’s fluff that shows the writer probably got a degree in mechanical engineering and this is his first chance to use it. For example, we learn the Yield Strength of the frame of a CYBORG COMMANDO is 8,047 T/m2. I have no idea what that means. Is it useful in-game, in any way? No, because there’s no rules anywhere that turn “Yield Strength” into some kind of mechanic you can use to decide if your CYBORG COMMANDO is crushed by a truck or whatever. “Ten times stronger than steel!”, if technically imprecise, provides a reader with an idea, a mental image, a conception, of how tough a CYBORG COMMANDO is. “Yield strength”, for the bulk of readers, who presumably don’t know the “yield strength” of common items you find in your home and office, tells you nothing. Even in a freeform, GM-decides, make-shit-up kind of rules system (which CYBORG COMMANDO is and isn’t, and in all the worst ways), it’s a useless piece of information, because it doesn’t give the GM any assistance in making a ruling. The book is filled with stuff like this, page on page on page, and there aren’t many pages in total.

Sure, background is great, and having a little fluff to help define and ground the technology of the game is very useful — but you could cut the amount of text dedicated to this by, literally, 90%, and convey just as much useful, setting-defining, information. (Then there’s things that provide information not even used in the setting, like a page of math, detailed formulas, for hyperspace travel times, when there’s no space travel in the game. If there was a plan for future expansion with rules for space travel,  that’s where this should have gone.)

I still haven’t gone on to developing my character, have I? The above rant is a partial excuse for why it took so long to get to this point… trying to find something to hook into. Even games I’ve been unimpressed with, or which were mechanically very simple, gave me more ideas for “what kind of character can you be” than CYBORG COMMANDO does. I will be first in line to laugh at White Wolf’s purple prose, shallowly stereotyped splats, and labored emo first person narratives with light-gray text on slightly-less-light-gray backgrounds and moire pattern watermarks, but there’s no way that, by the time you’re ready to fill in the dots on your character sheet in a White Wolf game, you don’t have a lot of ideas for what kind of people exist in the game world, what you can be, what kind of k3wl p0w3rz… I mean, angst-filled personal dramas… you get based on what you pick, etc.  CYBORG COMMANDO gives you about as much inspiration as picking “Player A” or “Player B” in an 8-bit arcade game.

Even the skill list isn’t much of a help, as it’s written like a college course catalog… without any course descriptions.

Seriously.

The CYBORG COMMANDO skills list

"I'm going to major in Medieval English, and then join OWS."

However, this isn’t the worst thing. There are two worst things. Yes, two. Each is more worst than the other. That’s more worst than you’ll find at Octoberfest in Chicago. The two worst things about the skills are: First Worst, almost none of them are described. No, not even a single line of description — the rules helpfully explain there wasn’t room for such useless trivia as “What do the skills do”, we had to have space for the populations of dozens of cities (because it’s important to know that Caernarfon has 12,280 people, and that Cullera has 12,335), hyperspace travel formulas, and to tell you that the Xenoborgs lost 14 colonels in their invasion. You know, I gave Star Rovers a lot of good-natured ribbing over the fact there were no space travel rules, but even if I felt the rules they included instead were of secondary importance, they were at least rules. You could use them in a game. Should asteroid mining have been booted to make room for space travel? Sure, probably, but you wouldn’t stare at the asteroid mining rules in stark incomprehension and ask “Why is this even here at all? What purpose does it serve?” The other first-worst thing is that the skills are often referred to by number. How much information is gained by writing “attempts a skill check in the area of Physical Sciences (56o)”? The “560″ doesn’t help you quickly find the non-existent skill description… it just wastes space.

(A few skills are described, mostly the “Psychogenic” and combat-related ones.)

Anyway, to acquire skills, I spend SP to purchase Fields, which are skills ending in multiples of 10, not Areas (which end in single digits) or Categories (ending in 00). This is the Basic game; you get more flexibility in the Advanced game, but I’m not going there unless someone pays me.

So, I have 30 Skill Points. That’s… uhm… not a lot. I mean, a whole lot of not a lot. How about 10 in 220, “Unarmed Combat”, which gives me 10 in “Occidental Combat” and “Oriental Combat”, the two Areas that are in that Field. (Somewhere, Steve Long is weeping.) That leaves me 20.

Well, 10 more in Personal Weapons. That makes me equally skilled with everything from 231 Ancient Bladed Melee Weapons (including agricultural tools) to 237 Artillery. (“Can you handle a howitzer?” “Why, sure, I used to cut down wheat with a sickle on my farm back home!”) (I should cut CYBORG COMMANDO some kind of break here, since this is “basic” character generation and many games have nothing but a “combat” stat, especially games of this era. But I’m just not in a forgiving mood right now.)

I’ll put 5 in Personal Arts 410, since that gives me access to 411 Error Avoidance, which covers “Karma & Fate” and “Serendipity”. And the last 5, I dump into 630 Criminal Activity, since almost everything under it seems vaguely useful… though with only 5 points, I’ll probably suck at it. Due to the lack of skill descriptions, it’s unclear if 634 Sex Related Crime covers “running a prostitution ring” or “committing sexual assault and getting away with it”. I guess that’s the sort of thing you need to argue with your GM about. OTOH, there’s no indication that CYBORG COMMANDOs are, ahem, “fully functional”, so it may be moot. A pity. Given the style of the the rest of the book, one might expect something like “The synthesteel duraplas pseudopenis of the CC unit is 19.8 cm in length and is covered with TextuWeave Quasiskin that transmits simulated neural responses at a rate of 10.94 megagigs per kilounit. It can be set to vibrate at 500 RPM.”

Yes, I went there. What, you expected class, decorum, or good taste? Did you read my Alma Mater review?

