Sunday, October 21, 2018

Twilight: 2000 Campaign Start Options

A while back I was very interested in GDW's Twilight 2000, going to the extent of creating a handful of test characters and considering the default Polish "in media res" starter campaign. However, although it provided resources for a "sandbox" style of play, I didn't really like the introductory adventure "Escape from Kalisz" and found it very confusing to follow, so after some rereading the text I created a number of resources as Referee play aids and to get my head around things.

I quickly worked out that the Soviet forces to the northwest Kalisz-Sieradz road, together with the destroyed bridges of the Warta River, form an impassible boundary to the north forcing the players southwards – the scenario even suggests to the GM that this is pointed out to the players explicitly. So I'd actually recommend moving out of the area as quickly as possible, bypassing the whole starter adventure as much as possible...


Escape from Kalisz Starting Positions


The players are forced to flee *southwards*.

So, assuming a HumVee with a full tank of ethanol can travel 60km overland in one time period but suffers half movement in woods, there are two potential starting positions on the below detail map (on gridline equivalent to 10km) that combine significant distance with a reasonable change of concealment form pursuit:

Escape from Kalisz booklet excerpt
(in media res player starting positions)


  • 1st position, D6 is just 5km inside the northwestern edge of the woods between Kepno and Zloczew, near the point where the tree line bends sharply north (marked on the map with a blue star), about 1 period (4 hours) travel southeast of Kalisz
  • 2nd position, D3 is a potentially more concealed location (marked with a green star), deep in the woods between Ostrow and Ostrzeszow, within striking distance of the road convoys travelling along the road to and from the Soviet-occupied city of Opole.

For simplicity, the starting time is 0800 hours, 19th July 2000 and their vehicle’s fuel tanks are assumed to now be empty, their engines are set to ethanol and requiring conversion to use methanol (unless the vehicle is a multi-fuel variant).

Unless the party has thought to purchase and carry additional fuel, they must spend the next three days lying low and distilling more alcohol before moving again. Although exact locations of the Soviet forces will not be known, the fleeing US elements will be well aware that the victorious forces will begin searching for them quickly.

It is *strongly* recommended that the party possess additional fuel reserves.


*Spoilers below!*


Thursday, October 18, 2018

Life (and Death) on the River Teufel (WFRP)

River Teufel (Lower) map circa IC 2500
(excerpt from Death on the Reik)
So despite being intrigued for years based on its reputation, I've only just picked up a DriveThruRPG PDF copy of Death on the Reik (DotR), the classic second part of "The Enemy Within" WFRP 1e campaign. Hailed by many as one of the best RPG adventures for WFRP (if not of all time), it's not only a decent adventure, but also a resource for a potential riverine campaign set on and around the Empire's largest navigable river, the mighty Reik.

I'm still working my way through reading the actual main adventure, but the major appeal is the 16-page booklet "River Life of the Empire" - a resource that contains various travel guidelines and details of possible encounters and characters.

Although there's some distillation of the concepts within this slim booklet in the later WFRP editions (Chapter 2 of the Hogshead 2e corebook, "Life and Death on the Reik" and a brief few pages of the Cubicle 7 4e corebook), this really seems to be the definitive treatment of RPG river travel and a great sandbox resource.

Despite the "sandbox" elements, the majority of the gazetteer detail contained within the supplement is focussed on first the lower River Bogen to Weissbruck and then to Altdorf via the Weissbruck Canal and on to the main channel of the Reik. There are details of a minor excursion up the gorge of the River Stir and the River Narn into the Barren Hills, but otherwise the adventure sticks to the main channel.

The other main tributaries, the Talabac and the Teufel, are left undetailed - the former could easily come into play through the details in the 2e supplement Terror in Talabheim, but the southern tributary (see the inset map to the left, 5 miles per hex scale, excerpted from the main DotR map) seems somewhat neglected in the supplements to date.

Death on the Teufel?


Although I've managed to code a Google Docs Spreadsheet that generates the random encounters and first sentence of the corresponding text from the "River Life in the Empire" booklet, I think there's an opportunity to explore some implied set encounters. In particular, apart from the treacherous Reiker Marshes, there is a long stretch of river from Grünsburg to Auerswald that passes through the Reikwald Forest beneath the Hagercrybs that is far less populated than other stretches upriver and downriver. This would make the region rich in potential for adventures either on the waterway or in the forested riparian hinterland of the Reikland...

