Wednesday, December 17, 2014
Happy Holidays!
For this week, I have decided to show off a great piece of art by Ivan Dixon created for Shadow of the Demon Lord. The scene takes place in the heights of the Shield Mountains and features a couple of characters making their last stand against the orcs hunting them.
With the holidays being bullies and sucking all the air out of the room, this will be my final blog post for the year. I'll be back in January to show off more of the game, including a look at how magic works, sample creatures, example paths, more art, treasures, and more. Thanks for reading and thanks even more for your continued support! Spring is just around the corner and with it comes the Demon Lord.
Wednesday, December 10, 2014
Demon Lord: Stunts and Maneuvers
New players of fantasy
roleplaying games rarely have a sense of scope about what their characters can
do. How many times have you heard, “I stab him in the eye” or “I want to kick
the wolfman in the nards?” No matter how robust the set of rules, such
enthusiasm places the GM in a tough spot. Permit the action and cross your
fingers in the hope that the enthusiasm doesn’t escalate or deny the action and
create a “feel-bad” moment for the player in the name of making sure you’re
playing the game properly. Granted, once players learn how to play, they also
learn the parameters in which they can act. They engage the game in the manner
the designer(s) hope, by using the rules as written.
I kind of hate that.
I feel the rules should facilitate play, should spark creativity
and encourage players to look for solutions outside the character sheet. In the
past, I have been a victim of the need to “play the game the right way,” and
rarely does this create a memorable play experience. I suspect my inclinations
to play by the book stem from tendency for RPGs to define every possible
activity one might think to do. While my background in design lends itself to
these sorts of games, I wanted Shadow of
the Demon Lord to be as permissive as possible.
Rather than hard code various tasks into the game’s rules or
create lists of mechanical widgets you must have to do a particular thing, the
game leans on assets and complications to deliver the kinds of cool maneuvers
that many players crave. Allow me to unpack this a bit.
Three
Kinds of d20 Rolls
To resolve any task and the
task’s outcome is not certain—you don’t have a lot of time, you’re under
pressure, you are impaired, poisoned, fatigued, or something else—you roll a
d20.
An active task that does not involve harming or forcing another
to do something calls for an action roll. The target number for an action roll
is always 10. You make action rolls when you would pick a lock on a door, climb
up a wall with plenty of handholds, inch across a narrow surface, dredging your
brain for a useful piece of information, and so on.
When you would react to something that would harm you, you make
a reaction roll. Again, the target number is always 10. You might make a
reaction roll to avoid falling into a pit, to resist a snake’s venom, to keep
your wits when you would beguiled by faerie lights, or to stave off gaining
insanity from seeing something unspeakable.
Finally, when you would harm a creature or object with a
weapon—a sword, your fist, a bullet fired from a pistol—or a spell that
specifically targets a creature or object, you make an attack roll. The target
number is either the attribute score you are attacking or the target’s Armor
Rating, when you attack with a weapon.
Stunts
The game includes many examples
of when to and when not to roll. Generally, the game wants success to happen
and happen often, and so GMs are encouraged to just let things happen in the
game. Johnny wants to climb the wall and he has plenty of time? OK. Sue wants
to kick down the door and she’s plenty strong? The door falls inward. It’s only
when the circumstances are tough that a roll is necessary.
Players can choose to make circumstances tougher by trying to
perfect exceptional activities or stunts. Swinging from chandeliers, sliding
down banisters, diving through windows without getting cut up by the glass, and
other cases might demand rolls since they are often things not everyone can do.
Rather than change the target number, the GM can just call for a roll with one
or more complications. The harder the activity, the more complications added to
the roll. Similarly, the easier the activity, the more assets are added to the
roll. Adding one complication means the task is challenging, two hard, and
three very hard. Adding one asset means the task is easy, two very easy, and
three so damned easy you probably shouldn’t have called for the roll in the
first place. You don’t have to sweat about how many complications or assets.
You just use what feels right.
The benefit of this system is that characters can generate
assets on their own from their talents. Rogues, for example, have an asset for
one action roll, attack roll, or reaction roll each round. This means that the
rogue, assuming he knows how to pick locks, is probably going to pick that lock
thanks to the asset. The rogue is also the one most likely to succeed at
“crazy” stunts and maneuvers in the game too. And this makes sense, right? We
want the rogue to be able to balance on a tightrope, to scamper up a wall, to swing
from chandeliers.