And so…. I’m done. My nameless CYBORG COMMANDO is ready to go kick some ass. Or get his ass kicked, since from what I can tell, I have a ten percent chance of hitting someone. No, wait…. after several minutes of studying the mind-numbingly confusing graphs, it seems I have a 27% chance of rolling 10 or less using the d10x system. Wow, that’s intuitive. (Also, raising my skill from 10 to 11 is meaningless, because you can’t roll an 11 on d10x. You have to raise it to 12 to see any gain.)

And in conclusion…  I’ve got to find something better for my next article. I have nearly 3000 game books in my collection. This can’t be hard. Synnibarr. Synnibarr should be fun. Unless someone wants to send me a copy of that game where you play flower penis vampires. That could also be fun.

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D&D 5E

Well, as everyone probably knows by now, this site not exactly being known for cutting edge news or steady updates (I’ve got a good excuse for not posting much this past month, namely, I’ve been taking care of my sick mother playing SWTOR.. anyone on the Ebon Hawk server? I’ve got a BH 28 and a JK 4), Wizards Of The Coast has announced development on D&D Fifth Edition, with rules previews coming at D&D Experience which is, I think, in January or February, and an open playtest starting in Spring 2012 (the Mayans predicted this), and probably a 2013 release, though there isn’t an official date set. Some are figuring 2014, to coincide with the game’s 40th anniversary, but that would mean two and a half years of limbo sales, since people won’t want to “invest” in 4e with a “new” edition on the horizon… unless WOTC spends the next two years or so selling “beta” releases of the 5e rules, constantly updated with new material, until the “final release” in 2014, which would be an interesting marketing strategy, and by “interesting”, I mean “I think it’s amazingly stupid, which means, it will probably work perfectly”.

As for what that means for this site… I don’t know. I’ve mostly been producing 4e materials, because it’s easy to do. I’m still passionate about Earth Delta, having had some more monster ideas this weekend. This site has always been run on the basis of “Whatever I feel like writing about at the time”. My 4e campaign is winding down, and it looks like I’ll be using True 20 for my next game, since I’ve failed to sell my players on GURPS. (They wanted to stick in the D20 world, and D20 Modern is not that great, having used it for a long campaign, and there’s no true “Pathfinder Modern” out there, and Spycraft gives me a headache, and that’s saying something. )

So, really, in terms of new rules and crunch, I’m not sure what I’m likely to be inspired to work on. I’ll probably do more review/walkthroughs, as they seem more popular, anyway, and I have no shortage of material to work with.

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Cyborg Commando

CYBORG COMMANDO

(All-Caps NOT OPTIONAL)

(Not Gary Gygax’s Finest Hour… Or  Week… Or Year…)

So, what happens to an iconic creator when, for various reasons, he can no longer work on the products that made him so iconic? Well, he can start a failed computer company, or a failed comic book company, or produce a failed roleplaying game. Given the nature of this site, I hope you don’t have to guess too hard what I’m about to cover. (Hint: Read the title. It’s in ALL CAPS!)

CYBORG COMMANDO (this is how it’s written throughout the rules, and that’s how I’m going to write it here) is about COMMANDOS that are CYBORGS. What does it profit a man to gain built in missile launchers if he loses his soul? How much of your humanity will you sacrifice, to save humanity? At what point are you more metal than man? Is humanity a thing of the flesh, or of the soul? Are you more inhuman than the monsters you were created to fight? These, and other questions, are totally not even remotely asked in this game. CYBORG COMMANDO is about kicking alien ass with your built in cyber powers, and there is nothing wrong with that premise… but, according to many reviews and writeups, there’s a hell of a lot wrong with the game as a game. Or… is there? (Probably.) I’m going to find out, and you’re going to join me for the trip. (Or you’ve already dismissed this page and are eagerly looking to see if there’s any updates on goatswithboats.com.)

Let’s move on…

Continue reading

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Stellar Warriors Update

Stellar Warriors Update

I’ve mentioned, several times, my desire to an over-the-top sci-fi game inspired by late 70s/early 80s tropes in both game design and science fiction (and by “science fiction”, I mean, the pulp space opera, movies, and TV shows of the era and earlier, not the actual quality SF that dealt with meaningful themes of the era. We’re talking sci-fi, not SF.) I’ve been waffling badly on this, with a lot of initial design steps petering out. Going to far in the purely old-school mechanics, limiting myself to things like AD&D 1e as the defining point, bored me as a designer… if I found AD&D too limiting as a player back then, why embrace those limits? My attempt to do it as a full-fledged Pathfinder game got a bit further, but I felt I was spending too much time mimicing Paizo’s style and dealing with an accumulated body of rules that all had to be edited to fit my desire, with the risk of losing compatibility with each edit and the problem of balancing my content with the rest of the game. Finally, when rereading my collection of Knights Of The Dinner Table, it suddenly hit me I was looking in the wrong place for system inspiration. I’ve often praised Hackmaster 4e as the kind of old-school game that captured the spirit of old-school as I remembered it. Even stripped of the purely parodic/silly elements, the core of the game embodies the attitude that spells “old school” to me, the kind of exuberant, unapologetic, energy and enthusiasm that the best old school books have, and it makes no bones about complex mechanics — it has them and loves them and expects you to be smart enough to decide which to use and which are too much bother, and as for game balance… whatever. Good enough is good enough.

So I realized I don’t want to write, per se, AD&D in Space, or Pathfinder in Space… I want to write Spacehack, or something close to it. I want to capture the kind of universe implied, but never clearly defined, in Star Rovers and the Arduin miniatures line.  I want to pull from the same kind of influences that produced Encounter Critical, but not as a parody. I also realized I want elements of the first edition of Warhammer 40K, before it started taking itself too seriously — space dwarves and space elves and space vampires. I want bounty hunters and space ninjas.  I want it all… and I want it wrapped in a system that’s actually playable and that satisfies the things I look for in a game, as a player and as a GM.

