Showing posts with label abstract. Show all posts
Showing posts with label abstract. Show all posts

Wednesday, July 15, 2026

Endless Summer

This concept is named after the final chapter of Rockstar's Bully, which is the freedom chapter with no story missions where the player is allowed to explore the entire world and complete all of the side content they didn't finish during the main campaign. But I first felt it strongest during the post-game of Neversoft's GUN for the PS2, which was coincidentally the first "Cowboy GTA" before Rockstar made Red Dead Redemption.

In GUN, you have a linear story and mission structure. The map is segmented into a few zones, with story-specific areas locked off or built into the overworld. Along with this, the game has a few limited sandbox zones, mostly in the generic western one-street town where the player can gain a wanted level, and then a very limited number of side activities like hunting rare animals or bounty hunting missions out in the wider world. I remember feeling that this world was very vast despite the technological restraints, and how realistic it all felt despite how quaint it looks today. But the purpose of this post is not nostalgia-bait.

Near the beginning of the game there is a mission where you are battling in a fort. I don't remember exactly who you're fighting or why, but you can go back here after progressing, even during the post-game. This area is separated from the "main" mostly desert western setting, being a more green forested area with waterfalls. I remember playing the game after beating it, and traveling back here on my horse. Running back through the fort, I was put on a very linear path, the same as you ran through in the story sections, and found the entire area was extremely closed in an simple, like a piece of the linear level structure placed into this open world. You were never really intended to come back here. Similarly dotted around the map were the rare animal locations and bounty missions, which once you collected them and the rewards you could revisit them and find them empty, with nothing there. There's even a mysterious spiritual indian cave not to far from the main town, which serves no purpose except in a single story cutscene, but you can freely travel there whenever you wish once you have the ability to move about in the open world.

The vibe this game put off was incredible to me. It was a very specific feeling; the world is alive, but not by much. The great beasts of the land were slayed, the great wilds already plundered and looted, the important characters fading away or disappeared after their story cutscenes wrote them out. You can still "play" in it, but the facade becomes obvious as the seams come loose. But it's important to remember that this is only because you've already completed the main quest. Before that point, as long as a quest marker or mission pops up on your compass, anything could happen, any new area could open up. But once the main story has completed and its emotional arc is concluded, you're left with a world that feels strangely empty and forlorn.

What if a fantasy world could end up in this state?

Endless Summer
The dark lord has been defeated. The evil cult has been thwarted from summoning their dark God, and the portal that could allow it to enter our world is shut for good. The corruption that plagued the minds of all sorcerers and magic users has been banished as the astral parasite was removed, and society is freed from their influence. The great emotional and dramatic arc of the world has been completed. But then... nothing happens.

People still go about their daily lives, but something is different. New spells and technologies stop being invented. Monsters become more and more rare. All of the great relics and items that could constitute a great quest have been found already, and no new ones are discovered. Time has not stopped, but the meaningful progression of time seemingly has. There may still be conflict over resources and races and between religious orders and factions, but they all seem trite and unimportant, just repeats of more significant conflicts in the past. It's like the world has run out of "content".

In a (not live service) video game, this happens because of the limitations of the developers and eventually the memory of the disc or cartridge or other hardware. There is only so much "game" they can make or want to make. But in a secondary fantasy world space, the events of the world that we invent (either as historical background lore or as a campaign to be played within) are diegetic; they come from cause-effect relationships in the world, exactly as the real world and the endless churning wheel of time. But that doesn't necessarily have to be the case.

Perhaps the Gods have gotten bored of their creation, and went off to astral realms or higher realities to abandon this one. Perhaps the great apocalypse the heroes stopped was supposed to have happened, the heroes were supposed to have failed. Now the great weave of fate has run out of thread, and a great vitality and potentiality to everything has been sapped from the world itself, invisibly, leaving the world the same size, the same depth, but there is simply less in it.

This concept is distinct from a fantasy world having an "Age of Sail" or "Magic Industrialization" moment, as these are a great change which may kill a bit of the magic or fill in the corners of the map, but still lead to great story opportunities or  uncovering many mysteries. The Endless Summer is a bit more of an anti-mystery, and anti-quest. There are no more quests. The world has history, but it's the end of history. It's like an aged MMO where you see a bunch of epic level adventurers running around in glowing magma-forged gear shining with exotic mounts crowding the main town doing the same daily quests. No new players are joining the game.

What is the eventual fate of such a world? I do not know. Maybe the elves and dwarves and orcs and humans who have made a truce with each other decide to defeat the dark lord of undeath decide to break the truce, but their heart just isn't in it, and the next year they reinstate it for lack of things to fight over. Maybe the old bickering blood-feud between two families comes to a standstill as whenever some obscure relative is killed of one family, a new indistinguishable one appears from some far off corner; like they're appearing out of nowhere to keep things the same. Farmers fields seem more and more stable each passing year, raids from goblins are less effective, and adventurers clearing out their caves find the exact same artifacts as the last group from last year. It's as though things grinding to a halt, and the invisible machinery behind the scenes has begun to break down. The most existential and deadly of all fates that can befall a world is this one, as any attempt to escape it or change the course is stopped with incredible inertia as people become totally set in their ways, uncaring, keeping the same problems and the same solutions, as if ontologically worn out and trapped in a diorama. Like a demiurge's creation sealed in a glass case and glued down to preserve it in this one state forever. The sun is still bright and the grass still sways and the crickets chirp and all is peaceful in the summer sun but the peaceful summer day never ends.

Friday, October 14, 2022

Dirt Simple Wealth- Wealth as Treasures Abstraction


I want to make it clear from the outset that any OSR style game, or games with gold for XP, should absolutely not use this system under any circumstance. This concept is more fitting for a generic adventure or high fantasy story game. The granularity and importance of keeping track of individual gold pieces and time is not necessarily something you want for a more casual game; so this method is a compromise between more objective systems and the more abstract wealth-as-a-stat system found in some games.

In some PbtA games, wealth is like an abstract stat. The idea being that anything under your wealth level is not something you need be concerned with; but anything equal to or over your wealth level is a significant purchase and will or has a chance to reduce your wealth level by one degree. The idea behind this system is to more accurately portray a character's lifestyle within the world; a high class noble has no concern over daily lodgings and meals, and can freely buy horses or servants if needed without any impact to their overall finances, but buying a powerful magic spell or a castle would be something they need to carefully consider. On the flipside, a character with a wealth level of one or zero would have to carefully consider how they will make enough money each day to afford their meals or simple services.