Looking at the included DotR map, there are several river "stretches" of the Teufel to be considered:

The Lower Teufel

  • The Reik to Grünsburg
    • Prieze & the Grünsburg Canal* 
  • Grünsburg
  • Grünsburg to Auerswald

*Note: although commissioned originally by Luitpold I, the father of the current Emperor, Karl Franz, the canal was only finished after his death in 2506. This stretch is not complete at the time of the original "The Enemy Within" campaign adventures (circa IC 2500, as opposed to the IC ~2520 starting date of later editions), although much of the channel accompanying the first part of the Great Northern Road has been dug and the locks partially built. 

River Teufel (Upper) map circa IC 2500
(excerpt from Death on the Reik)


The Upper Teufel

  • Auerswald
  • Beyond Auerswald
    • Auerswald to Ubersreik
    • Auerswald to Stimmigen

Note: the Cubicle 7 website teases that Ubersreik, the main setting of the first Vermintide computer game, will be detailed in the WFRP 4e Starter Kit boxed set (supposedly available October 2018).


Reikland Map by Andy Law
(Gitzman's Gallery)









Sunday, October 14, 2018

Riverine Adventures

The southern reaches of the River Stir perhaps?
"A river is a source of conflict because it will not bend its course for anyone. If the river is in your way, you cannot appeal to its mercy, its kindness, or its desires. And if you plunge yourself into it, the river does not care who you are. It will sweep you away. Or drown you. A river is actually a manifestation of the force of nature, which cannot be controlled or dominated, lacks sympathy or care, and kills those who do not respect it without guilt or shame". - the Angry DM
Sure, I've quoted this out of context (see the link for the whole article), but I think it captures some of the elements about rivers that I find intriguing as a potential adventure setting. I've liked the concept of a river-borne adventure, ever since I stumbled across the 1st edition Twilight 2000 module Pirates of the Vistula, even if river adventures are in many ways a "railroad", if not the *original* wilderness railroad analogue in the pre-industrial sense!

And maybe there's something in that, in terms of just how explicit an RPG railroad a river can be?

Overtly and *physically* a river manifests restriction of choice without needing to invoke often poorly contrived or unfair boundaries - it clearly indicates the story or the adventure is being channelled openly and honestly. And maybe that's an important distinction because it seems a lot of the negative pushback against RPG railroads is their element of subterfuge or heavy-handed way of enforcing the lack of choice and denial of player agency.

Yet a river-as-railroad does present several choices (albeit as a form of "choker", see below):

  • Move upriver or downriver, with or against the current.
  • Stay in the channel or explore one of the banks, left or right. 
  • Travel at night or day, take up a mooring.

All these are still choices and can even be the basis of a hexcrawl I suppose, but they're (mostly) binary choices and perhaps, like the implications of the famous "the jam jar experiment", less choice may be better in this age of overwhelming choice and call for sandbox style play?

So maybe "railroads" aren't all bad?
"Paths, be they roads or rails, are a form of creative restraint, too. Without barriers or limitations to focus play, a game is hardly about anything." - Will Hindmarsh
Will outlines further concepts further in this 2014 article, where he comments on "Rails through the Wilderness", "Roller-Coasters", "Rail Cars", "Railway Stations", and "Railway Networks" - distinct elements that provide a mixture of restriction and choice.

All these elements I think are well represented in arguably the most famous riverborne RPG adventure, the classic "Death on the Reik", the second part of the original WFRP The Enemy Within Campaign. The salvaged river barge is in effect the "rail car", the various towns and cities the "railway stations" and the multiple channels of the Reik form the equivalent of the "railway network".

Similarly, in Pirates of the Vistula, the river tug and the riverbank settlements provide similar elements, although the navigable network is much more limited, ultimately ending in the inevitable destination of Warsaw. In this module, the detail of the "rail car", the Wisla Krolowa, I think adds greatly to the appeal as the river tug becomes almost a valued character in itself.

