Wednesday, August 21, 2024
(D&D 3.0) Dragonlance Campaign Setting
Sunday, August 11, 2024
Shadowrun Companion (revised for 3rd 3dition)
Ooh, goody, more Shadowrun rules. . .
No, that level of sarcasm is uncalled for. I can't claim to be the victim here. When I bought the Shadowrun Companion, I wanted more Shadowrun rules. And even though I'm currently going through a period in my life where reading a rule-packed book is mostly a form of endurance trial, I kind of like the fact that Shadowrun is the way it is. Like, now that I'm out of the thick of it, I can maintain a certain gratitude for the existence of the Electronic Counter-Counter-Measures system or the elaborate cyberware installation mechanics. I feel a jolt of terror when I contemplate using all the rules, but then I allow myself to succumb to the thanatotic temptation and I smile an evil smile. It's something I could do. I won't. I shouldn't. But I could.
The Shadowrun Companion actually ranks pretty high on the list of useable rules expansions, probably because it's a grab-bag of topics. We get a few new systems, but since they are all for different topics, we don't get subsystems or subsystems of subsystems. It's all very manageable. And the point-buy character creation may even be a simplification of the core's priority-based character creation (the new math could potentially be fiddlier and there's more scope for choice paralysis, but technically it's one fewer step and there's no single moment where you have to preemptively compromise your character-creation wishlist). Also, the new athletics rules are completely standard for any tactical rpg and should probably have been in the core.
The only system that your players are guaranteed to despise is the State of the Art (SOTA) rules. Basically, it's trying to model the relentless march of technological progress and the related obsolescence of older technology, but it does so in a very "adversarial GM" fashion. Every so often (the book suggests somewhere in-between the two extremes of "after every adventure" and "once per in-game year") you roll on a chart to determine which category of tech has advanced the most and then the characters must spend some of their hard-earned cash as a kind of tax to keep up with the State of the Art. If they don't pay the fee, any gear they have in the affected category is reduced in rating, and they might even have to reduce their characters' related skill ratings.
And I don't know. This is like a one-two punch of things that are guaranteed to irritate me as a player. I'm potentially losing things I spent experience points on and I'm losing them to a single roll on a random chart, without any opportunity to mitigate or prevent it (aside from spending money, I guess). I'm emotionally prepared to risk my character's life in combat, to spend expendable resources like ammo or nuyen, and to even lose permanent equipment (if a dragon is picking up my car in its talons and dropping it on my head, that's not an event I relish, but it's a memorable story). But "your gun does less damage because someone in a lab somewhere invented a better gun" would just make me grumpy.
A better way to do it would be to have the SOTA give your NPC opposition higher ratings, forcing you to get new equipment to keep up. Your gun doesn't lose damage, but rather Lone Star is wearing stronger armor. Although, I can see why they didn't go that route. It would lead, inevitably to an arms race where numbers keep getting higher without changing the overall balance of power. You'd get to a point where you're wielding 20-power handguns against rating-19 body armor and it would start to feel absurd.
But then, that absurdity is exactly the sort of thing the system is meant to model, so is it really that big a deal? Maybe, maybe not.
Maybe you could handle it with something like a SOTA pool. Like the characters' karma or combat pools it would allow you to add dice to various tasks, but it can only be replenished by spending money on equipment upgrades and supplemental training. That way, it's a bonus for making a special effort to keep ahead of the curve, and the only penalty for falling behind is the lack of a reward. You wouldn't even need to have the targeted SOTA advances, because players would define the march of technology through the specific rolls they chose to spend their SOTA pool on.
Although, I would be remiss if I didn't "on the other hand" this. It's perfectly possible to reframe the SOTA rules so that, instead of representing the march of progress, they are actually a form of cyberpunk commentary on capitalism - they represent planned obsolescence, lack of right-to-repair, and encroaching enshitification. Like, "my gun works worse because someone invented a better gun" is an aggravating bit of game design, but "my gun works worse because the manufacturer forced a firmware update to disable certain features in order to sell me a new, nigh-identical gun" is . . . still aggravating, but at least it's satirically aggravating.
It doesn't come up often, since I stopped blogging about video games, but I absolutely adore the survival-crafting genre and sometimes I wonder what it would be like to have an urban survival-crafting game based on cyberpunk themes that was absolutely brutal about capitalist rent-seeking, forcing you to marshal all of your skills just to stay one step ahead of the bill collectors. My current thinking is that such a game would be immensely depressing if it was good, and immensely offensive if it was bad ("I call it 'Homelessness Simulator'"). And neither of those things is particularly good for a tabletop roleplaying game, so maybe it would just be for the best to not use the SOTA rules at all.
The Shadowrun Companion is also Shadowrun's answer to a gamemaster's guide. It has advice on dealing with problem players. There are instructions for structuring adventures. Theme is briefly addressed. It's all a little basic, but fine. Definitely contributes to the vibe that this book is mostly 130 pages that got cut from the core, but that's not such a bad thing to be. Not everything can be Mage 20th Anniversary Edition (nor should it, yikes!).