At this point in the very mercurial development process, it looks a lot like AD&D 1e after going through a radioactive blender. We’ve got descending armor class (-10 is better than 2, and a +2 bonus to your AC lowers your AC by 2), attack charts cross-indexing level and AC (what the hell’s a thayko, anyway?) using a roll-under D20 mechanic, roll-over saving throws, and a skill system shamelessly borrowed from Hackmaster (in terms of some mechanical ideas, no text is copied and the actual implementation differs in many ways, let’s be clear here).

Some of the mechanics are deliberately more obtuse, contradictory, or idiosyncratic than they need to be… that’s  a big part of the spirit of the era. Percentile systems, roll-under systems, roll-over systems… I’ve got ‘em all. My hope is that the different types of mechanics will be siloed enough that you won’t actually have trouble figuring out what to use in play or how to resolve any situation the rules don’t explicitly cover.

I’ve also finally got the tone right, the authorial voice. If anyone thought Earth Delta was written with a bit too much snark… well, I’ve got the ghost of Gary Gygax whispering in one ear, Gary at his most authoritative and belligerent, the early Gary of the AD&D 1e DMG and the fire-spewing editorials in The Dragon, and David Hargrave whispering in the other ear. (The fact my writing in no way compares to theirs in quality and imagination is best attributed to poor communication from the spirit world, and it should be considered no failure of their talents that I am a poor, poor, copy of the departed masters.)

Here’s a sample… this may end up highly changed as the editing process continues, and certainly the raw mechanics will be tweaked a lot, but I simply like the tone of it all:

If you roll a natural 20 (that is, the number “20″ is the number showing. Does this really need to be explained to you?), you have scored a critical hit if the modified roll would have hit the target’s Armor Class (so if you needed a 24 to hit, and you had total bonuses of +5, so your modified roll was 25, then, this is a critical hit). If the modified roll would have missed (say, you needed a 30 to hit his AC), then a natural 20 is just a normal, run of the mill hit, and, by the way, if you’re missing when you roll a freakin’ 20, this means that the guy you’re fighting is way out of your league, or you’re a blind epileptic diplomat using a weapon you have no proficiency with, or both. Run, you idiot! Where was I?

Oh yeah, Critical Hits.

Your basic, run of the mill critical hit is a Grade A critical. For every 3 points by which your modified roll exceeds the number needed to hit, the critical improves one Grade, so if you needed a 15 to hit and your modified roll was a 26, you scored a Grade E critical! (There are some things which can reduce a critical grade; a critical reduced below Grade A is Grade 0 (that’s “Zero”, not “O”). Grade 0 criticals are kind of “Participation Ribbon” criticals. You showed up, so you get a token to soothe your fragile little ego. Anything reduced below Grade 0 isn’t even a critical, it’s just an average hit. Better luck next time.

The critical chart is nothing more than a shadow of an idea at this point; it’s going to be a bear to complete, because I ultimately want different weapon types to have different critical effects, ideally with Rolemaster-esque flavor text.

The biggest design issue I have now is that I want a fairly rich set of skills, proficiencies, and talents which players can choose as they level up, but I also want a strong class system, and deciding what kind of things should be class-specific and which should be accessible to anyone who wants to spend the Customization Points on them is not always self-evident.

I’m also trying to decide if I want racial level limits. Limiting classes and levels by race has a great ability to add flavor to a race and to avoid some kinds of munchkinism, but it can also be a real game-killer if the campaign goes on too long. Multiclassing is another issue I’m playing with; I’m likely to part with tradition and let humans multiclass.

As with all my projects, this may go on to semi-completion, or it may be abandoned from this moment forward.

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Wastespawn — Oilslick

That is not dead which can eternal lie…

Like I keep saying, Earth Delta is not dead, just pining for the fjords… the fjords filled with deadly killer mutant pine trees that fire explosive laser pinecones!!!! Hmmm… explosive pinecones… I like that… anyway, here’s the first Level 16 monster for Earth Delta, the Oilslick Wastespawn!

(In case anyone’s wondering, and I know you’re not, one of the distractions I’ve been dealing with has been my oft-mentioned but rarely-detailed Stellar Warriors. I should post about that…)


 

Wastespawn 

The wretched ruins of the Ancestor’s excess have left behind vast regions tainted with terrible toxins, not to mention awful alliteration. Various systems, including nanobots and genetically engineered bacteria, were usually dispatched to clean up and process such areas, but, during the time leading up to the Cataclysm, wars were fought by sabotaging and reprogramming such things, trying to turn the cleaners into killers. The mix of confused programming and reprogramming, and the passage of time, caused the ecosystems of cleaning bots, waste-eating bacteria, and offensive counter-programs to use the raw material of the wastes to form ever more complex beings, fast-forward evolution using the tools at hand. These creatures are now called wastespawn, and they live wherever the Ancestor’s offal is densely concentrated. They generally possess only fragments of intelligence, pseudo-minds composed of badly mangled bits of semi-aware code, but they are motivated by a strong hatred of an unknown enemy, which they assume to be any creature which enters their realm.

Some groups, especially rubblers and ratmen, have found ways to tame or herd wastespawn. The Annihiliation Army is known to sometimes capture them, contain them, and unleash them on strongholds as terror weapons ahead of their own invasions.