The Wisla Krolowa ("Vistula Queen")
from Pirates of the Vistula
Addit: this all reminds me of an actual "railroad" adventure, the T2k "Going Home" in which the remnants of the default American unit in Europe use an old steam engine, the Korzub a.k.a. The Last Train to Clarksville, to travel to Bremerhaven. Somehow the Korzub, despite being a literal "rail car", doesn't quite capture my imagination like the riverboats, and the use of an actual railway in the post-apocalyptic context seems to break verisimilitude for me, as I'd consider that a community or an opponent blocking the tracks would be an inevitable occurrence.

But more on Will's article and the defining "rail car" concept in a later post.

As another article notes:
"... maybe the story is just worth going on the railroad for. Players may not object to railroading if the story's good enough to excuse the lack of perceived freedom, or if the ride is fun enough." 
For all this talk of railroads, a good riverine story is something I want to develop regardless.

But maybe a river isn't a railroad at all.

Maybe it's a "Choker" as Zak S. would say instead - we'll have to see about that in a later post, eh?


Collected Riverine Resources & Modules


There's likely more, which I'll add over time, and I welcome suggestions...

The following RPG products provide useful material for a river-borne campaign:
  • Death on the Reik (WFRP 1e) - still the best example in many people's opinion!
    • River Life of the Empire booklet (WFRP 1e) - the essential resource 
    • The Enemy Within: a Companion (TEWAC) has a section for DotR
    • "Chapter II: Life & Death on the Reik" (WFRP Companion 2e)
    • The Cubicle 7 version of WFRP (4e) has a revision of TEW planned
    • My "River Life Encounter Generator" (Google Docs spreadsheet)
  • River into Darkness (PFRPG) - like Apocalypse Now, but now with Pathfinder!
  • Rivers of Blood (DUNGEON #89) - Slavic riverine adventures why not?
  • Dolm River (Labyrinth Lord) - somewhat silly if truth be told but hey, it's OSR...

The following threads and articles/posts are also of interest:

Thursday, October 11, 2018

Death on the Reik Riverine Encounter Generator

The One and Only, the Original...
As a precursor to working on the "Riverbank KNeE Table" for the Indicara jungle encounters I've been looking into riverine adventures and encounters in particular, so I went to one of the more famous adventures, the WFRP 1e module Death on the Reik, part of the fabled "The Enemy Within" campaign.

Note: the RPG module, *not* the Vermintide DLC!

The Cubicle 7 reprint is available in PDF from DriveThruRPG and includes OCR text thankfully, which made generating a Google Docs Spreadsheet encounter generator for the included random river encounters much easier to develop.

The generator is available via this link here or thanks to Jesse Burke, is also accessible over at Glitzmans Gallery in the "WFRP Resources" section (thanks to Jesse for his prompt posting at my suggestion - check out the amazing character sheets and the high-resolution world map).

The encounters and first paragraph descriptive text is drawn from the "River Life of the Empire" booklet included in the module - an excellent resource for any riverine based adventure or campaign. I'll definitely be returning to this slim booklet in the future, but for now, enjoy!


Design Notes


The generator was a bit fiddly to develop given the Boolean logic functions needed to account for not only Yes/No for encounters according to different frequencies depending on Day vs Night / Populated vs Remote. Also, the "centile" basis of the tables is mainly just a d20 roll expanded to 5 point intervals except for some rarer "Special" or "Hazard" encounters which required a sub-nested structure to work. The end result isn't as pretty as I'd like as I don't want to remap all the dependent cells just for cosmetic sake but it's functional and hopefully simple enough to use in play.  



Thursday, October 4, 2018

Randomised Generic KNeE Table Generator

While messing around with the analysis of the KNeE tables from the OSR style 5E Shadows of the Forgotten Kings (SotFK) as I was considering how to improve the Indicara jungle section of UK6 All that Glitters...I came to the conclusion that brilliant though the concept is, the table is difficult to fully appreciate in a static form - you really needed to see the randomly combining elements in action to truly appreciate their flexibility and how the design works in play.

But that requires a lot of dice-rolling (d8, d6, d4) and then much cross-referencing to determine all the elements (particularly if using the intercalated multiple biome tables from Under the Waterless Sea), and then you would still need to collate these into the actual encounter.

