Monday, December 15, 2014

I just ran Into the Odd and it was Fun

I just ran my first session of Chris McDowall's Into the Odd. Know what was cool? Everything. More specifically? A party managed to crawl 21 rooms worth of dungeon in under 3 hours. Now that's efficient.

dat cover tho

Okay let's talk about it.

First of all I like the system. The machine ticks well. There aren't a whole lot of parts but the parts that are there carry a lot of weight. There were a few moments where we were like, "wait, how does that work again?" But the answers were always to be found in Into the Odd's 25-or-so pages of rules, usually somewhere you'd expect them to be, under a heading that made sense.

On with the session report.

One thing I wanted to do here was test out Chris's assertion that Into the Odd was a game you could just grab off the shelf and play, like any other tabletop game. I tried to play in that spirit. So I grabbed an adventure off his blog (this one, to be precise). I'd read it once before and not very attentively, but liked the creepy atmosphere and the encounter table. That was literally all the prep I'd done.

One thing that's really important to note here is the effectiveness and importance of the way Chris presents his adventures. If you plan to run this system, have a look at the link I posted, or read over the introductory module included with the free quickstart rules here. The room descriptions are pretty minimal and uncluttered. You can see a list of the most important features of a given room at a glance. This works and means you don't have to spend five minutes hemming and hawing your way through a room description with every new room, trying to distinguish what you should show from what you shouldn't. This isn't just good, efficient design - it's essential to the ethos of running with minimal prep. It means that the party can enter a room you've never read before, and you can go, "oh, there's, uh, a staircase in here, the one by which you came down, two iron trunks on the floor, a chandelier hanging from the ceiling, and a painting of soldiers hung on the south wall." If someone asks what's in the trunks, you go to the heading that says "iron trunks" and tell the player what's inside.

All that to say that I was far from well-prepared but it worked.

Character creation was fast. Like, really fast. Faster than any game I've played before. We started the session five minutes ahead of schedule and everyone already had characters. One guy had rolled an Arcanum in his starting equipment but didn't know what it was. I told him there was a list of d20 Arcana he could roll on, so he did, and he got a Bone Magnet. That was literally the extent of the time we spent fiddling over chargen. That's a tiny fraction of the time it takes to set up a game of Settlers of Catan. Even if you take the time to read a like 4-page module you'll still be ready to play in half a Catan board.

Chargen also produces fun characters. Gloomtrain's Mat Diaz rolled crap stats - his highest was a 9, and I guess his HP wasn't very high, because he started play with a Heat Ray and a whole bunch of weapons. The guys with better stats get less cool stuff. Character creation balances itself out and just about every character it produces is in some way interesting. This was awesome.

In the spirit of spontaneous play I also skipped any kind of introduction. I got straight to the dungeon. "You're outside a rusty trap door, it's creepy and no one knows what's in there. What do you do?" No lore dumping, minimal character introductions (just their names and equipment), let's go, let's play. Of course you can play D&D this way too. If anything Into the Odd's minimalism sheds light, and actually somewhat refines, the no-nonsense-let's-get-to-the-dungeon playstyle that OD&D was made for.

As for a play by play of the session, frankly, I find these boring to read and boring to write, so I'll stick to what was interesting.

The party managed to fight half of the dungeon's random encounter table in the second room. Many of the monsters on this particular were spooky and atmospheric, rather than outright dangerous. There was one monster which is generally nigh-impossible to kill, unless someone happens to have brought a Heat Ray (it's immune to damage caused by non-living material. I imagine heat isn't a material for these purposes). I think the dungeon is supposed to be a terror crawl where you're regularly fleeing from this bastard but, impressively enough, they managed to kill it. (It managed to knock two of them out first. It was quite tense.)

Here's one interesting rule we didn't quite use right, but damn is it cool. While fighting the nigh-invincible monster, Brian asked if he could "turn the heat ray all the way up." I figured, sure, why not, and told him he could Enhance the attack, but he'd have to succeed on a STR save to avoid being knocked back by the force and taking d6 damage. Just after he managed to kill it someone, I think it was Mat, dug up a thing in the rules that said that you can use an Arcanum in a slightly altered way by making a WIL save.