Wastespawn, Oilslick

Wastespawn, Oilslick

Level 16 Lurker

Medium elemental animate (ooze)

XP 1,400

HP 105; Bloodied 53AC 30; Fortitude 28; Reflex 29; Will 27Speed 5

Immune poison, disease; Resist 10 acid

Initiative +20

Perception +15

All-Around Vision, Tremorsense 50

Traits
Flammable
If the Oilslick takes more than 10 points of fire damage in a single attack, it ignites, gaining the “Burning” condition (save ends). This causes its slam attack to do an additional 1d10 fire damage, and gives it an Aura 2 that has “Any creature starting its turn in this aura takes 2d6+5 fire damage”. The Oilslick takes 2d6+5 fire damage on the start of its turn, as well.
Incorporeal
The oilslick takes full damage from fire and cold attacks.
Standard Actions
m Slam • At-Will
Attack: +21 vs. AC
Hit: 3d8 + 11 damage, and the target is covered with oil (save ends). Oil covered targets gain a +2 to all defenses against being grabbed, but all forced movement effects against them increase by 1 square, and all terrain is difficult terrain for them (as they tend to slip and slide a lot). Flying creatures are grounded. If the oilslick is burning, the target also has ongoing 5 fire damage (the same save ends this condition as well).
Slick Slam • At-Will
Requirements: Must be in Flowing Slick form.
Effect: The oilslick makes two slam attacks. These can target any creature adjacent to it, or standing on its body. It can attack the same creature twice, or two separate creatures.
Move Actions
Flowing Slick • Encounter
Effect: The oilslick spreads out to become a thin carpet of oil, 5 squares on a side. In this form, it ignores difficult terrain, and it can squeeze through any space of up to 1 square wide. Enemies can move through its spaces, though it can make a slam attack as an opportunity action against any creature who moves more than one square through its body. It costs 3 squares of movement to cross each square (flying creatures may move normally). It can return to normal form as a minor action. When it changes to this form, it can pass under any enemies occupying the spaces it will now occupy, and performs a slam attack against each enemy so engulfed, at a +2 bonus. Its AC and Reflex defenses are reduced by 2 when it is in this form.
Return To The Pool • Recharge 5 6
Effect: The oilslick flows into the pool of industrial waste which spawned it. In this form, it is considered to be hidden, gains resist 10 (all but fire), and regenerates 10 points/turn. It can end this state as a minor action. It can move at full speed while hidden in this way. It can take no actions except to move or return to its normal state.
Skills Stealth +21
Str 21 (+13) Dex 27 (+16) Wis 15 (+10)
Con 21 (+13) Int 3 (+4) Cha 15 (+10)
Alignment evil     Languages

Oilslick wastespawn are barely more than animals, possessing only rudimentary self-awareness. They dwell deep in pools and seas of industrial wastes, primarily, of course, oil, which still had many uses in manufacturing and industry, even though, by the time of the Ancestors, it had lost much of its utility as a primary power source. (There were also many stockpiles of it, sometimes locked away for centuries, against some future shortage.) Oilslick wastespawn are basically symbiotic colonies that combine thick, contaminated, oil and highly-mutated oil-eating bacteria, which now function to convert other substances into oil. The oilslick will arise from the pool as a vaguely tentacle-shaped wave or whip of oil, and moves on its own by flowing forward and then drawing itself up. If it senses that its enemies are using any kind of fire or heat weapons, including lasers, a primitive and malicious instinct will cause it to not use its flowing slick power until it is ablaze, and then it will engulf its foes in its burning mass.


 Design Notes

As with most great things, this started with something I saw in a Jack Kirby comic,

What I Stole This From Was Inspired By

but by the time it hit the page, it had very little to do with the inspiration beyond the idea of “oil slick as monster”. Because I’m a lazy-ass bastard, and I’d rather beat one semi-original idea to death than actually come up with more than one idea at a time, I realized that while an oil slick monster was cool, coming up with a whole bunch of monsters based on “animated waste and junk” was even cooler, and by “even cooler”, I mean, “would require very little mental effort to find viable concepts to fill a variety of roles”. So there will probably be more wastespawn in the future.

This one has lower hit points than average, because it’s such a bitch to hurt, and, if you attack it in its native environment, it has a very powerful “retreat and rest” mechanic. Lurkers are supposed to be frustrating as hell and require some thinking to beat. Setting it on fire is a wonderfully double edged laser sword, because while it takes some damage, it also becomes much deadlier, especially if it’s saved up its encounter power for just such a contingency. The ongoing damage from the flames is low because of the other effects the basic slam attack already imposes; without them, the ongoing damage would be 10. The increased forced movement effect isn’t especially useful to the oilslick itself, since it has no powers that do that, but pair it with a controller or a brute/soldier type that relies on push effects, and you’ve got a good game of PC pinball going. I like that it’s an interesting synergy mechanic and a logical effect of what the creature is and what it does. Likewise, the notations on how its powers affect flying creatures are there because I dislike that 4e either encourages you to ignore all logic and apply the rules as written, or makes the assumption the DM will issue rules calls as needed. I’d rather empower the DM by telling him up-front what the game-effect power is modeling (an oil slick) and give him some advice on the most common type of conflict or question which will arise, namely, “Why can’t I fly over it?” The answers, as you see, are “If you’re flying and covered with oil, it goops you up and you fall, but, if you’re flying over an oil slick on the ground, no, it’s not difficult terrain for you.” (Difficult Terrain is a perfect example of “90% is not enough” when it comes to rules. By this I mean, it’s obvious that the 4e designers looked at 3.5s myriad of terrain types and conditions and said, “Look. 90% of the time, all we want is ‘This terrain slows you down’, and it doesn’t matter if it’s slick ice or brambles or deep sand or a high wind.” The problem is that for all of those, there’s different possible countermeasures — can a fire spell melt the ice, or a fire elemental ignore it? A nimble elf can shift on brambles, but what could does being nimble do against a powerful headwind or heavy gravity or a ‘zone of slowness’? The DM is constantly forced to either apply the rules as written, even if they make no sense, or get into pointless arguments over whether or not the rules apply, because the effects-based design of 4e offers little guidance when it comes to interpreting the source of the effect, and this, in turn, causes loss of immersion. This, in turn, is also why I pointed out some of the uses of sand or other “gritty” material, because it’s the sort of thing clever players will want to try, and should be able to, without the DM having to be forced to choose between something like “Uhm, OK, the handful of sand completely blots up the man-sized living oil slick” or “No, there’s no effect, why should sand hurt it?” With the provided guidelines, the DM ought to be able to cover most common variations and have an expected “baseline effectiveness” to work from.