The idea is to take the above basic system, but instead of abstract stats or levels, tie your wealth level to each significant treasure you have looted.

Wealth as Treasures
As adventurers explore the world, do quests, and raid tombs, they will eventually come into possession of valuable artifacts. Some of these may be magical or very powerful; as as such will be valuable, but some will be valuable purely for other reasons; great works of art and craft, huge gemstones or precious metals, cultural and historical significant, etc. These are your treasures.

You are only going to be keeping track of significant treasures; typically the namesake of whatever dungeon, tomb, or royal family you're stealing from. If your players make a plan to steal the Mona Lisa, then that would become the significant treasure written on their character sheet. The other paintings and valuables in the Louvre that were stolen fetched you a lot of money, but those are part of the abstraction. Naturally a thief or graverobber will keep the best finds for themselves- so for each of these great treasures you possess, you treat this as one "wealth level".

Your daily expenses are not being paid by these treasures, you are buying your food and servants with the silver coins you looted from the orcs you fought in the dungeon, or you are making a small daily stipend from the local banking guild by stowing your treasure in their vault- but the treasures remains your primary wealth. When you need to purchase something valuable to your wealth-level, you will need to exchange a treasure for it. The DM decides which treasure you are trading away, not you.

So for example; a character with a single treasure; a glorious golden signet ring from an ancient dynasty, will have enough wealth laying around from their previous dungeon haul to buy their daily necessities. But if they suddenly need to buy a good fast horse to get out of town, they will begrudgingly give away this ring, vastly overpaying, to the stablemaster for his finest steed. Now, when you reach the next town over, you will have lost one level of wealth and are struggling, on the run and hungry, until you can find another valuable treasure to add to your character sheet.

Treasures also scale upwards; while the first great treasure you find may be one piece of jewelry or animate portrait, later treasures will be exponentially bigger and more valuable. This is tied together inherently with character progression; more dangerous dungeons have better treasures, so what counts as a "significant treasure" may change based on how many you already have. You can dive into the lagoon and pry open as many giant clams as you wish for pearls; but one or two or a dozen more isn't going to bring you to the heights of wealth and luxury; you'd need something greater.

Once a character has four, five, or six significant treasures; they'll be living like a King and have no issue affording property, income generating businesses, paying servants, and hiring mercenary bands. But if you want a truly exorbitant purchase, like the construction of a new castle, you'll still need to give up one of your precious treasures for it. While your character's liquid wealth has not actually decreased sans one treasure, consider it like losing a bit of the renown and respect they garnered that helped them keep their level of income before; while the local archbishop may be irritated that you won't donate the lost scrolls of the saint to the church; if you lose them again he'd be downright furious, and stop sending rookie healer-priests to your fort for free heals- thus increasing your expenses. Or maybe, you can't get as much money from pilgrims or wealthy nobles on tour who want to see your collection. You get the idea.

Saturday, October 9, 2021

4 Spells of the Mindscape


[1] Reject your Reality, Substitute my Own
This spell allows the spell caster to temporarily impose their own mental landscape over the immediate area. The area is equivalent to two to four dungeon rooms, or one general "point" in a pointcrawl.

What this does is creates a zone where the caster's own mind is imposed over the world; thus changing the inner landscape of the being you are within or exploring to be more predictable, and usually safer. This spell nullifies all effects ongoing from the mind- so gray fog of doubt that weakens your party or winds of indecision won't knock you around and stun party members in combat and so on- the area affected by this spell also weakens creatures from the main-mind you are within, since this zone is as though they are out of their home dimension. All mental-constructs lose -1 HD and related stats from being within this zone, but are not destroyed by it.

[2] Brain Freeze
The caster, and everything around them in about a Turn's distance of travel, freezes over within ice. This spell draws from the memories, feelings, and imagination of the brain-scape's owner to draw upon the essential form of ice and snow. Those who have lived their lives in a tropical climate or those spoiled to have never experienced a harsh winter will have significantly weaker freezes created in their brain, or perhaps none at all.

Firstly, this spell makes everything nearby that is part of the mindscape frozen. Enemies freeze in place, doors and chests are stuck fast, abstract manifestations of past traumas or ideas are frozen solid. As such, one can move around these without issue, but they become immune to damage, stuck within conceptual ice.

Additionally; this spell causes the person whose brain you are inside when you cast it to have actual brainfreeze. Causes a bit of pain and 1 point of nonlethal damage. Lasts for a turn, then thaws.

[3] Intrusive Thoughts
While you are withing the mindscape of a being, you can call upon a sudden intrusive thought. Everyone has intrusive thoughts, but what these thoughts are like are based on the individual. In the mindscape, it manifests as a wandering monster encounter that pop around the nearest corner or out of the nearest entrance. You can coax them to enter the mindscape nearby another construct or being within, thus forcing them to encounter each other, but these intrusive thoughts have no loyalty to you or the owner of the mindscape; they're just errant thoughts.

[4] Dragon's Dream
This spell is not cast in a mindscape, instead it is cast in the real world. Here, the magic user reels back and breathes "fire" in the form of flickering light from their mouth, which coats everything nearby in a burning sensation that deals no damage. Living things and the inanimate are effected by this spell, though its power is reduced by 50% against living things who make a saving throw vs breath.

The "dragon breath" comes out in a cone, and has a number of points equal to the caster's HD, similar to a dragon's breath weapon. Everything struck by the breath-attack become warped according to the caster's dream. People change according to the caster's perceptions and beliefs, the objects being touched by their memories and preferences. For each "point" or HD worth of change, one major element or part can be warped and manipulated by the caster's imagination into reality. Whenever the caster uses this spell, they are breathing out a portion of their soul's most imaginative, creative force- leading to a permanent reduction in Charisma by -1. If you are using vancian magic, instead they permanently lose the lowest spell slot they have each time they use this spell.

The immediate effects of the "dream" lasts for three exploration turns, but things or beings "singed" by the fire of the dream are forever changed by them. If the caster's dream turned you stunted and stupid, you will recover, but still lose -1 points of Strength and Intelligence permanently.

Saturday, March 6, 2021

Splinter Group Generator

Roll on this generator to create a splinter group of a religious sect, warband, kingdom, evil cult, mage university, or any other organization or group you can think of. You'll have to do a little work, but this allows you to generate a splinter group off of something you've already made.


