Showing posts with label balance. Show all posts
Showing posts with label balance. Show all posts

09 January 2023

Four-Point Alignment



 I’m having a bit of a think about three-point alignment. Follow me here.

Pretty accurate tbh

“Law” means on the side of people

“Chaos” means against them


“Neutrality” has two meanings. It can mean that the alignee doesn’t know/doesn’t care, as is the case with low-INT monsters; and it can mean someone who actively seeks balance, like the Druid does. 


What if we split those two meanings of Neutrality? 


We would have an Unaligned alignment - that is, someone who doesn’t know about the cosmic battle of law and chaos; and we would have the Balance alignment, of someone who is aware and makes an affirmative choice to stay out of the cosmic struggle and/or actively fight for the underdog, whoever that might be at the moment. 


The achromatic alignment language would stay with Balance. Unaligned wouldn’t get an alignment language of its own. 


What do you think?

11 December 2022

Treasure Is More Important Than Monsters

This article was originally published on September 4th, 2017.


One thing that I have noticed lately is that whenever folks talk about dungeon design or wilderlands stocking or whatever adventure stage they are preparing, they start with the area, then place monsters, then figure out how the monsters interact, then place traps, then place weirdness and special encounters, and only then place the treasure.  Even if a dungeon is meant to protect a great treasure, the actual placement happens at the end.

But it seems to me that the reason the characters go and face the dangers of the dungeon is to get the treasure out. One of the axioms I like to remember as both a player and as a Ref is this:

Treasure is how you win. Monsters are how you die. 

So friends, shouldn't we place the winning conditions first, and then figure out how to protect them? It's a paradigm shift that has stuck me and I will try to develop the idea further.

05 December 2022

Balancing Encounters the OSR Way - Part 2

There are two other parts to balancing encounters the old school way that we need to talk about. They are allowing the several players agency to set the goals for their adventure session, and giving the players game space to make decisions.


What? No Cleric?

A lot of other writers have discussed and defined agency better than I have but let me give it a shot: Player agency means that the several players, and not the Referee, decide what will happen in a session, an adventure, or a campaign.  The players are not tourists in the Referee's world being shown this and that passively.  Nor are they pushed down an adventure path that they are meant to finish. At most, they are given several adventure "hooks" and allowed to choose which to pursue and in which order.

There is a text book's worth of analysis and basic and advanced rules for playing in this way, but the most important thing to remember is that the animating force of the adventures has to come from the player's side of the screen and not the Ref's side.  If the Ref is telling the players what to do with their characters, that's a red flag.

So that's agency.

The other part of balancing encounters is that you need to leave room for the characters to progress slowly as well as quickly.  For instance, the first dungeon level should have much more treasure and many more monsters and traps than it would take for the party to achieve second level.  They don't hit second level and DING! head downstairs.  That would be the Ref telling the players what to do! It's so critically important for the players to be able to keep their characters in the "shallow end" and for them to have meaningful content there as well.  

That may mean putting five times as many rooms and five times as much treasure as they would need to hit level 2.  It may mean restocking that dungeon level through some mechanism, such as new monsters from deeper in (but in this case, not tougher) lairing up closer to the surface.  In reality, it's probably good to use both of these methods in tandem. In the Wilderlands, it's easy to say that the characters missed something on their first survey and there was more to be found after all, so that's a third way for you the Ref to provide more room for the characters and more agency for the players. Additionally, because of the open nature of a hexcrawl, there should be plenty of opportunities for characters to backtrack to unexplored areas they missed because of their direction of travel - more so than even in a dungeon.

And that's space.

Along with the critical relationship between risk, reward, and distance, player agency and the game space for characters to work in make it possible for old school encounters to balance in a different way from new school encounters.  It happens in real time at the table and may result in real character death. These are exciting prospects which will bring your players back again and again.

 

03 December 2022

Balancing Encounters the OSR Way, Part 1

 This article originally appeared on July 19th, 2017.


Traffic Jam, Level 3A


For those of you who are players of modern games, you will understand that the encounters that you face and the challenges you come upon are closely balanced to your level and party makeup.  You are meant to be able to overcome each encounter and in many cases, it will be through making die rolls against skills, both combat and non-combat, that you careful chose for your characters beforehand. Player skill at the table gets rewarded, but the real skill comes before table time, where you build your man up from the many options available to you.

Not so with old school D&D.  There was certainly a system for encounter balancing but it has very little to do with what the players and Referee do before table time. The Referee does prepare encounters and place them, or make rosters of wandering monsters for various areas.  But the balancing act of party strength versus encounter danger happens at the table in real time. 

You might remember that we observed the relationship between XP (the measure of personal power), encumbrance, speed, and equipment.  They are all inextricably linked to each other through the touchstone of the gold piece.  But let's go a little further now and link the gold piece up to dungeon levels.

The first dungeon level is the one closest to the surface world.  We know this to be true because it is a given in the game. The weakest monsters and traps guard the least of the many treasures in the Underworld. Not only are they meager, but they are usually composed of relatively heavy objects, such as copper pieces or perhaps sacks of grain.  Deeper levels hold greater danger, but also contain greater treasures.

Therefore it is up to the several players to decide what level of risk/reward they wish to pursue.  The greater danger guards greater rewards, and therefore the depth below ground (or similar distance) guards faster advancement in terms of XP.

Likewise, there ought to be a simple way for the several players to know how dangerous the Wilderlands can become.  One simple way is to say that the hex that contains a town is Civilized and within it, dangers will be those of civilization.  Things will be "normal."  Two hexes hence will be the weird Borderlands, where dangers of a wild and sometimes magical nature may reside.  Past that is true Wilderlands where one must be prepared for anything, because it's impossible to say what is out there.

In any case, keeping that relationship between distance, risk, and reward is how the Referee keeps encounters balanced. Let this be your lesson: If the Referee does it well enough, the players will trust him and the table will have more fun, and play together longer.