Gameworld wise, I like the idea of a “wolfpack” of these things arising out of a small “sea” of oil at the bottom of a ruined factory, or of a Stronghold using one or two as “moat monsters”. The “overuse” of “quotes” in my “writing” can be strongly attributed to the aforementioned Mr. Kirby.

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Why Tabletop Gaming Will Always Trump MMOs

Tabletop>MMO 4EVR

Or, At Least, Until We Get Around To Inventing True AI

The concept of an AI DM… true AI, creative and self-aware, is terrifying. It can’t be reasoned with. It can’t be bribed with pizza or boobies. It never forgets a rule or its notes. And it never, ever, stops. But I digress… this time, before I’ve even… uh… gressed.

Anyway, last night, at our weekly Pathfinder game, sometime before the crippling sinus headache that reduced me to whining “Let me die!” over and over again, I managed to pull off one of those things that simply can’t happen in any computer-run RPG, unless it was pre-coded to happen, which undermines the point.

In our prior game, some sorceror-type had been lurking around the room our party had holed up in for the night, and had left us a present just outside the door… a rock with explosive runes written on it, well aware that if adventurers ever see writing on the floor, especially vaguely mystical writing, they will stop and read it, much like dogs sniffing at a tree.  My character managed to spot the runes in time and, by dint of a high Disable Device check, mage hand, and a bit of cloth, stuck the rock in the bag, in case it could be useful later.

Later, but not at the Hall of Justice, we encountered the demon prince we’ve been hunting for nine levels, perched on a standard issue boss monster floating platform. As my character has a totally undeserved reputation for being willing to bargain with entities of the lower planes, he offered me the usual power, knowledge, etc, to betray my friends. My reply was, “I’ve taken the liberty of writing the terms I’ll accept on this rock. ” I used the aforementioned mage hand to send the rock over to him, and rolled a really good Bluff check. Start of his turn…. boom. Sadly, it didn’t get through his SR (sigh), but it did penetrate that of his succubus girlfriend (insert your own obvious joke here about what hasn’t penetrated her SR) and it was probably the most direct damage I inflicted in that fight. (Conjuror/Rogue… while most of my direct damage spells ignored SR (yay!), they did acid damage, which demons all resist, my summoned creatures were too low level, my rapier wasn’t cold-iron or good-aligned, and spells like spiked pit and aqueous orb are pretty worthless against creatures with at-will teleport. I was reduced to casting buff spells and even using aid another. Who uses aid another? Sheesh. But I digress. Again. Trigress?)

So, upshot is, while it’s certainly possible for a coder to have written that explicit chain of events into a game, it’s not likely they would, and, if they had, it would have been at the cost of some other sequence of events which could still be carried out in a tabletop game. That kind of freedom of action, the ability to interact with an imagined world in any way you wish, is something we’ll never see, even in the most “sandboxy” games. It bothers me that this feature, the most unique selling point of tabletop games over MMOs, is so underplayed by game companies, who focus, instead, on trying to make games “easy to learn” and turn RPGing into a beer-and-pretzels hobby where you get some friends over, run a “delve”, and quit. The things that make tabletop RPGs unique are long-term campaigns where you build a sense of history and legacy, where you tell each other stories over and over and create memories you’ll cherish long after you’ve forgotten how to control your sphincter, and the ability to try anything you can imagine — whether you succeed or not, of course, is up to the dice.

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Alma Mater, Sophomore Year

Alma Mater, Sophomore Year

The Return of Biff Muntz

As you may recall, far longer ago than I’d like, I posted Part I of this review and walkthrough,  in which I began generating a character for the RPG “Alma Mater”, published in 1982 by Oracle Games, and best known for its Erol Otus art and serious political incorrectness. Today, we continue with the process of character generation. I had just named my character Biff Muntz, and we were about to see if he had any skills with which he could pay the bills… or, being a bully, get the money to pay the bills from someone else.

As a “Tough”, Biff begins with Dirty Fighting, Driving, Drinking or Drug Use, Intimidation, and any one other skill. Well, first, we’ll go with “Drinking”. Skills in Alma Mater come in levels, and if you have a skill, you start at Level 1 (all other skills begin at level 0). For each level in Drinking, Biff can add (or, optionally, subtract) 1 from his Con when drinking. This also gives me a chance to spike someone’s drink without them knowing about it (a bonus of +1 against their Intelligence, so, 1d10+1 against my target’s Int. Hopefully, Cheerleaders have a low Int.) The more drunk I get, the more my skill in drinking increases; this is one reason to use the skill to lower your effective Con… it makes you get drunk faster and thus get more SP to drink.

There’s a lot of good options for other skills, many of which fit with Biff’s personality: Brewing (to make your own hooch), Illegal Economics (buying and selling illegal items), Coolness (to not show fear), Crudeness (as exemplified by the late, great, John Belushi in Animal House, this is the ability to be so disgusting people are actually revulsed… you know, a College version of AM would be pretty easy to create, especially one which focused on the classic “boobs and beers” films of the late 1970s/early 1980s. Revenge Of The Nerds: The RPG!. But I digress.), Lying, Weapons Knowledge, Forgery… this is a great skill list! But I get to pick one, and only one… hmm…

It’s interesting. Since most of your skills are pre-selected, this choice really matters; it’s one of the most defining elements of your character. To drift even more off-topic for a moment, I believe that whatever aspects of your character really matter ought to have mechanical representation. There’s some who say this is the antithesis of role playing; I disagree completely. If your character is shy, or flirtatious, or drinks heavily, or likes to ride motorcycles, or whatever, there ought to be a codified representation of it in the rules set. So, with that in mind, and looking at the skills, I think Biff is going to pick Coolness for his free skill. Why? Because the higher your Coolness, the better you are at picking up girls. At Level 2 Coolness, for example, you don’t need to roll to ask someone for a date. Biff is starting at level 1, of course, so he’ll need to roll his Courage (CR) to ask a chick out. His CR is 9 and he’ll get a +1 from this skill.