Reason for the Split?
- 1d6
[1] Leader of the original group was an asshole.
[2] Original group became soft/lost their way. (in the eyes of the splinter group, obviously.)
[3] Time and happenstance. Splinter group became isolated, over years became its own thing.
[4] Manipulated by a strong personality within the first group; broke apart to benefit the individual.
[5] Division of ideology- split due to irrevocable differences.
[6] Outside influence tried to split the group to benefit them. Add +1 to Outsider Politics roll.

Ideological Differences? - 1d4
[1] More extreme or legalistic.
[2] Identical to original group- the motivation or the means has been altered.
[3] Slight alterations to core tenets and/or major changes to secondary beliefs/tenents.
[4] Less extreme or legalistic.

Outsider Politics – 1d4
[1] More hostile/intolerant.
[2] More secretive or isolationist.
[3] Less secretive; more open or transparent.
[4] Less hostile; friendlier to outsiders.
[5] Secretly controlled by the original group OR an outsider force trying to undermine the original group.

Feelings towards the original group and/or action against Original Group? - 1d3
[1] Total hatred, up to and including outright war or espionage.
[2] They prefer to pretend they don't exist/irrelevant to our goals.
[3] Pity and disappointment. Willing to rejoin with the original group with conditions.

Splinter Group Motif- 1d4
[1] Corrupted/altered symbol of the original group. Inverted cross, red changed to blue, etc.
[2] Personal symbol of the leader or their family/clan/crest/corporate logo.
[3] Animal or plant that counters the original group's sign. If not applicable, make this symbol a plant/animal that represents their newfound plucky nature.
[4] Symbol that branches off another symbol- represents their origin of branching off a bigger group. If this group is more ideologically extreme then the original group, then they'll claim to be the bigger symbol- they're the actual original group after all.

Saturday, November 7, 2020

Vagueposting- Boardgamification

I've heard a few interesting design philosophies (or more accurately, interpretations of design philosophies) from certain old school games. Back in the olden days of OSR, which was much before I was even alive, the game was smaller in scope. You can see this represented in the rules; Elves are immune to Ghoul Paralysis because in the game's scope, Ghouls are the specific threat with paralysis. There's less of an interest of holistic, setting or in-universe concepts. It's very game first. The same interpretation could also be said of the original five saving throw categories; these were almost supernatural luck or defenses against specific threats, not a full character breakdown or abstract saves that can be called into question for anything related; saves vs dragon breath or breath weapon specifically works against dragon breath. It's not a dodge, it's your defense against dragon breath.

I think this concept, which I am hearby naming Boardgamification, is something I want to explore more. I'm 100% sure this has a different, better name somewhere else, but until I find it I'm sticking to it. Let's define the term a little bit. Boardgamification is the reverse-engineering of a tableop game system or storytelling system which tries to break the game into core components, make them specific and as simplistic as possible, and rebuild the game with a similar tonal fidelity as to the original. You're trying to make your tabletop games play like board games, and not good board games, but the Ameritrash board games from your childhood. You know, that Dracula board game where you have to find the holy water, stake, and garlic to kill Dracula not because they do anything special or have associated mechanics with them that would make them a good fit to defeat him, but because that's what is used to kill Dracula.

HOWEVER, it should be stated here that this is not trying to make D&D or various roleplaying systems into board games. That's not the point, this is very much supposed to be about tabletop games. I like tabletop games; like many of you I'm sure, I got my start in this hobby by making up my own rules for board games I owned; opening up the idea space. In RISK, cannons could shoot from a territory away. It had nothing to do with the game balance or concept that a cannon was just ten regular soldiers; it was a cannon. I also know that “artillery” is the real term for these pieces, but I don't care. They're cannons. They shoot.

For the optimal, platonic ideal of a roleplaying game then, we could see the ease of rules and learning that a board game might have, in combination with the unlimited idea space and universe-sharing of a tabletop game. These two ideas are not mutually exclusive, but they don't mesh well either. The more you codify into rules the less arbitration you allow, but the more arbitration you allow the less it feels like a solidified “whole” ala a board game. I don't think it will be possible, or even necessarily desirable, to actually accomplish “Boardgamification” of your favorite tabletop game, but I felt like writing on this topic, and have several elements or suggestions as to how one could do it.

Make Things Binary (Combat)
I think one element of Boardgamification is the removal of game elements that have multiple states or variable values such as hit points, modifiers, currency values, etc. Monsters are either beaten, or beat you. There isn't a long battle sequence or blow-by-blow combat. There can be random chance here, such as with a simple contested roll adding a stat or character/combat value, but this takes away the directness of a cardboard token.

I think in the same way, the flat out denial of characters to do certain things (but on the flip side, ability to always succeed certain things) is an important element. If you try to Boardgamify a tabletop fantasy adventure game; you could take out combat stats entirely. Note: I'm using D&D classes, races, and archetypes for these examples but you could take this idea for anything.

Wizards, Hobbits, Lantern-Boys; these are noncombatants. They will get punked by a giant rat. It's not something to be ashamed of, that's just their place in the world.

Thieves, Elves, Hirelings; these can fight basic enemies. They can defeat skeletons, slimes, a lone wolf or goblin. Pairs of giant rats or a single venomous snake.

Then you have your Clerics, Dwarves, and Fighters. These can fight. They can defeat an Orc, a pack of wolves, a gang of goblins, a giant spider or wyvern.

Notice we're not caring about the individuals here. It doesn't matter if the Fighter has a bit more strength then another fighter, or has better gear or a bit more experience. It's like a set breakpoint of strength. Imagine in your mind the amount of strength and fighting skill a human could accomplish; this becomes your benchmark. But do you know what humans cannot defeat? Ogres. Dragons. Wizards. Powerful creatures or beings that go beyond what a normal person is capable of fighting in combat. It operates on horror movie logic; the monster of that caliber cannot be harmed by normal means, you have to find a special way to beat it. The combat system is abstracted to either one on one combat duels, or is kept at that abstract level. Doesn't matter if your party has three fighters and a bunch of hirelings or whatever; a band of orcs will beat you. No normal person can overcome an army that greatly outnumbers them. If an ogre is chasing you down, you can't beat them. You might be able to send a warrior in long enough to distract them, but all of your warriors put together will just get clobbered; you might injure the ogre or make enough time for others to escape, but you cannot achieve a meaningful victory. You can't kill it or make it retreat from you force of arms.