I really didn't want to waste time doing that!

So I instead wasted time creating a Google Spreadsheet (and a derived Excel for Mac version) that uses the basic INDEX, RANDBETWEEN and IF functions to generate the "simple combination" encounters comprised of the d8 Where? / d6 What? / d4 Weird? elements from a second data sheet containing the text corresponding to the various dice rolls:

Example generated KNeE table simple result (Google Docs version)
for Shadows of the Forgotten Kings (SotFK)

By going to File > Spreadsheet Settings... > Calculation and setting the spreadsheet to update "on change and every minute", the spreadsheet refreshes at a useful rate for use in game.

I then fiddled around with some more complicated IF based formulae to incorporate the special "specific" encounters eg. the "triples", "doubles", "sequentials" and "max" results so that if the randomised numbers produce one of these combinations, the appropriate text will appear below the "simple" combination, allowing the DM to reference the whole result easily:

Example generated KNeE table special result (Excel for Mac version)
for Shadows of the Forgotten Kings (SotFK)

Most of the "working out" is off to the right outside the screengrab of the calculating 1st sheet, but I've included the "dice roll" totals (all 3 dice, combinations) for further ease of use at the table as some of Zzacharov's entries base the number of creatures on such totals or further adjust the encounter if the result is "even", "odd" or ">, <, or =" to a particular dice roll total result.

Then I realised I could just paste in the relevant text from Gnomes of Levnec (GoL) and the formulae should similarly work, so I did that and encountered an error as GoL doesn't include "sequentials". A minor modification later and I had a working random KNeE table generator for that also:

Example generated KNeE table simple result (Google Docs version)
for Gnomes of Levnec (GoL)

From there it was simple enough to create a generic version (not shown) by just deleting the specific information from the Complex Data sheet, ready to replace with elements from either Under the Waterless Sea (UtWS) or KNeE tables of my own devising for the All that Glisters... Project.

Generic KNeE Table Generator Data Sheet


Exporting the spreadsheet as an Excel file allowed me to then "rapidly iterate" the results by clicking the "Calculate Now" button in the "Formulas" tab several times per minute, enabling me to check that all the "specific" encounters worked properly and get an idea what some of the "simple" combinations looked like.

Due to the permutations of the "sequentials" being significantly higher than the other "specifics" (18/192 vs 7/192), those 4 encounters come up more often than I expected, but with multiple flavours due to the interaction with the randomised simple elements.

If I could work out how to screen record and embed the video that might give you a better idea.

Overall, I think the generators should prove useful and I wonder if there are some further refinements and tweaking I could build in to incorporate other random features or automatically displaying additional modifiers based on the various dice roll totals.






Downloadable KNeE Table Game Aids & Resources 


Note: I have constructed these generators as Google Doc Spreadsheets for both GoL and SotFK (but not UTWS as it contains 3 different "biome" KNeE tables and would be a significant amount of work). However, I won't be posting them here without permission from Zzarchov as the generators contain significant amounts of actual module text (and potential spoilers!), but I'd be interested in linking them to a valid purchase of the PDF or hardcopy products somehow so they can be used.   

The live generic spreadsheet
that calculates these results was embedded below but I've now removed it as it doesn't seem to display properly - my blogging kung-fu and HTML skills aren't sufficient to streamline this to look pretty, so any suggestions welcome just leave them in the comments below, comment on Google +, or otherwise contact me at The Ranting Savant (three words as all one word, lowercase) AT the use Google server address.

The spreadsheet contains only "generic" elements in the Data sheet eg "Location 2", "Encounter 4", "Modifier 1" instead of any module text but it does display "specific" encounter placeholders eg. "Triples 2", "Doubles 5", "Sequential 3-4-5" and "Total = 18 Max/Goal", when the random numbers would produce that result. If you want to use them with specific entries then just add the text to the relevant cells in the second sheet labelled "Complex KNeE Data".

Alternatively, you can just use this link opens the file in my Google Drive for viewing - the "KNeE Encounter Result" sheet is set to refresh/randomise every minute - you don't even have to roll dice!

I can provide the downloadable Generic KNeE Table generator (Excel version) upon request.