Learning new skills is hard. First, you can only have a maximum of 8 skills. Second, you can’t just gain skills through play, though you can improve them. You only get to check for new skills each September, and you need to roll against your LD (Learning Drive), of which Biff has virtually none. So, barring exceptional luck, Biff will just get better at what he already knows, which is pretty realistic. Biff is likely to end his life as a meth addict living in a trailer park, trying to avoid paying child support and watching the nerds he beat up become internet millionaires. Sucks to be you, Biff.

Rules For School

Now, if someone were to make a game on this theme today, it would be some weird Forgey thing with two-inch wide margins on half-size paper, and all the rules would be things like “Contrast your Angst to the opponent’s Pathos and then write a poem that doesn’t rhyme to describe your feelings and everyone involved reaches a consensus evaluation based on how many Trauma points you wagered in the Drama.” Let’s just say… Alma Mater isn’t like that. It’s a true old school game, and, contrary to what the revisionists would like to claim, that means rules. Oodles of rules. And charts. And tables. And, let me just say this… they are wonderful.

Here, for example, is the table of modifiers for dating:

The chart of dating modifiers for Alma Mater

If I'd hard this in High School, it would have been very useful.

You see all those numbers? You get to cross-index everything and work out all the details. The letters on the top, by the way, mean “Dance”, “Flirt”, “Date Request”, “Date Success”, “Seduction”, and “Love”.  Of course, you need to track things like successful or unsuccessful Flirt attempts, and your chances of going steady (which means you don’t need to roll to request a date, but you do need to roll for date success), are based on tracking a large assortment of modifiers, including your successful dates.

Seduction can’t even be attempted unless you roll against CR-1 (Coolness helps here, heh heh), and s the chance is your (INT+APP)/2, minus the target’s WP if they’re “passively resisting”.  Attempting to seduce a character who is “actively resisting”, the rules helpfully remind us, is also known as “rape”. (If both characters are willing, no seduction roll is needed, but both must roll against CR-1.)

There’s oodles of other rules, too. Rules for throwing a party, rules for drugs… hell, for those interested, here’s what drugs were going for in 1982. (Because I was a total nerd in High School, and still am, I can’t vouch for the quality of research of these rules.).

The Cost Of Illegal Drugs In 1982

If you somehow got here while googling for useful information on the cost of illegal drugs in 1982, I feel sorry for you.

It’s a bit of a nostalgia trip, in a way… no meth, no crack, and PCP was still being used by some people. (That was the terror drug of our era, and, like most such things, the problem was pretty much self-correcting; any drug horrible enough that it might actually be as scary as the usual suspects claim will quickly eliminate its users from the gene pool, which also eliminates the pushers. Much like a virus, if it’s too deadly, it eliminates itself. The biggest risk is all the stupid kids who, knowing adults lie about marijuana, assume they are also lying about the things that really can fuck you up for life, or just end your life.)

The rules, charts, and tables just go on and on, and it would be impossible for me to point out every cool thing there is, from an extensive weapons list that provides modifiers for everything from erasers to meathooks to blowtorches(!?), to the random items you could find on people you beat up (divided by class, so you could roll on the Brain Equipment Chart to see what you took from the local nerd, and so on), to the many fine illustrations, such as this one, for combat:

Chick fight!

This Is What Illustrates "Combat" in Alma Mater. Elmore, Eat Your Heart Out.

Now, that’s an illustration! I’d post the one that accompanies the “Dating” rules, but there are kids reading this blog! (Well, not really. There’s no one reading this blog, but, among my imaginary readers are imaginary kids.)

And In Conclusion…

Well, that’s sort of it, really. The bulk of the game is post char-gen, as it really should be. There’s only a handful of real decision points, again typical of the 1970s and early 1980s. For the most part, your character tended to evolve solely after play, with games like Traveller or Chivalry&Sorcery being notable exceptions. Many games, such as Metamorphosis Alpha, had only one or two decision points to make; everything else was either mandated or random. I think that’s it’s indicative of the time that we’d say “I’m going to roll up a dwarf fighter”, even though we mostly couldn’t control what we got; basically, without rules to let us decide what to play, we either cheated outright or we just kept rolling up one character after another until we got what we wanted.

Sadly, there are no rules for playing RPGs within Alma Mater; the possibility of infinite recursion would have been wonderful.

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Learning The Ropes

Once more, continuing the slow process of restoring the fiction from the previous incarnation of this site… not sure why it wasn’t all brought over during the great migration, but, oh well. Today’s exicting adventure is a morally uplifting Horatio Alger type tale of a young woman who pulls herself up by her bootstraps to attain success in a traditionally male dominated field, making it appealing to liberals and conservatives alike.

Learning The Ropes

The young woman settled comfortably into the leather chair, and tried to look warmly – but not too warmly – at the paunchy, thin-haired man across the desk. Her blouse was unbuttoned just enough to be attractive without seeming slutty, and her auburn hair was almost, but not quite, perfectly styled. Her smile was practiced and perfect.

The man, whose nameplate declared he was Mr. Smith, sighed and made a show of looking at her resume. He coughed once, flipped the pages, then sighed again.

“Uhm, look, Miss…”

“Harcourt.”

“Yes, right, Miss Harcourt. Says it right here, ha ha, should have seen that”, he added in a dull, humorless, monotone, as if reading a joke off an invisible teleprompter. “I’m not sure you’ve come to the right place. We deal in, ah…”

She smiled again, almost genuinely. “‘Unique opportunities for talented individuals interested in working for future and current leaders in a variety of specialized industries’. I read your website.”

“Yes, well, the boys in marketing cooked that up very nicely, but I’m not sure you fully understand. Our..our clients demand a great deal of very special services.” He paused, then added for emphasis. “Very special.”