But even here we can see the gameplay and create interplay. The Wizard is weak and feeble, but can fry an ogre's brain.with a lightning bolt or blow up a room full of Orcs. The Thief isn't as powerful in combat, but can kill anything a normal human could kill with a sneak attack and a good stab; like a Wizard. This still applies to the fiction in the genre; a thief could sneak up on a Wizard but not an elf archmage; their long ears will hear you, or their magic is so advanced they can sense your presence. Maybe Fighters can equip the magic weapons that let them beat things beyond the keen of normal men; no human can beat a dragon, but with the magic lance they can. Clerics fight pretty well, but are the only force your party can muster to destroy a hoard of zombies or is the only person who has any defense against evil ghosts and intangible threats.

Make Things Binary (Saves & Spells)
Once again; I'm using combat as an example because it tends to be the most complex part of a game. But you could apply the above to anything. Only thieves can climb walls. Only Clerics can heal people. Only Monks can cross rivers by running over them, or know the tea-ceremony protocol to avoid upsetting the Emperor.

In the same vein, traps and saving throw style mechanics can also be removed or stream lined. Instead of a modifier or roll-under saving throw number, you could just pass or fail based on your character. Of, you're a Thief? You disarm the trap before it goes off, allowing for player skill and interaction or not, without needing to roll anything. This is also an element where leveling up or progression systems could come in; the higher level you get, the more you can automatically disable. Maybe thieves don't automatically disable traps but can bypass all of them without getting hurt, making them good at exploring but not always being able to clear the way for their fellows.

I also like the idea of traps and saves being conditional and direct. They do as they are written. You have a Dexterity of +1? You don't fall in pit traps. You have a Dexterity of +2? You can't get hit by blade traps. If you fall in a pit trap it hurts your feet and makes you move slower/makes wandering monsters more likely. No hit points or damage, just an arbitrary effect that lasts for the rest of the dungeon. You could pretty well match the tone and pacing of a traditional dungeon crawler with this; characters lose limbs and take wounds even if they don't have hit points, like a stack of status effect cards you'd shuffle into your personal deck in a deckbuilder like Slay the Spire. You just get worse as it goes on. The hole where you stick your arm in just cuts your arm off, that's it. The magic trap saps your mind, making your clumsy and stupid. Now you can't read; no spells or scrolls. It's that simple.

Spells work under the same effect, but I feel that in a system like this the one exception could or should be magic. Magical effects could have a degree of randomness, rolled by the DM in secret, just to keep things spicy. If you're not a Wizard trying pretty much any spell is a deathtrap. The DM might give you a 10 to 15 percent chance to successful cast the spell. Once again, the negative effects of enemy spells or failing your own spells is a set condition. Your life force is drained, take a hit or fight as one combat “class” weaker as per the binary combat rules as above. You get cursed, enemies target you first or you are subject to bad stuff. The spell goes haywire; anyone in your party without fire protection is toast.

Magic Users cast spells the best of course, and spells in this context could be items. Spells don't have levels or scaling, they just do what they do. That was always one thing I liked from the boardgame, Talisman, which I'm sure many of you played as an intro to or even at the same time as playing tabletop games. Talisman had different random event spaces or adventure cards where you could get “spells”. Certain characters in that game just always had spells or a certain number of spells; but even a troll with 1 craft or a warrior or amazon could still get a “spell” from a random event and just hold on to it. I also love how even that game has a Wish spell; the Demigod card is probably one of my favorites. Wishing with restrictions in a game like context like that is so much fun. I love the design of it, even if it is bloated trash. Also, I'd consider Talisman's combat to be about the absolute limit of complexity for tabletop Boardgamification; but I do love the disparity between regular and psychic combat.

Progression from spells could also work in a similar manner as above. Apprentice Wizard? Fireball can kill anything a Fighter/Cleric/Dwarf can kill. Master Wizard? Can destroy giants or dragons (who aren't red!), as the biggest threats in the game. I personally like lightning bolt as the single target killer in this game's context; I didn't set out to write another game based on Boardgamification though we're getting pretty close here.

Less Numbers
This is a similar but less extreme version of the binary success or fail states. Instead of hit dice, just have hits. Creatures with 2 HD now can take two hits before they die. Weapons and armor is adjusted similarly and player-facing mechanics don't have to be the same as enemies! Enemies just take two hits to die, but they deal their normal attack damage and effects to the party members- would make it feel less like the DM is picking on a single player if a monster keeps trying to kill just him.

Players can pick their weapons for boosted effectiveness for killing stuff. Swords and Axes deal 2 hits worth of damage each hit from the sharpness. Blunt weaponns like maces only deal 1 hit per turn, but it has an armored piercing conditional effect. Two handed weapons deal an extra hit worth of damage and get to go first. Maybe the special powers of Fighters in this system is they can deal one or more hits worth of damage, where as everybody else cannot. You could also tie this into a randomized to-hit roll, same with a d20, but this time fighters deal one hit on a miss and two hits on a hit, where as everyone else deals zero to one damage on their rolls.

Instead of having a ton of stats or attributes for characters, you keep them simple and direct. You instead fold the stats into the other mechanics of the game. This is something I am quite proud of from Dickhead Barbarians, a game I made that is rife with Boardgamification. Ice Warriors are just immune to fire and get an extra wound, thus they are extremely tanky. Cannibal Giants can intimidate enemies and, as such, are even more combat monsters then they imply. Dickhead Barbarians also featured random chances to get wounded and specific item counters to it; helmets don't increase an abstract AC value but instead grant damage to a specific threat in the form of slingers, who aren't super common nor have a high chance to wound you in the first place. As such, you could easily see helmets as a sort of late game bonus or way to optimize your army once more important items have been purchased.

Folding in probability into the mechanics of the game as above I think is another huge step. There is a lot to be said about designing games with probabilities in mind, if they be fair or unfair. That's something I want to explore more in the future.

Specific Use Cases
Typing up Dickhead Barbarians had me thinking specifically about use cases, especially for items. On the one hand, this is very tightly woven with the concept of Boardgamification and, in my opinion, very thematic and cool. Magic stuff especially- anything that can bend the rules in a game with very rigid rules becomes unique and interesting. Rope can only be used for climbing down pits, lets you explore areas with your limited resources. The map just prevents a “getting lost” random event or condition, weapons only allow you to hurt specific enemy types that are otherwise immune to attack. Nobody questions how your character can carry and use an axe, sword, bow, and magic sword. That's not really the point.

But on the OTHER hand, this concept hurts some of the openness of tabletop games in general. Why can't you use the rope to tie up prisoners, or the axe to help chop down a tree? It's part of the tabletop experience to allow that kind of freedom. It creates a disconnect between tightly woven rules and in-universe suspension of disbelief. Why can't the cannons shoot?