First of all, cool, there's a rule for bending your magic effects and it's goddamn simple.

Second, cool, it's intuitive enough that I nearly guessed it right.

The Heat Ray turned out to be the big hero of the day actually. Not only did it single-handedly take out the Big Bad, but Mat also realized he could use it to melt the locks off doors. I couldn't think of any reason to it shouldn't work and allowed them to eschew the usual roll to see if something bad notices you while you're picking the lock. Which was interesting, because there were a whole lot of locked doors.

So yeah, Arcana are cool. The asshole DM in me that wants to make everything difficult cringed a little watching them blow through every locked door, but it seemed to be fairest way to run the game. Also, Brian found a ring that lets you see in the dark but deals WIL damage when exposed to light. I remember Chris wrote a post suggesting that all D&D spells be unlimited-use, but dangerous to cast (eg. Sleep affects everyone within a certain radius, meaning the wizard either needs to risk running into a group of monsters alone or put their friends to sleep too. Nice.) That ethos evident in the ring and I would like to have found a way to apply it to the Heat Ray.

Anyway, because virtually all of the dungeon's combat encounters were on the wandering monsters table, and because most of them were unique, there was virtually no fighting after the second room. I felt a bit weird about this because I had to keep up the illusion that the players were in danger to keep the dungeon interesting, but they weren't, really. There was nothing left that could surprise them. Fortunately the dungeon itself was creepy and fucked up enough that they kept their guards up throughout. I'd like to put it out there that this particular module is peppered with a bunch of cool plot hooks. I could imagine turning the questions it raises into a brief campaign.

In closing:

The game stood up to the test of off-the-shelf play very well. I can imagine a group of brand new roleplayers grokking it within, what, 20 minutes. It doesn't ask for the nearly the same amount of buy-in as most systems in being used today, including any edition of D&D.  You don't have to choose equipment. You don't even have to choose a class. More importantly you don't need to worry about character personality or backstory, which can be daunting to new players, and which tends work itself out in play as the need arises anyway. Four dice rolls, pick a name, and you're ready to go. The modules are well-presented, fun, and easy to run,

Things I'd like to see from Into the Odd:
- I'd like to run it with a group of people who have never played an RPG before. I can really see it going over well. It's also fairly easy to hack into whatever setting/aesthetic you prefer, and I could imagine it working really really well with kids. Its simplicity is a treasure.
- I'd be willing to pay for a big book of short modules - dungeons, hexcrawls, what have you - all no more than 6 pages long and written in Chris's format. I could imagine a dearth of ready-to-run materials impeding the possibility of playing off the shelf.
- I'd also pay for a book of Arcana. Although I'd be happiest of all if the book in that last bullet point also happened to have a chapters that's just like, d100 more Arcana at every tier. Tall order I know. But I'd be like a kid in a candy store.

So, what are you waiting for? Go get the damn book. Or if you can't afford it, get the Chris-approved free version, save your quarters, and then buy the damn book because it's like 15 dollars and this game deserves at least that. Did I mention all the rules you need to play fit on one page? Goddamn. And start writing those dungeons and Arcana and stuff so I can steal your ideas. I'll write some too, promise. Then we can all have a big fat folder full of stuff to run whenver someone's like, "hey, let's play that weird dungeon game."

P.S. Having some more thoughts I wanted to put out there.

The Death & Dying rules are clever. Basically unless the thing you're fighting is particularly nasty, being taken out in combat means you're unconscious and will die if no one helps you within an hour. The only reason for your party to let you die is because they're also out of commission. Once the danger has passed you can spend a few minutes resting up and get all your HP back. This means a character is unlikely to be taken out of the game unless they all do. So there's little chance of having to roll up a new dude mid-game. Nice.

P.P.S. ONE LAST THING SORRY. Noah Stevens is running Into the Odd games on G+. If you want to try this system, it looks like he's your man. I can't play because I'm in the wrong timezone, but I will be playing with him in a few weeks as part of his new podcast project. So you can look forward to that.