She nodded. “I have no problem with that.”

He rolled his eyes. “Let’s be clear..I’m not talking about sex. At least, not any normal kind.”

She nodded again. “I know. Look, I’ve done my research. How do you think I even found this place? I know what you do, and I know what I want. I think you’ll see I’m quite qualified.”

He glanced at the resume again, this time actually reading it. “Hmmm…black belt, sixth dan…not bad. Qualified on a variety of aircraft, I see. Just missed the Olympic biathalon team. Uhm…it says here you failed to complete your graduate work in biochemistry at MIT. Why was that, precisely?”

She paused and searched for the right words. “Ethics issues.”

“Yours or theirs? The ethics, I mean.”

Her face darkened. Genuine emotion showed through the cracks. “Those ignorant fools had no idea of the potential of my work! If they only understood…” she paused, coughed demurely. “We disagreed on certain elements of the moral boundaries of post-functional biological experimentation.”

He put the resume down. “In other words, they caught you mutilating corpses.”

She shrugged. “It may have been something like that. Does it matter?”

“Only a bit. You’re quite unlikely to be involved in that kind of work right off, you know. You have no real credentials in this field, and our clients will be more interested in your directly practical abilities. They tend not to value the input of new hires into the running of their operations.”

She folded her hands. “I’ve learned to keep my mouth shut when I have to.”

“Hmm. Well, frankly, openings at the moment are poor, but I think I can find some work for you. Uh… before I put your resume in front of prospective employers, though, I need to make sure there’s no particular fields you won’t work in. Do you have any quirks I ought to know about? Women, children, old men, kittens, genocide?”

She shook her head. “Not really, no. Not if the pay’s good and everyone’s up-front about what they’re doing.”

He let out a long breath. “Right. Fine. There’ll be some more detailed examinations, of course, but I think we can work with you.” He held out a clammy hand. “Welcome to the minioning biz.”

Continue reading

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Making Magic Magical

A common complaint I see on RPG boards is that “magic should be more magical”. The lack of “magicalness” is often cited as a reason to dislike some new version of a game, or otherwise waved around as a generic failure that explains why nothing is fun anymore and everything sucks and it’s just not like it was in the old days.

Virtually identical tones, if different in actual details, can be found on every MMORPG board, and it all basically boils down to “You can’t lose your virginity twice”, a metaphor which is, admittedly, a bit problematical when dealing with some MMO players. But I digress. (Yeah, I’ve made that joke before. Hey, you go with what works, you know?)

Anyway, to focus on the topic on hand… no system of rules will make magic magical. The reason why is in that very sentence. It’s a system of rules. No matter how the game is dressed up in folderol like “arranging motes of quintessence in order to transform will into power”, it boils down to “Roll 4d10 and add your Majik1 Enlightenment to blast the zombie into dust.”

A common response to this is, “Well, sure, there are rules, but the game and the world can make magic mysterious, and magical!” Partially true… but not nearly so much as some people think or want, and here’s why. When discussing D&D, or dungeon crawly/medieval fantasy in general,  magic is usually quite common in actual play, even if the rules say it isn’t. Face it, if you’ve got a book of spells, and a book of items, and a book of monsters, you want to use most of them. You don’t want your heroes spending all their time fighting normal humans with normal weapons… unless your name is “George R. R. Martin”, who can literally describe characters eating breakfast and make it compelling reading.

Rules For Breakfast Not Included

(Yes, I know what “literally” means. I do not mean ‘figuratively’ or ‘as an exaggerated example’. I mean, when George R. R. Martin writes about what his characters eat, just the normal mundane foods they consume, he does it in a way that is interesting enough that it serves to draw you into the world, not make you yawn and wonder when he’s going to get on with the plot. I’m going to go out on a limb here and say few, if any, of the people reading this are that skilled at DMing.) You want your characters fighting vampiric half-dragon wolves with flaming vorpal swords! (You can read this as “the characters are using the swords” or “the wolves are using the swords” — either works.) So the world is going to be steeped in magic and monsters, and that’s that.

This is a “best case” scenario, where only the PCs, and their key antagonists, have access to magic, akin to older high fantasy like Lord Of The Rings.

Rules For Second Breakfast Not Included

The NPCs may oooh and ahhh and swoon over the magic, but there’s still no getting around the fact that the players know exactly how many plusses Gorthandiril, The Lost Sword Of The True Kings Of The Far Lands, has, and how much better it is than a mundane sword, and that they’ll toss it down a well if a sword with more plusses shows up. Even in this case, if the campaign is long, the amount of magic in it will invariably creep up, if only to keep the enemies and the players on an equal footing. Further, it’s quite impossible to pull many of the tricks that authors pull when you’re dealing with players. They’ll loot every item they can find, and “mumble mumble doesn’t work for you mumble mumble” grows thin. Even more, no matter what wondrous, enthralling, truly mystical marvel you create, as an item or as a feature of the world, some player is going to find a way to exploit the living crap out of it by treating it as a fact of the world and then reasoning forward from that fact… and that leads us to the more common scenario.

That scenario is, “the world is overloaded with magic”. This is the default scenario for any D&D world, whether you want to admit it or not; you can’t go into any random dungeon and come out with a pile of wands, scrolls, potions, and so on, without realizing “someone made all this stuff, and it was sufficiently replaceable that it was left to molder in some goblin-infested pit until a bunch of sociopathic murderers decided to commit genocide and then loot the corpses”.  If there exist NPCs capable of massacring goblins by sneezing on them (and there usually are), and none of them considered finding, say, a +1 sword in a goblin lair to be sufficient inducement to take an hour or two to clean out said lair, this instantly tells you that a +1 sword is considered to be a pretty darn common thing, even if the fluff text in the rules goes on and on about how rare magic is. If the fluff text says “Magic is rare and precious!”, and then the “sample adventure” has a goblin lair with magic items in it, a bare hop, skip, and jump from a town with NPCs of sufficiently high level that the PCs can’t just skip the goblins and, instead, loot the town… the fluff text is lying.