One solution to this issue could just be how rules are presented in tabletop game rulebooks. Every item in the equipment list is not listed just as itself, but as though it is an independent game piece with its own specific use. Rope is not listed as per price by the foot and that is all. In that context, the player is supposed to infer what rope does from the game and universe; it's a tighter fit for roleplaying and saves space in the rulebook, but doesn't fit with our ideal of Boardgamification. So instead, list rope as “lets you descend safely from walls and cliffs.” It now has a specific use. BUT the players can still use it in another capacity. You can tie a piece of meat around the end and drag it as a lure for a monster, or use it to tie up prisoners, or to make some hackjob armor that you wrap around your body with metal plates. It's still open for roleplaying, but in the context of the game and rules it's still a game piece.

Another example of this would be weapons. Touched on earlier; different weapons aren't presented in this hypothetical rulebook with stats or weights or anything. The spear isn't a d6 weapon with reach and versatile weapon. The spear just “Keeps charging enemies from hurting you.” This gives it a use, a specific advantage to carry it around, but it doesn't have combat stats or powers to be specifically considered at all times for a character's “build”. Some games, like Dungeon World, already sort of have this because of the abstraction of damage; your damage dice is primarily based on your character class, not your weapon, stats, or skills. As long as you have a “weapon” in our game, you fight to whatever degree you can, but each weapon is like a tool with a specific use.

Rules Transparency
However- all of this above hints at a certain concept. The entire idea of presenting upfront the use of weapons/spells/items/characters and so forth, the exacting and specific counters that each monster or threat has, the limited and reduced scope of the game (Elves are immune to ghoul paralysis) all hints at a certain concept; rules transparency. There is very limited room for incomplete information in a game like this. You wouldn't even want it, as it would be the same as an experience board game player beating a rookie with no experience and doesn't even know what all the cards do. The DM has little room to hide information from the players in terms of how to beat or deal with whatever they are facing- they can hide WHAT they are going to run into, but not how to beat it or what it does because by its very nature doing so would upset the game.

As such, we could safely say a game like this is very much like a collaborative experience. It's a bit like a board game; isometric and viewable from a distance. You can see past the walls on a game board, they're 2d and just drawn on. You have complete information. You may not know what's coming next, but you know what it does if you read every card in the box.

The concept behind this game then is one where all the players know what's going on, or have a good idea. But that doesn't necessarily mean a long tutorial session or having every player DM the game at least once to get an idea. The game's rules can be inferred and understood by the general understanding of reality- that I think is intended in all tabletop games to an extent, without trying to bog this in a realism debate. The understanding that a piece of armor protects you from damage is well understood; it doesn't actually matter how the armor is used to protect you, that can be rewritten to accommodate the game. But if you used it to enhance damage or combat value instead, it might be a bit tougher to teach and understand on a first playthrough.

DMlessness & Design
Another aspect of Boardgamification is, with a lack of needing arbitration and having a more refined scope with known entities in the game space, you remove the need for a referee. Perhaps not remove, but reduce. The game could be run as a collective with multiple players, as long as all of them were on board with what they wanted out of the game and had a rulebook to help guide them.

While I haven't actually played it myself, Kingdom Death has a similar concept going on with its monsters. You fight specific monsters multiple times; each monster has a pattern of attacks that change and evolve during the course of the campaign. The monster's attack deck is seeded with specific cards that are more or less difficult or situational hard for the players to deal with. In the same way, we can use randomness-within a set construct to enhance the game and stand in for a lack of information. Of course, this game follows a trend in a lot of other “modern” boardgames where there are legacy mechanics, hidden booster packs of content within the box that are opened as the game progresses, and are often explicitly stated to be used in a game blind so the players have no idea what to except. The “Dungeon Master” of the game is still there, but an ethereal designer that leads itself to an air of impartiality and wholeness.

This also leads into the concept of a game feeling whole and complete, which is a unique thing that only boardgames and certain tabletop games really end up “feeling” like. Games without need or even implied use of modules or homebrew material; they can stand on their own. This is of course a false messiah, it isn't necessarily better that the game is “done” in the box in that sense, but it just feels more whole in a way that is satisfying. This is one of the reasons why I like writing complete games so much on my blog- WASTED, Flashbang!, Dickhead Barbarians- I really enjoyed being able to publish them on here even if they aren't necessarily as good as a traditional tabletop campaign in terms of quality. These are so fun to make, I feel, because of the wholeness of design. Every part feels legitimate and warranted in the game, it isn't just a part of a boundless or hazy fantasy landscape that you invent in your mind. I'm not saying I don't like tabletop campaigns or endlessly tweaking my homebrew, because that's still a great joy- there's just something special about a complete, full thing being made and presented to everyone. It's Boardgamification, finished and ready to play.

Sunday, October 18, 2020

Mechanics in Mechanics (Silence, Poison, Level Drain)

Silence

If you are under the effects of a Silence spell, you cannot cast spells. This is because you make no noise, and speaking is required to cast a magical spell. But the rest of your body makes no noise either, and as such you are now silent. Your footfalls are silent. You move like a silent film, creepy and weightless. You can only “speak” through pantomime, but you gain a great bonus to your stealth abilities. Either roll with advantage while sneaking or treat the Rogue skill of “move silently” at 100%

Ring of Silence
Ego- 3

If you wear this ring, you are silenced. You cannot speak or make any noise, though you do become incredibly stealthy. If your level + charisma moidifer is under this item's Ego score, it is cursed when you put it on and you cannot take it off without a curse removal spell or a Sage to cure it.

Poison

Everyone knows what poison does. It slowly drains your hit points unless you take an antidote, or outright kills you if it's a save vs death poison. As many people have stated, animals like snakes and spiders aren't technically poisonous, they are venomous, but the effect is called poison when it deals damage to you either way. But what if being bitten by something venomous makes you poisonous?

If an enemy bites you while you are suffering from a poison (made your save vs death poison less then one turn ago, OR you are suffering from a damage over time poison that has not yet been nullifed), the enemy who bit you must make a save vs poison or also be poisoned from tasting your infected blood. They get a +2 to the save for the second hand effect and weakening of the poison from it being in your blood, but if they fail the save they suffer from the same damage and effect the poison dealt to you. This means that getting poisoned and wading into battle with no armor against animals or monsters that perform bite attacks may not exactly be a valid tactic, but it could deal some damage back to your foes. Also, a character who is immune to poison may or may not be able to spread poison in this way; at the very least a character with an 18 Constitution may decide to drink some minor poison before fighting some blood sucking vampire-bats or something.