Sunday, December 14, 2014

One Thousand Players (Also Joesky Tax)

This post is, by nature, not gamable. It's pure thoughtsturbation. But I'm having fun so sue me.

What if any NPC, or vaguely personifiable non-player element, in an RPG, could be represented by a player?

Like, you press a button on your phone and a dude scurries in ready to play the role you need filled.

So the PCs are slogging through the mud fields outside Mudville. They're looking for information about the evil wizard Katazang. They see a mud farmer, farming mud. They approach him. You push your button. A random guy runs into the room. You hand him a piece of paper. It says your name is Dirtsly. You are a mud farmer. Most of your livestock is dead because harvests have been bad the last few years. You spend most of your time dreaming of making love to a princess you saw a semi-incompetent etching of that one time you got to look at a book. How you feel about adventurers and just about anything else is your call.

You tell him, "four of heavily armed adventurers come up to you. What do you guys look like?"

WIZARD: "Well, we're mostly caked in mud."
THIEF: "I'm hiding in the mud. Do I have to roll?"
DM: "No, you don't. Okay, you only see three adventurers."
MUD FARMER: "I'm pretty good with mud."
YOU: "Okay, fair. Thief, roll Hide in Shadows."
THIEF: "I make it."
DM: "Three adventurers."
FIGHTER: "I have three swords and I'm holding two of them. I have huge battlescars everywhere. My sword occasionally screams profanity. It's gnarly and reddish brown."
WIZARD: "I'm missing both my eyes but one of them is on a necklace I'm wearing. There are four ioun stones circling my head. Parts of my robes are missing and sometimes you can see my dong."
CLERIC: "I'm holding a holy symbol of the Sky Lord. My armour is dented."
MUD FARMER: "What are you doing hanging out with these guys? The Sky Lord is supposed to be righteous and orderly and they seem terrible."
CLERIC: "Frankly I'm not sure. I think I'm having a crisis of faith."

The fighter starts talking in that fucking tone of voice he uses when he's getting bored and wants to keep the game moving.

FIGHTER: "Er, hail mud farmer! We are adventurers seeking to purge this land of the foul influence of the wizard Katazang! Do you know of his whereabouts?"
MUD FARMER: "Do I?"
DM: [Hands him a paper saying northish, you're not really sure. He's not nearly as troublesome as these recent crop failures.]
MUD FARMER: "You schmucks! Jerks like you once stayed at my farm! Fucking adventurers! They drank the place dry, and when I woke up they were gone, my nephew was unconscious and bleeding everywhere, and two of my chickens were gone!"
FIGHTER: "That wasn't us."
WIZARD: "Could have been us. Don't pretend that doesn't sound like something we've done."
FIGHTER: "We've never done it here, though."
THIEF: "I'm still hiding in the mud, right?"
MUD FARMER: "Get a job!"

Not sure why I'm dragging out this example besides that I'm having fun. Point being instead of making a reaction roll you bring in another player, tell them their motivation, and let them figure out the rest.

Does this work well in actual play? No, it's pretty much impossible.

I'm gonna keep going anyway,

So say the fighter later fails his save vs. disease. Instead of figuring out what fucking interval to ask for saving throws to determine how the disease progresses, you bring in someone to roleplay the disease. You give them a goddamn stat sheet and tell them they wind if they kill the fighter. The fighter's trying to attack a three-headed ogre, the disease rolls to give him a coughing fit at the worst possible time. You could also personify like a wizard's spells to determine what happens when he misfires. Like, "you are an ethereal being of Pure Sleep who was pulled out of his native plane to be trapped for the past four hours in a Wizard's brain. He just messed up the words to release you in a controlled fashion and now you have about ten seconds in the Material Plane in which to do what you want before you zap back to your place of origin. What do you do?"

Or. The old cleric dies but that player is one of those players and rolls up a new cleric. This one worships Great Grandmother Winter. So you bring in someone to play Great Grandmother Winter, and you tell her what level of existence she operates at and what kind of cosmic struggle she's embroiled in this millenium and ask her how she's dealing with it. And then you interrupt her answer mid-sentence to tell her some asshole she's barely heard of (he's 1st level. There are so many of those...) is praying at the top of his lungs at her.