“Well, what if no one knew there was a magic sword there?”

Do they let the PCs keep the magic sword? Yes? Then the magic sword is virtually worthless.

Let’s put it this way. If a modern day soldier, returning from a battle, has grabbed an enemy utility knife, or even pistol, as a souvenir, he might be breaking some regulation or two, but in reality, no one will care. If he comes back with, oh, an atomic bomb, he will not be allowed to keep it “as a souvenir”. Period. Given how even high-level NPCs in most D&D type worlds react to PCs with magic items (that is, they don’t), barring artifacts and similar world-wreckers, there’s no way to get around it — magic items are common.

Likewise, so are spellcasters. Again, no matter how much the fluff text insists magic is rare and amazing and people stare with wonder at it, if a typical part of a wizard, a cleric, and this year’s variant of gish (fighter/magic-user) can walk through town and go about their business easily enough… magic isn’t rare. (Consider how much fuss was caused in Israel, about 2000 years ago, when one person tossed off a few trivial spells like Cure Blindness, Walk On Water, and Create Food and Drink. Even the highest level spell cast was Raise Dead, which is only fifth level.)

“So? Just because magic is common doesn’t mean it can’t be…. magical, whatever that means!”, says my peanut gallery of straw men, a truly strange mental image.

Except that it does. If it’s common… people know how it works and what it does. Oh, most people might not know everything and there will be a lot of false information. The “why” and “how” might be very mysterious… but so what? I don’t need to know exactly how gunpowder combusts to know, roughly, what a gun can do, how fast it can fire, how many shots it holds. I may not be able to perform the equations that explain how rifling works, but I know what it does and the effect it has on a bullet. A wand of fireballs is no more mysterious, to a typical D&D inhabitant, than a fully-automatic rifle. He may never own one. He may never see one personally, at least, he probably hopes not. He may not be able to describe how it works, or determine, at a glance, how many charges it has left… but he’s heard of them, he knows enough about them that while he may be terrified of seeing one in action, he’s not astounded by it. The reality of its existence is part of his world. We all live surrounded by machines whose exact workings we can barely fathom, and we know of the existence of all sorts of machines we have never personally seen or interacted with.

Attempts to hammer a “sensawunda” into the rules are usually futile. You can make magic much more random and less reliable, but this still doesn’t make magic “magical” — it just makes it more of a case for detailed cost-benefit analysis.

So what’s the solution?

Well, first, players need to realize that what they’re asking for is to have their minds reset to the time when they first discovered RPGs, when they didn’t know how the rules worked or what spells were available or anything, and so of course magic was “magical”. While you could guess what a sword could do fairly easily, you had no idea what a wizard could do, so you actually experienced that sense of wonder, because it was new to you, the player, and that cannot be recaptured by any rules.

Second, the DM and the players have to take up some of the heavy lifting themselves.

Effects need to be described, not just in terms of their game effects, but in their sight, sound, smell, and the way they impact the world. When a character “detects magic”, what are they doing? Hearing odd noises? Seeing colors? Having images flicker into their brain, like forgotten dreams? This responsibility falls on both sides of the screen. If a DM tells you, “You’re detecting strong conjuration magic”, you may tell the rest of the party this, in character, as “There are vibrations here of the sort one usually sees with spells of conjuration… fairly potent ones, too… let me wait a moment more, and see if I can perceive the sub-harmonies that could indicate the type”. Now, of course, this kind of flavor text might strike other people as utterly wrong, exactly the kind of clinical pseudo-scientific “magic” they want to avoid… and that’s fine. The exact way in which the mechanics of the rules are perceived by the people in the game world is something that tends to arise from consensus between the players and the DM.

The game mechanics of 3.x/PF, and to a lesser extent 4e, virtually mandate a golf bag of magic items and a constant swapping of weaker items for better ones. (I’ve found that, in 4e, once someone likes a sword/armor/shield, it’s often best to simply increment the bonus instead of giving them a “new” item. If a flaming sword is iconic to their character, then, instead of replacing the +1 flaming sword with a +2 frost sword, or a different +2 flaming sword, just say, “After the battle, you realize that the ambient magic has been partially drawn into your blade, increasing the potency of the enchantments upon it.” Most players, in my experience, are happy to keep the sword that has become identified with their character, so long as they remain in the right place on the power curve.)

Even if you do have many potions/wands/scrolls, though, it’s possible and desirable to describe them uniquely. A wand of fireballs may be made of charred wood and always smell slightly sulfurous, for example. Potions have varying tastes and textures. Even more, each item may have odd side effects or unusual traits, reflecting the idea that magic is as much art as science. Given two wands of magic missile, for instance, one might emit bolts that fly towards their target with a keening whine, while another bucks and quivers as it discharges.

In conclusion… if you think that the reason things aren’t “magical” enough is that the rules are too well-defined, and that going back to a “simpler” rules set will “bring back the magic”… you’re probably wrong, and you’re going to spend a lot of time being very disappointed. If you want to recapture the feeling of freshness and wonder, bring in some new players — in any edition of the rules — and enjoy seeing the game through their eyes. If you want to make the world more evocative and involving — don’t expect the game to provide you with all the description and imagery that makes it so; do it yourself. As a player, describe what happens when you cast a spell, or the look and feel of your magic items, and ask your fellow players to do the same. As a DM, think about every +1 sword and potion of cure light wounds you hand out, and give them something interesting, even if it’s just a decoration on the hilt or the fact that when you drink the potion, you hear a feminine voice singing “Soft Kitty”.

If You Didn’t Get That Last Joke, Order This

 

1: The more you misspell “magic”, the more magical… I mean, majyckyl… it is.

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