Level Drain = Unholy

In some games and settings, leveling up may literally be equivalent to gaining some god of godly Numen. Perhaps experience points are some kind of codified life energy, or literally gaining in some divine tract; as in some games the end-game for player characters may be to ascend to Godhood.

However, it could be thought that the concept of undead level drain (who coincidentally are also the enemies of the Gods, at least the Good Gods in most fantasy settings) is similar to being drained of this holy presence. But it could even be thought of as a form of infectious evil or UN-divinity. In the same way a man with a fever can touch you and you can feel just a fraction of his heat, a mortal who is drained of their levels can be anathema to the divine. You are still suffering more then the divine, but there is always the taint.

If you are suffering from at least one level of level drain, you can desecrate alters or holy items. The chance of success is X in 6, where X is the number of levels drained. It could be said that being level drained acts as a shield against the divine; perhaps even the followers of Gods you fight against will fail their smiting spells or lose their blessings if you touch them. You are like the opposite of clerical magic. Of course, evil gods who work with the undead maybe are either unaffected by this property, (such as their “numen” or godly essence is the opposite of life, in a sense, so level drain or negative energy is their primary energy?) or it is just that mortals who are highly level drained can desecrate and act as black holes for holy energy. There is no guarantee that offending the Gods in this manner will get you banished from their temples; or perhaps those suffering from one or more levels of level drain can be turned as undead; all the unclean ones are banished, even those who are still alive.

Friday, September 18, 2020

Dirt Simple Megadungeons

Do you lack the creativity, skill, time, or talent to create a Megadungeon? Do you want a dungeon crawling experience that is epic in scale but without all the hard work? Then this rule is for you.

Instead of writing or making a full mega dungeon, write up and create vague “zones” instead. The zone may be each floor of the dungeon, or different areas on each floor. Perhaps the first floor of a megadungeon is an underground cavern that leads into an ancient crypt. The cavern and the tomb would both be one “zone” of the megadungeon. You describe them in open terms, sights and smells, and accompanying random tables, but you don't draw every room and corridor.

Every exploration hour, the players roll a 1d6 on the table. They find;
[1] Random Encounter
[2] Faction HQ or Monster Lair
[3] Hazard (Trap, Precarious movement, or dungeon “puzzle”)
[4] Landmark (Safe zone, unusual architecture, interesting tidbit)
[5] Snapshot or “Cut Away” Dungeon
[6] Stairs/Next Zone Passage

The reason why “hours” are used here is to make megadungeons feel big. Every turn for you is an in-game hour of exploring many side passages, large caverns, going through several transitional areas and sparsely populated dungeon hallways and side rooms. You might say these areas are smoothing over a more boring part of dungeon gameplay; retracing your steps, dealing with straggling monster encounters, climbing up and down walls that are not inherently dangerous; that sort of thing all rolled into an hour-long unit of time.

This means that you're still getting basically one encounter per hour. You also lose one torch every roll of this dice, indicated you've explored quite a lot of dungeon by then.

The “Snapshot” or “Cut Away” Dungeon is essentially where your players get traditional dungeon crawling among this otherwise abstract system. This snapshot is something the DM prepares in advance for each major area or place in the megadungeon. Essentially, a small to medium scale dungeon with several rooms, corridors, and tactical exploration and placement. The idea here is to concentrate your quality of dungeon making into these areas, so that you can have the “feel” of a megadungeon, without having to draw every single hallway and room.

Sunday, October 27, 2019

Abstract & Experimental "Storygame" Combat System

I once saw a blogpost about this concept. I think it had something to do with “cinematic combat” and used a picture of the Lurtz fight in The Fellowship of the Ring film with pictures as an example of the combat system. I still can't find this blogpost again after like a year, so I think I'll just write out my thoughts and outline the concept.

Basically I had this concept for highly abstracted, “cinematic” combat for a while now, but never found a good way to implement it in a game. This is very experimental, and is more for a “storygame” as opposed to a regular tabletop roleplaying game's combat system.
Edit: I actually found an old blogpost where I described this combat system already. This post still helps explain it better, so I don't think it's redundant.

Abstract Combat
Unlike normal games, characters don't deal damage. The “Fighter” class still exists and probably just gets a +1 to hit each level, which is very powerful in this system. Players still have Hit Points of their own, as well as AC and so on, they just don't carry weapons that deal damage. Instead, all weapons deal as much damage as they are fictionally capable. Monsters deal regular damage and players get normal defenses against it, to keep it from feeling unfair or that the DM is “sniping” players.

When you attack another human or an orc, for example, a spear will kill on a successful hit if you aim at their heart or throat. All combat attacks are “called shots” in other words. Monsters use an AC equal to their normal AC of that body part. If the attack is intended to be lethal or a “killing blow”, they add their HD to their AC. Because of this, armor only applies an AC value to the parts it covers; logically, monsters and people will try to cover their vital spots; poorer bandits will only cover their chest and head with armor, for example. This also applies to weapon hardness and material toughness; no normal blade can penetrate a dragon's scaly hide, and as such a normal blade cannot harm a dragon. You will need a magic sword- weapons only deal as much damage as they normally could do. Magic weapons bypass armor or deal extreme damage through their physical mechanics, not simple +1 modifiers.

Of course you can perform less deadly attacks to more vulnerable body parts to weaken creatures. Chopping off limbs with an axe, or performing drag cuts to cause bleeding, which can still be lethal if a living creature loses enough blood. Certain monsters, such as golems, zombies, or oozes, will become nearly unkillable due to this system- only a full destruction will fully stop them. As such, fights with these creatures more become about driving them off or disabling them in order to move past them.

This system means that Fighters will more or less keep up with creatures and need to spend turns rocketing for lethal attacks; since monsters don't deal any more damage then normal, you could instead use this system against players as well, making every character much more vulnerable. Having special features like a mutation to grant a second heart or an iron-hard skull suddenly become much more valuable then just having a +X to AC or maximum Hit-Points.

Wednesday, November 14, 2018

20 Surpries to find in your own Mental Labyrinth

Powerful psionic abilities or high level spells may allow people to access the “mental labyrinth” or mind maze of different creatures. This is a physical manifestation of their mind on the astral plane; a combination of their thoughts, memories, emotions, fantasies, and powers. Normally; entering your own mental labyrinth feels natural and calm. But something is out of place.

20 Surprises
[1] Covert group of psychic vampires, gambling on the outcomes of the fights between creatures in your mind made of your worst fears.

[2] Repressed memory of alien abduction. Strange creatures from another dimensions marked you and cast strange “spells” on you.