Overall . . . I am content. At peace, even. There are parts I could object to. Sometimes it leans a bit too much into the adverarial-gm mode. If you play a ghoul, you have to make a check to survive character creation. Elves are inexplicably expensive in terms of character points. It suggests that people with albinism and the Irish are inherently magical. On a list of questions meant to help you flesh out your character's background, it asks "Does your character have an ethnic background?" ("Nope. I have no ethnicity whatsoever. I am a meat popsicle.") But in general, I feel like this book brings value to the game.
Ukss Contribution: Shapeshifters are animals that turn into humans, not humans that turn into animals. I think this is a concept worth exploring.
Wednesday, August 7, 2024
Arcana Unearthed
Yeah. I guess you could use this book in place of the D&D 3rd edition Player's Handbook. That's what Monte Cook's Arcana Unearthed (Monte Cook) promised on the back cover - "What if there were a whole new player's handbook, presented just like the original, but with different character classes, races, skills, feats, and spells?"
And I can definitely answer that hypothetical. The classes would be all right. The races would be pretty good. The skills, feats, and spells would be largely the same, with a few newcomers, but mostly just subtle tweaks with new names. But it would all be perfectly workable. You could pick up this book in lieu of the PHB and have a perfectly functional fantasy roleplaying game. Mission accomplished, Mr. Cook.
The temptation in these situations is to pit the books against each other. "Okay, you've acknowledged that both can get the job done, but which is better?" But I think in this case, that's a fruitless approach. Arcana Unearthed doesn't appear to be coming onto the Variant Corebook scene with any particular axe to grind. It's not trying to work in a different genre, or to revolutionize D&D's basic gameplay loop (and, in fact, still uses the standard Dungeon Master's Guide and Monster Manual), or even to fix any broken rules or bad mechanical assumptions. It's just different for the sake of being different. Sometimes obnoxiously so (The D&D spell "Fly" is listed here as "Flight" and there are enough differences between the two to justify being different spells, but it's also clear that Flight was created by taking the Fly spell from the SRD and substituting one number and one sentence while leaving the rest of the text untouched), but never in a way that implies the original core book was doing anything wrong.
I suppose the magic system is overall improved. Arcana Unearthed eliminated the arcane/divine split, though only the Witch class does anything interesting with the new combined spell list. The big innovation is a variant of Vancian casting that would later become the default in D&D 5th edition - you ready a certain number of spells in advance and then you have an entirely separate pool of spell slots that you can use to cast any of your readied spells. It was enough to send me running to the credits page of the 5e PHB (he's on there, but it's unclear what degree of influence his ideas had on the final design). It solves one of my main problems with 3.X prepared casters - having to second-guess the DM while determining your spell loadout - but I still can't shake the feeling that getting 8th and 9th level spells is dramatically better than anything any other class gets, and even low-level casters have enough utility to crowd other classes out of their own niches.
However, I'm not sure how much that actually matters in the context of Arcana Unearthed as a whole. Because the class list doesn't have a designated Rogue class. The closest thing is the Unfettered, who lean into the "swashbuckler" interpretation of the class. And they get half the skill points, a weaker sneak attack, and no automatic stealth/infiltration utility (instead, many of the best rogue features got changed into feats, which the Unfettered has no special access to).
There is another skill-focused class, the Akashic, which gets 8 skill points per level and has every skill on its class list. They could be built like rogues, but it would be a flavor clash (their deal is that they access the world's collective memory to give themselves access to skills and information they would otherwise have no way of learning).
So it's not as clear a case of the casters stepping on the non-casters' toes. The toes in question have largely been withdrawn. However, I can't really call that a triumph of design, because you've still got characters getting the equivalent of 5th-7th level spells, once per day, at a level where the casters are getting access to things like Greater Dominate and Immortality.
However, if you ban the Greenbond and Magister and just focus on the non-casters and 3/4 casters (generally, they have mid-BAB and cap out at 7th-level spells), then you get a system that is not quite a well-balanced C-tier-only experience, but which gets closer than anything in 3.X before or since.
On the balance, I quite liked Arcana Unearthed. It somehow does something different with the "D&D fantasy" genre without ever actually moving the needle on the genre even a little bit away from the center. The biggest change in flavor comes from its unconventional race lineup - you can play a giant or a sprite or a lion-person or a jackal-person . . . among others. And just the novelty of not having any of the PHB alumni (humans notwithstanding) was enough to avoid some of the most tired worldbuilding tropes, but you've still got ancient empires, mysterious ruins, and high-level magic users getting into shenanigans. Like I said earlier, I'm not ready to call it better, but I can give it credit for being distinct.