I'll likely generate at least two KNeE tables for my rework of UK6, in which case it should be simple enough to create and link the resulting generators. In fact, I suspect the generators may help me refine and hone the tables from their original concepts and/or include "motivating verb" elements.






Sunday, September 23, 2018

Kowolski Nested Encounter (KNeE) tables

In last Sunday's post, I commented on the "nested" design of Zzarchov's random encounter tables used for wilderness sections in his various modules. I've dubbed these "KNnE tables" and propose to review/analyse them briefly herein, before I create versions for the two wilderness sections of the AtG project and/or it;'s successor RttWWP...

Introduced in Zzarchov Kowolski's 2013's Gnomes of Levnec (GoL), the "nested" encounter table has become a staple of his adventures, evolving over the course of the last 5 years into it's most recent incarnation presented in 2018's Shadows of the Forgotten Kings (SOtFK). 

The design harnesses the randomness of three different dice (d8 / d6 / d4) to generate combinations of three different components of a *wilderness* encounter:

  • d8 "the Where" ­ the Notable Landmark ie. location of the encounter
  • d6 "the What" ­   the Encounter itself eg a monster or even a noise/silence or visual effect 
  • d4 "the Weird" ­  a Weird modifier to the combination or additional feature

This approach results in a staggering 8 x 6 x 4 = 192 combinations, comparing favourably with simpler "single dice" tables or the massive centile dice based tables from many older supplements. Even without the "the Weird" modifier, this creates a respectable 48 potential landmark / creature combinations, providing a greater richness to a wilderness encounter table than I've seen previously. A major aspect for me is the prominence of the random encounter location or setting for the scene in the table ­ this is an aspect often neglected in wilderness encounters but implied in a "dungeon" encounter, so it's a welcome inclusion!

So let's start with the basic 2013 format, as generated by the three dice rolls: 



KNeE Table v1 (circa 2013, Gnomes of Levnec)



As you can see from the above diagram, although the system has the ability to generate 192 combinations, at it's basic level it only requires 18 different ideas ­- 8 locations, 6 encounters and 4 weird effects. Yes, that's only 6 encounters (not necessarily creatures either), but "the Weird" roll allows the ability to modify the creatures, introduce a variation and/or combine creatures so that the small number of creatures doesn't seem to be a huge barrier. Creating separate KNeE tables for different "biomes" (such as in 2014's Under the Waterless Sea, UtWS) goes some way to addressing this as well, although it does mean more design work unless there is a significant overlap. This latter aspect is used with effect in UtWS, but at the cost of increased complexity and the need to cross­reference between the tables / flip back and forth across pages.

Note: it's worth remembering that these tables are designed to complement a "wilderness" section of an adventure, so given the low rate of random encounters per day of travel, I think for the relatively short overland journeys of most modules this should provide sufficient options. For a longer jungle expedition such as a Tomb of Annihilation­-sized trek through Chult not so much.

So let's have a look at the basic elements from the GoL KNeE Table:

Locations: 8 choices may seem like a lot relatively speaking, but providing variations or repetition can create a degree of complexity and emphasise the prevailing terrain. For example in GoL, two of the locations (rolls 1 and 4 on the d8) are repeated (rolls 2 and 5 on the d8) with a minor variation, so there's really only 6 unique locations ­ this makes the table easier to build but also introduces an element of increased frequency into an otherwise flat probability single dice roll.

Encounters: only 6 choices forces some consideration, but I don't think this is a bad thing ­ random encounters/creatures should preferably tie into the greater module somehow, either to foreshadow set encounters or if possible draw on and enhance the atmosphere of the area the adventurers are passing through. To me, this is just good basic design perhaps, but I like how this restriction, like the limited syllables of a haiku almost, offsets any temptation to just create the massive and often uninspiring tables seen in many an official line product. In addition, Kowolski uses non­creature elements: (eery) silence / nothing, the sound of a distant creature, a trap or even a visual environmental effect (eg school of brightly coloured fish UtWS) to provide a non­combat interaction. This breaks away from the bland "bandits or beast on the road" style of most published wilderness encounters that seem more about attrition damage or resource depletion ­ in itself not a bad element, but one that is often "hidden" and not properly accounted for.