[3] Your secret talent, gathering dust in a corner. It's for an activity, game, or field that you never expected or didn't even know about.

[4] Your secret talent, built into the walls and floor of a room; hidden in plain sight. It's not a secret at all, your talent is everything you're already good at and do but don't appreciate yet, dummy.

[5] Brain bugs. They're like little ants crossed with beetles, and go about inside your mind gathering unused memories and neglected thoughts and making them into nest tunnels, food, and shaping them into wings for their next mating flight. Seems alarming, but 90% of people have them. You catch this parasite by watching someone else be forgetful, in which case you start being forgetful too because of these bugs.

[6] Your next major personality shift, gestating in a larva. People change sometimes, and in the same way your body replaces your entire skeleton multiple times over your life, your mind replaces your entire personality as well- except these shifts are much more dramatic.

[7] The location of an item you have forgotten. It's in a jammed lockbox; drawn on a map. It's so obvious now that you see it in front of you.

[8] Dusty old relic, it's a significant item from your past life. You have no idea what it is; but you know it was either used to kill you or you used it to kill someone else.

[9] Your favorite dog that died when you were a kid. It's formed from memories and puppy love. As long as you venture in your own mental labyrinth, the hound will stay faithfully at your side.

[10] Your muse; a crumbling statue of feminine beauty. In its hands is a half written verse, a half drawn picture, or a harp gently humming a half imagined song. Taking close inspection of the muse will grant you artistic inspiration.

[11] The Dreaming fish. It's a fish you have been dreaming of, off and on again, for your whole life. It's been forming in your mind, somehow, and is as close to alive as a not-real thing can be. It harbors no ill will or loyalty towards you, it simply wishes to swim out into the astral plane. The fish itself appears as a colorful tropical fish with supernatural powers crossed with the first thing you imagine when someone says “Fish”.

[12] The spy for the local lord or head of the thieves guild. Sent in this sneaky magician to comb through the minds of the sleeping common folk; to see if rebellious plots are brewing.

[13] Your spirit animal. It can speak, but only too you, and gives you guidance. Whatever type of animal it is; you possess both its good and bad qualities. Spirit animals can also join you on your quest through your mind, as a magical guide capable of casting spells and making a bit more sense in your randomly shifting brain labyrinth.

[14] Repressed childhood truma. The censors and manifestations in your own mind are towering and dark, while you are weak and scared.

[15] Nostalgia room. Some of your favorite things locked up in glass and gold cages. There is not a speck of dust The room has a new coat of paint on it; you liked the old color better. 1 in 6 chance that any missed attack vs mind entities in this room breaks open a case and the object within turns to dust. You lose your appreciation for that thing. Nothing new comes along to replace it either.

[16] Well of experience. Literal stone well. Can pull up a bucket full of shimmering gold water to see images of lessons you've learned and skills you've mastered. Drinking from the well grants +1 level for 1d4 exploration turn to anyone, but causes memory loss and experience decay of the mindscape's owner

[17] An altar to the God your character is most aligned or devoted to. Next to it, is a little cartoonish version of yourself with angel wings and a halo, who is like your guardian angel to help you follow that god's teachings. Can't fight but can turn undead as well as a Cleric equal to your level. Will only do it if you somehow have undead inside your brain for whatever reason.

[18] Spell, visualized as a swirling mass on the end of an arrow on a cocked bow with a tiny scroll attached. The scroll has a magic word that will release the spell when spoken in the real world. Kind Wizard must have stowed that spell inside your head when you were young, but you don't know what the spell is. Look at the energies and the incantation for the best clues.

[19] Dead bodies of people you've imagined killing- subconscious projections. Your guild master, fat local lord, annoying village drunkard, etc. They're stinking up the place.

[20] A philosophical epiphany that you aren't supposed to have yet. If you grasp it and understand it, 1d4 Erasure Angels will appear within 1d4 days to fight you. If they beat you they'll just wipe the memory away instead of killing you, and they are dangerous foes in combat. The epiphany is supposed to be whispered to your child on your death bed; then they will spread its message and cause a great upheaval that you are not destined to live to see.

Sunday, February 25, 2018

Conceptual Tolkien-Esque Magic System

There are 4 types of Sorceries. Sorcery of the Mouth, Sorcery of the Hands, Sorcery of the Feet, and Sorcery of the Blood.

Sorcery of the Mouth is the magic of songs, riddles, and spoken words. Sorcery of the Mouth is a very learned and cerebral knowledge; the more is learned, the more powerful is the user. To name something is to give it a place in this world, and the power to name spirits and bind them is a key power of the Mouth Sorcery. To call upon the name of a mortal is a little magically potent, to call upon the name of a supernatural being is much more so. Even the most powerful beings cannot resist a call if their name is said 3 times. This is why so many of them take titles, to hide their true names and nature.

But the true power of Mouth Sorcery is in inspiration and speech. To inspire men of an army to greater deeds, or to advise truthfully and with wisdom. It can also be used for ill; in the method of cunning lies and dark threats that can make even the stalwart cower. The magic of the mouth is among the most powerful all of the Sorceries for that reason, but only an especially sharp tongue and sharper wit can learn to use these powers.

Sorcery of the Hands is the magic of craftsmen and artifice. It is one of the most feasible magics to learn, but also one of the most powerful and hardest to master. This Sorcery extends to almost anything involving using skill and personal magnetism to create magical objects; enchanted food and wine, magical music, and enchanted arms and armors. The skills of a healer are closely tied with this magic. This sorcery also includes masonry and the making of great fortifications, the deepest mineshafts, or secret passages that may open with a password.

The Sorcery of the Hands also includes the incredibly powerful subset of Ringlore- the creation of magical rings, as well as other forms of jewlery. This type of magic is mighty and magical rings can greatly improve the innate powers and abilities of their wearers. Some may even pour their essence into their magic rings, to grant them even more power but to tie themselves to their craft permanently. Magical items sometimes have minds of their own, and may turn up in the hands of promising youths or suddenly disappear by those who abused their powers.

Sorcery of the Feet is a slow growing and broad power. There is no concrete answer to what it is; the Sorcery of the Feet is the magic of traveling and of acquired experiences. To walk on a land is to gain connection to it, and to live in a culture is to gain connection to them. Hearth skills and folk tales from one land may appear as almost supernatural in ideas or applications in another, and Sorcerers of the Feet are well traveled and versed in many kinds of lore. To cast a spell over a place you have not been is nearly impossible- so if you have been everywhere, there is no land you cannot reach with magic.