GREAT GRANDMOTHER WINTER: "What do you want?"
NEW CLERIC: "Oh Great Grandmother Winter, Eternal Queen of the Wailing Winds, Mistress of the-"
GREAT GRANDMOTHER WINTER: "Can you make it quick? Cthulhu's in the middle of pulling some shit."
NEW CLERIC: "Can you heal the thief?"
GREAT GRANDMOTHER WINTER: "Heal the thief? What is he stealing Loki's amulet of universal mischief?"
NEW CLERIC: "No, we pissed off the town guards when he hit them because the Fighter doesn't want to pay his tab at the inn and so he tried to sleep with the innkeeper's wife and she called the guards."
GREAT GRANDMOTHER WINTER: "Are you fucking kidding? I send an ice storm after him."
DM: "For how long?"
GREAT GRANDMOTHER WINTER: "Forever."

JOESKY TAX: DIE-DROP GOBLIN LAIR GENERATOR

(General idea and spirit of the thing inspired by / shamelessly lifted from Zak.)





Roll 1d10. Then die drop on a blank sheet of paper from the table below, cumulatively. Each result corresponds to an entry on the Rooms table.
  1. 1d4
  2. 1d6
  3. 1d8
  4. 1d10
  5. 1d12
  6. 1d20
  7. +1d20
  8. +1d20
  9. +1d20
  10. +1d20
POPULATION = 4d10 x number of dice rolled

Figure out the connections and hallways for yourself, I ain't yo mama. Alternatively, just use like donjon and key the rooms according to the table below.

Rooms
  1. Filthy quarters
  2. Guard post
  3. Filth pool
  4. Animal harem (full of hybrids) (NOTE: In my game, goblins can interbreed with virtually anything in the animal kingdom. Also compatibly-sized insects, not sure what kingdom those are in. Also, some fungus. In your game this can also be a normal harem, a night club, a dining hall, or a ball pit, depending on your sensibilities.)
  5. Treasure room
  6. Pit trap
  7. Shrine (generate a god - roll on these tables or just click here)
  8. Larder (lots of actual lard)
  9. Secret passage (30% chance it's trapped)
  10. Dungeon (slaves/prisoners)
  11. Kitchen (it's gnarly, these idiots have no clue how to cook)
  12. Big guardian (huge animal or ogre)
  13. Fungus farm (25% chance it's out of control)
  14. Lavish leader's quarters
  15. Maze (20% chance there's 1d4 goblins lost in here.)
  16. Murder-holes
  17. Palisades
  18. Vermin room (keeping an environment full of disease is actually a fairly effective goblin defense tactic)
  19. Crazy tactical gadgets (see subtable)
  20. Goblin magic room (see subtable)
(In addition, each lair will contain a central chamber or trench)

Crazy tactical gadgets (d10)
  1. Harpoons
  2. Grappling Harpoons
  3. Machine guns
  4. Bombs (of the suicide variety)
  5. Goblin cannon
  6. Rocket packs (2-in-6 chance of exploding)
  7. Spike balls (like hamster balls but with spikes, manned by 1d6 goblins)
  8. Huge drill
  9. Spring-shoes (these are extremely dangerous for absolutely everyone involved)
  10. Tank (no gunpowder. it's all goblin-powered)
Goblin Magic (d4)
  1. Crazy animate food
  2. An actual wizard (gets 1d4 made-up magic effects, each usable once per day)
  3. Terrible summoning chamber (40% chance the goblins are in the middle of summoning something right now. 75% chance it goes horribly wrong even without player intervention.)
  4. Hell-gate (opened by accident, room carefully sealed up, full of demons)
Piratey Lair Theme (This is just to tell one goblin tribe apart from the next.)
  1. They all dress like pirates
  2. Clowns
  3. Wizards (none of them are actually wizards, they make fun of them constantly)
  4. Wear metal scraps
  5. Wear giant mushroom caps
  6. Wear ghost costumes (think it makes them invisible)

Thursday, December 4, 2014