Weird: this is by far my favourite random element. In some ways this mechanic is a thematic successor or variant to Lion Rampant's original 
Whimsy Cards (and more recent Storypath Cards) ­ a random non­dice based mechanic from the first two editions of Ars Magica that influence the plot of an adventure, allowing creativity and adding ideas to the story. Mostly this just an additional feature or item (eg. skull on a spike, abandoned equipment or cache, bubbling spring, shrine), an added environmental element (eg. silence, visual effect), or an additional monster. Sometimes, however, the result flips the whole encounter (eg. everything is dead, vermin infest the area) and/or creates a sense that there is agency in the game other than the players (evidence of a past encounter).

Trips and Dubs: this design element provides a variation or addition to the random combination of elements, allowing for "special" encounters 6 times out of 192 (or 1 in 32 / ~3%) when the dice come up triples (all 1's, 2's, 3's, or 4's) or *if the d6 and d8 result are the same* (two 5's, two 6's). In some modules, these encounters are completely different from the result that would be obtained by otherwise combining the random elements. In the earlier modules (GoL and UtWS), the DM / referee is left to combine the elements by cross­ referencing, but in SotFK the combos are now referred to as "Triples" and "Doubles" and the design has been improved to provide a full description of the resulting combination instead of leaving the prep undone.

Note: an expanded "doubles" option can be created if the doubles can occur on any dice, not just the d6 and d8 taken together. This adds two extra options to the 5's and 6's result plus 3 options for each of the results when the numbers are 1­4 ­ 14 extra options of a special encounter, tripling the chance for each specific combination of elements. For extra depth, the three different combinations (d8+d6, d8+d4, d6+d4) can have different results, but this may make the KNeE table unwieldy in practice and would require a lot more time to design.

Max / 18: this is the rarest result at 1 in 192 (~ 0.5%) and in the various modules offers a chance to stop being lost (GoL), encounter a more complex mini­boss style encounter depending on the biome (UaWS), or spot the spires of the lost city (SotFK).


Later KNeE Tables


In UtWS, each of the three underwater "biomes" has a different KNnE table, although there is cross­referencing between the various tables and some individual elements are reused, causing some confusion when reading off the combined result.



KNeE Table v2a (circa 2018, Shadows of the Forgotten Kings)
SotFK adds a completely new element, however:

*Sequentials: this is similar to the "Trips and Dubs" above, appearing in SotFK (2018) and essentially adding 4 "special" encounters when a sequence is rolled on consecutive dice eg 1­2­3, 2­3­4, 3­4­5, or 4­5­6, raising the number of "special" encounters to 10 (~1 in 20 / ~5%).

Note: if the exact order or dice the numbers appear on is irrelevant, the first three sequences can result from multiple die rolls and even the fourth sequence has two possible permutations (d8­d6­d4: 6­5­4 and 5­6­4). This latter interpretation adds greatly adds to the chance of a special encounter and each of the "sequentials" occurs at a higher frequency than the simple "triples" or "doubles" ­ there are 18 permutations, increasing the chance of a "special" encounter to ~1 in 10. If the "expanded doubles" option is used, there are 24 in 192 options (1 in 8 / ~12%) that produce a "special" encounter, which seems roughly equal to or better than older standard encounter tables based on d8/d10/d12 or a centile dice roll. However, this may be much more time intensive to design and only worthwhile for an extended overland trip. 




(Complex) KNeE Table v2b (circa 2018)

But What About Actions? 


One potential weakness of Kowolski's method is that despite all its apparent randomness, there is no random "verb" or behavioural element to the encounters ­ although a creature encountered may be in an interesting locale and affected by "the Weird" element somewhat, the behaviour of the creature (or phenomenon if relevant) needs to be pre­specified or otherwise generated by the DM / referee's imagination. For the "combination" encounters ("triples", "doubles", and "sequentials"), Kowolski seems to have incorporated a starting behaviour other than "attacks immediately", but for the other random combinations this element is generally missing or reverts to the default "attacks". 