I think I'd have a stronger opinion about this book if I'd bothered to pick up The Diamond Throne campaign setting. Throughout the lore-heavy early chapters (and a bit in the magic chapter), there were numerous intimations of a well-worked-out world that, due to the Variant Player's Handbook format, was being kept tantalizingly out of reach. And the more I think about it, the more I think that all the Diamond Throne stuff should have been in one volume that used the regular PHB in an irregular way. Despite the blurb on the back, Arcana Unearthed makes a much stronger case for itself as a supplement than it does as a new core book.
Ukss Contribution: I am, in general, pretty down on this book's habit of taking a PHB spell, tweaking the rules slightly, and then renaming the spell to something that is not covered by the SRD. However, I did enjoy one of them. Mordenkainen's Sword became the nearly word-for-word identical MASSIVE SWORD (I thought it deserved to be in all caps).
Which just goes to show what a difference a single word can make. The Ukss version will probably play up the "massive" a bit more, but, yeah, I can picture it in my head - a sorcerer, confronted by their enemies, shouting, "Back off, or else I'm gonna summon a MASSIVE SWORD!" I can dig it.
Saturday, August 3, 2024
(Shadowrun) Man and Machine: Cyberware
Wednesday, July 31, 2024
Wildscape
Before I started reading Wildscape (Mike Mearls) I was filled with a familiar dread - was this book going to explain weather to me? It's a well that has been visited many times, by many different rpgs. You're imagining a place, places often have weather, so you gotta imagine the weather too. Has anyone ever taught you how to imagine the weather? Maybe we can write an rpg supplement about that.
(And I realize I'm being something of a hypocrite here, explaining the practice of explaining weather, and then writing a parenthetical aside, explaining that, but the difference is that I'm being a cute little troll, who has never in his life done anything wrong).
However, upon actually reading the book, I am relieved to relate that Wildscape only explains the weather a little bit. There's a bunch of random tables for generating it, and those tables have little paragraphs explaining what the tables are for, but that's the extent of it. Most of this book is devoted to what the Wilderness Survival Guide from AD&D 1st edition should have been - rules for terrain hazards and fantastical environmental conditions. Each chapter is devoted to a different biome (desert, forest, arctic, etc) and is split evenly between mundane stuff like what DC Strength check you need to roll if you fall in a mud-hole (it depends on how deep the hole is) and magical stuff like the long-term effects of travelling through the blasted ruins of an elder civilization that was smote by the gods for its hubris (a minor, but cumulative penalty to all checks and a narrative effect of persistent bad luck).
Conceptually, it has the same basic problem as City Works - it's more of the DMG, the least essential of the three core books - but Wildscape has the advantage of being full of novel ideas. It's an entertaining read even if it undermines itself a couple of times when Mearls acts the buzzkill and warns us not to use all the ideas in the same campaign setting, because apparently "over-the-top features are memorable but using them too often can turn your campaign world into a mishmash of strange lands."
To that, of course, I say "bah!"
I mean, restraint has its place, but I see it more as a matter of picking elements that work well together and support your campaign's themes and genre aesthetics. It's good to have more options than I'd want to use, but I think "don't use too many colors" is unnuanced advice, and a poor explanation of the advantages of having a large palette.
Then again, I'm not the one who went on to be lead designer for D&D 5th edition, am I? (And even I don't know whether I meant to be humble or sarcastic just now).
Overall, I liked this book quite a bit and unlike its companion volume, that "like" is not the least bit qualified or whimsical. It's full of ideas that I would love to steal - a volcanic mountain that gets its heat from a slumbering dragon, a desert made up of tiny fragments of semi-precious gems, towering grasslands where dinosaurs roam free, a mountain range at the top of the world, whose peaks scrape against the dome of the sky and create extraplanar gates - and its only real flaw is that it's still basically a pre-game book. I'd be more likely to reference it than City Works, but I'd rather just copy its rules into my prep notes than carry it around.
I will close out this post by saying I'm still baffled that this book got made at all. I really don't understand FFG's strategy of releasing these unglamorous workhorse books about broad, abstract subjects aimed purely at GMs. This one proved to be worth it, but the only reason I ever found that out is because I saw it on a bookshelf 20 years after its release and said, "fuck it, it's only 5 dollars." Were people really that hungry for d20 content back then? And if so, why not just print more copies of Grimm (the book previewed at the end of Wildscape which continues what I can only assume is a series tradition of using these books to advertise more interesting books)?
Then again, I'm not the who went on to be bought out by Asmodee, so what do I know? (My price is 200k, btw, in case anyone's interested).
Ukss Contribution: Lots of choices this time. Mirror ice, that's so shiny it reflects spells? The brass dragon that's so starved for conversation it built a luxury resort at a desert oasis? Ghouls in underground ruins who create pit traps to capture surface-dwellers? This is a book that throws a lot at the wall, just to see if it will stick, and I love it for that.
However, I think I'm going to go with the giant grass. Ukss already has dinosaurs, so giving them some memorable flora to frolic around in is a no-brainer.