The Sorcery of the Feet also applies to feet planted firmly. The longer one stays and lives in a land, the more one knows it. Mountain hermits have special connection to where they live, and to the animals and beings that live there. Sorcerers of the feet can ply these connections; their pets may act unnaturally protective or loyal of them for an animal, and the weather or brush of a land may attempt to conceal the movements of a closely tied Sorcerer or block the movements of his enemies. Sorcerers of the Feet disappear without a trace.

Sorcery of Blood is the rarest and least capable to acquire of all the sorceries. It is the magic of kinship and ancestry. Those born into long running families of many generations all practicing either magic or a similar craft will find their own powers just naturally “better” then those not. Common folk have a way with plants and animals when born on the same farm for many generations. Smiths with strong traditions and families find their great, great grandsons creating greater and greater works; almost rivaling the Sorceries of the Hands. Naturally the most powerful and obvious of these are the powers innate in the blood of Kings and Queens; both as warriors and leaders they have an innate charisma and pull tied with their blood.

The Sorcery of Blood also includes the blood bonds between siblings and close families, and even friends and brothers-in-arms. For those closely related and spending their lives together, they may have an innate sense of when their other is in danger. Twins are especially prone to this, many claiming to be able to “see” out the others eyes when they close their own, and fighting with fanatical or supernatural strength to defend them. Those who swore magic oaths to one another are also thought to be symbolically invoking the powers of blood. While not very powerful on its own, it can boost the power of everything else those who possess it do, making it an incredible magic indeed.

Thursday, November 16, 2017

Sage Advice

Every since I posted my Sage magic system article, I've been very introspective and honestly proud of the ruleset. Obviously I didn't invent the rules, but the way it's changed up the game I think is a big improvement. Here are all the reasons why ditching the MU and Cleric in your game and using the Sage instead might improve it.

[1] Generalist Classes
There's a lot of fun to be had creating unique and specific classes for your games. Swashbucklers who restore health by drinking grog and have an innate sense to find buried treasure. Wilderness Survivalist experts. Illusionists. Hound-Masters. These classes are instantly brimming with ideas and personality, and I know that many people would want to play as them or have them in their game. But as for as basic rules go for the most basic and generalist classes; they don't fit for those purposes. This is not to mention the restrictions of the setting the game is placed in; a game based on arabian tomb robbers skulking around in Egyptian pyramids doesn't really fit having pirates and the like, not to mention the tech level restrictions.

Some people dislike the Cleric for the above reasons, due to the obvious christian religious connotations of the class and the specific ability to turn undead; what if you don't have undead in your campaign or game world? Wizards aren't as much of a sore spot but some people dislike the method of casting as being the standard for the setting; Vancian magic to conjure fire and perform strange feats of alteration doesn't really fit all settings. The sage, however, fits just about every setting. They are the healing Shamans, the wise monk, the misunderstood witch of the village. And from a gameplay standpoint, they will always be useful; somebody will always be hurting or under the effect of something for them to attempt to help.

[2] Setting Implications
Many people question the inclusion of the traditional magic user for internal consistency for fantasy settings. Why have traditional armies if Wizards have great offensive magic? Why do people need to labor and work when Wizards can summon things, cast Unseen Servant, or animate undead to work? Why do people farm if the ability to conjure things is on the table?

These questions are squashed by the Sage. There's no question as to why there are armies, in fact Sages travel in support OF these armies, the healers and support units. There's no question as to why a town would tolerate a magic user living among them, as these magic users are the healers and spiritual protectors of the town. With several of the more world-breaking types of magic being off the table by removing the MU, the game's setting can exist without difficulty in its medieval stasis.

[3] Keeping Magic Magical
Some people dislike healing magic or common health potions in a setting because it ruins the feeling of 'magic' and 'strangeness' to the exploration and fantastic parts of the setting. I respect this opinion, but from a gameplay sense you're going to be using any kind of item that heals, as well as restoring your health naturally, much more often then not. It's an integral part of the game.

But you know what also ruins the sense of mystery in a setting? If magic users can reliably cast spells that do all kinds of crazy stuff, magic becomes more common and banal. Instead of having a magic user just casting a spell, now spells actually have to be found or 'made' as items or through other methods. Instead of learning fireball and having unlimited access to it, you actually have to find a ball of fire in a jar, or a wand of fireballs and conserve it. Sages in this system can still do all the cool stuff Wizards can, but you can ration it out. Whenever your Fighters are getting magic weapons and armor, and your Rogues are getting weird drugs and magic masks, your Sages are getting all the cool toys of the MU, without any of the overhead.

[4] Fixing (Perceived) Unbalance
Many of the balance problems in later editions of D&D are not present in oldschool games or oldschool style games. “Balance” is also a point of contention and many argue that balance is not important for cooperative games. However many players still complain about the balance between non-magical characters and caster characters. I also believe that magic users are 'unbalanced' in terms of a conceptual nature. Rulebooks spend way too much time cataloging all the spells, magic abilities, and restrictions of the magic user. They feel as a bloated class, as well as having the power to end puzzles or encounters in a snap.

By switching to Sages, you are actually making the Magic User and/or Cleric, in some ways, less interesting. But is this a bad thing? I'd say no- you're making them equally interesting to the other classes and not as (directly) powerful. By making them a Support unit, you're making them integral to the party and highly desired instead of feeling like they are stealing the show. Even better, they aren't actually underpowered at all. In fact, their combination of abilites and high healing/curing potential might make them even more powerful then before.

[5] The Thief
You may wonder what this has to do anything; but fear not. The Thief seems to be second or third on the chopping block for OSR bloggers and homebrewers, right after the racial classes and cleric. Many people complain about the thief being weak or messing up the game in some way due to the nature of their abilities. But this actually isn't a problem with the thief, it's a problem with an MU. With the MU being the main puzzle-solving and obstacle-ending character, including spells which just do what the thief does but better, the thief feels like a weak or unnecessary class.

Sages fix that. Removing that power from the magic user, the thief is suddenly given a place on the party as the best stealth and puzzle-solving character. Instead of the magic user just using up a spell to spider climb or levitate up to a button 30ft up on a dungeon wall, you'd actually have to give the thief a purpose to climb up it. Or your party can solve it in more interesting ways, like using the magic torture rack in the next room that stretches you to be extremely tall temporarily, but is very painful to use. Or gluing three 10ft poles together and trying to poke it. All of these solutions make for a more fun and memorable roleplaying experience then the MU casting a spell and trivializing it.