This is perhaps less of a problem than first might appear if recognised. For many groups, this may be a relatively minor consideration in actual play given the "the Where" and "the Weird" elements greatly improve on the otherwise bland default "XdY creatures" with summary statistics of most wilderness encounter tables, but it does appear a potential opportunity for improvement. There are a few ways to address this concern, but each adds a degree of complexity. 

The first option is to use other characteristics of the numbers rolled (eg evens vs odds, totals, or the result of a particular die) to determine one of a couple of behavioural options outlined in the description. This does make the "the What" encounter description longer but adheres to the underlying Kowolski central philosophy of generating the whole encounter from a single roll of the dice. 

The second option involves an additional randomised element such as those outlined in Sham's d100 based Monster Business post (and collated PDF).  I'd note that Sham's option requires two additional dice and a perhaps overly complex table, possibly better used for determining behaviour for set encounters or "special" combinations or used to prep in advance. So I favour 1D8's "What are those wandering monsters up to?" post, based on a 2d6 roll. I accept that as originally designed it still requires at least an additional d6 (preferably different coloured or otherwise notable) and also adds significantly to the complexity, unless each encounter is prepped in advance: 


Sample Wandering Monster Behaviour Table

(roll 2d6, excerpted from the now-defunct "1D8" blog) 

  • 2    Returning to their lair to heal up after a fight. (reduce hit points) 
  • 3    Fighting with another creature. (roll up another monster) 
  • 4    Returning to lair with a prisoner. (roll up a prisoner) 
  • 5    Returning to lair with treasure. (roll treasure as if they were in their lair) 
  • 6    Just passing by on the way to somewhere else. (not looking for a fight, roll for reaction) 
  • 7    Defending territory. (war party looking for invaders) 
  • 8    Hunting for food. (quiet, wary, and hard to surprise) 
  • 9    Chasing after another creature. (roll up another, weaker monster) 
  • 10  Running away from another creature. (roll up another, nastier monster) 
  • 11  Building a new lair. (digging a hole, setting up camp, making a lot of noise) 
  • 12  Groggy from too much partying and looking for a place to sleep it off. (easy to surprise) 



d8 plus d4 dice roll distribution
Note: the 2d6 roll preferentially and perhaps intentionally weights options 6,7, and 8 (arguably the most common behaviours) given the bell­curve effect of two similar dice. A potentially better option is to just total the d8 and d4 results from the initial three dice thrown and use that on the same table ­ this avoids needing an extra "different" d6 and flattens the frequencies somewhat. The average is still 7 (and now 6 and 8 in equal frequency), resulting in "defending" as the most common behaviour on the table above, but options 5 and 9 increase to similar frequency and the interesting options of 4 (returning with a prisoner) and 10 (running away from a nastier creature) are more likely. 

Using the Behaviours Table above does require some additional interpretation if an additional creature is required or if the behaviour is seemingly incompatible (eg an animal with treasure), but I think the "total d8 and d4" option has potential, even if only by assisting with determining the "special" encounters generated by the various default Kowolski combinations. 


Summary: KNeE Table Design Principles 


Distilling the above, I've come to 5 Kowolski Method principles for quality KNeE Tables: 

+ You should never need to roll additional dice. Any additional variation (eg. encountering an enemy on the near or far side of a stream for a location) or totals (eg. the number of creatures in the encounter, the radius of a feature such as a glade or width of a river) is derived from either whether a particular dice is even or odd, the sum of two or more dice or some other explicit means such as "if the d6 is 1-4 X, if 5-6 Y" or "if the d8 is higher than the d4 X, otherwise Y". This allows the encounter to be procedurally generated with a single combined roll rather than needing a series of dependent rolls and is a key design feature. 

+ Encounters must be relevant to the setting. Not actually an isolated principle for a KNeE table, this is just good design practice and should be a given, at least according to Bryce Lynch - the encounters should tie into not only the biome but also link into the other elements. One definition of a good random encounter is one that fits so well into the adventure that it is indistinguishable from a set encounter to the players. 

- Creature behaviours need to be predetermined. As with the second principle, this should be evident but adds somewhat to the design work, unless offset by the "d8 plus d4 total" method suggested above that remains consistent with the first principle. Some consideration of this is essential to avoid the otherwise default "attacks on sight" implicit in many older lesser quality encounter tables. 

+ Building the encounter for play should be easy. In terms of the simpler KNeE table in GoL this is true - you just describe the scene add the creature or encounter and then quickly modify it by the simple "Weird" eg a roll of 6-4-2 results in a spaced apart area with rocks strewn about that is eerily quiet apart from a bubbling spring. However, for the more complex tables in later adventures such as SotFK, the modification by the "Weird" can be a bit confusing to adjudicate on the fly and take significant time, as noted in this review. This can be partially offset by following the next principle, but adding a random behaviour element will reduce the ease of using the table in actual play. 

+ Combinations to allow for predetermined set "special" encounters. For me this allows the mixing of both worlds - randomness is available but with predetermined interesting encounters that can be chosen to save time, to fit in with a particular plot or character story, or just to suit the DM's whim at the time. Effectively these are "set" random encounters, and if designed properly utilising interesting creature actions should be indistinguishable from keyed encounters in their quality. 

Thursday, September 20, 2018

Sideranting - Optional New Weapons for Mouse Guard

Note: contents of this post originally appeared on the My Life as a Grog blog, but I'll be revisiting some Mouse Guard material in due course. 
I came across Mouse Guard indirectly through the Mappa Mundi section of the ArM5 fanzine Sub Rosa, and decided to buy the RPG (mechanics based on the Burning Wheel System) mainly for the artwork and background, but have always felt that the simple mechanics and story resolution system have broader applicability, not only for ArM5 but also OSR style games..
I present here several optional weapons to help achieve two character concepts I particularly liked – a crossbow-wielding alchemist and a dedicated archer-mouse. 
Here is a comprehensive review of the Mouse Guard RPG.

Crossbow

Missile: Against short-ranged weapons, your Attack action counts as a versus action (rather than an independent) against Attack and is independent against Manoeuvre.  Medium Range: +1D to Manoeuvre against normal, spear or thrown weapons. Hard to Defend: Add +1D to your Attack versus Defend. Armour Piercing: Crossbows ignore armour. Light armour is negated and has no effect on disposition; heavy armour is reduced from +1s to +1D; shields are reduced from +2D to Defend to +1D to Defend; any animal armour (like a turtle’s shell) is reduced by -1D. Reload: unlike a bow, a crossbow takes time to reload and can only be used once per set of three actions in a conflict. Slow: -1D to Defend or Feint. Technological: only mice with the Scientist skill can use crossbows. Crafting a crossbow also requires both the Scientist and Armorer skills.
The crossbow uses the default (short) bow as a base but accounts for the slower reload and models the armour piercing on Sienna’s mace (see “Mouse Guard New Rules” pamphlet, page 7). To compensate for the additional bonuses I reduced the range and required some basic skill with technology by assigning the Scientist skill as a requisite. 

Longbow

Missile: Against short-ranged weapons, your Attack action counts as a versus action (rather than an independent) against Attack and is independent against Manoeuvre. Long Range: +3D to Manoeuvre against normal, spear or thrown weapons. Hard to Defend: Add +1D to your Attack versus Defend. Armour Piercing: Longbows ignore armour. Light armour is negated and has no effect on disposition; heavy armour is reduced from +1s to +1D; shields are reduced from +2D to Defend to +1D to Defend; any animal armour (like a turtle’s shell) is reduced by -1D. Must be Tall: only mice with the Tall Trait can use a longbow and wearing more than Light Armour makes using a longbow impossible.

As most of the bows depicted in the comics appear to be short bows, the longbow was a logical extension of this, gaining not only range but amour piercing at the expense of requiring the mouse to have the Tall Trait like the graphic novel's depiction of Kenzie.

Spiked Buckler

Light Protection: +1D to Defend. Short and Quick: as Knife.
A buckler is just a light shield, strapped to the forearm, commonly used by crossbowmen and bowmen in lieu of a full shield when using their missile weapons. Adding the equivalent of a knife makes a spiked buckler and a distinctive weapon with some unique flavour, well suited for a crossbow-mouse.

Miscellany

See also this comment on fixing the "Axe and Attack Action loophole" in Mouse Guard RPG games to retain the story-driven original intent of the designers. This issue aside, the commentator explains why he otherwise also thinks Mouse Guard is amazing!