Combat Maneuvers
Just as you use assets and
complications for asset rolls, you should also use them with attack rolls. Whenever
a player would make an attack roll and wants to do something more than just
deal damage on a success, you can make the activity possible by adding a complication
on the roll. The rules chapter offers a selection of options for melee attacks,
but you can easily adapt these options for other kinds of attacks at your
discretion.
Here are some examples. In each case, the character attempting
the “maneuver” has one complication for the roll. You can’t do them all at once;
just one per attack you make.
Charge: Choose a
creature or object that is more than 2 yards from you but within a number of
yards equal to your Speed. Move up to your Speed toward the target and then
make the attack against your target.
Guard: Make the
attack roll. On a success and in addition to the attack’s other effects, the
next creature to attack you before the end of the round has a complication for
its roll.
Lunge: You increase your reach
for your attack by 1 yard.
Pin: Make the attack
roll. On a success and in addition to the attack’s other effects, the target’s
Speed becomes 0 until the end of the round.
Smite: Make the
attack roll. On a success, the target takes 1d6 extra damage.
Unbalance: Make the
attack roll, on a success and in addition to the attack’s other effects, you
force the target to make an Agility reaction roll provided the target is your
Size or smaller. On a failure, the target is knocked prone.
Remember how I said characters generate assets on their own? Warriors,
starting at level 1, have an asset for all attack rolls using weapons. This
means that warriors can use combat maneuvers better than anyone else. A
magician that tries to “smite” with a staff attack is going to have a
complication for the roll and will likely get a failure as a result. A warrior,
on the other, that tries to “smite” with a warhammer loses the asset but also
doesn’t have the complication either. Warriors are, simply, the best at using
combat maneuvers and they should be!
Furthermore, as warriors gain levels, they can make attacks
using simple actions rather than complex actions. This lets warriors do
two maneuvers during a slow turn. A warrior, taking a slow turn, might use a simple action to charge with a melee
attack and then guard with her next melee attack. Or, she might charge and then
charge again. Or she might charge and then smite the bad guy. Any combination
works. And it’s fun.
While the above list is small, it really is just a starting
point and the options serve as examples for the kinds of things a player might
pair with an attack roll. Using the list, the GM can gauge what’s possible and
what’s not, and leave it to the player’s imagination to describe how the
maneuvers might work, all without having to reference or choose widgets to
permit the desired outcome.
All this said, it’s important to remember that these options are
not things a player has to remember or even engage. Players who don’t want the
complexity don’t have to use these maneuvers at all and aren’t punished for not
using them since having an asset for an attack roll is always a good thing.
But, as the player’s familiarity with the game grows, she may find herself
using these options more and more often and sometimes to great effect.
Wednesday, December 3, 2014
Demon Lord Action Economy
Last week, I showed off the
anatomy of the round and how turn order works. This week, I’m going to talk
about what you can do when you take a turn.
“Action Economy” describes what you can do on your turn. Older
RPGs were a bit fuzzy about the action economy, and the games often relied on
the Game Master’s discretion about how long a described activity might take.
For example, one player might describe his character drawing a sword, opening a
door, running 20 yards across a room, attacking two orcs, and then scrambling
up the dais to take a defensive position. Without clear limits on what a
character can do, the GM is left to interpret how much of the description can
occur in one time increment—round, turns, or whatever.
Drawing a sword doesn’t take much time and neither does opening
the door, assuming the door is unlocked and not stuck. Running across the room,
especially at that distance, takes time as does making attacks, and taking the
defensive position. A GM might allow everything the player describes to happen
during a turn, while a stingier GM might limit the activity to drawing the
sword and opening the door. It all depends on style, temperament, and
interpretation.
As with other RPGs, combat (and other instances where precise
time-keeping is needed) in Shadow of the
Demon Lord unfolds over a series of 10-second rounds. Rather than assign a
quantity of seconds to a selection of tasks, the game abstracts the concept of
time and effort into a form of currency called actions. When you would do
something, you use (spend) the action to do so.
The number of actions you can spend during a round depends on
when you choose to take your turn. If you would go first by taking a fast turn,
the game assumes you spend extra effort to act before you opponents, so you can
only use just one action. If you give your opponents the chance to go first by
taking a slow turn, you can convert that extra effort into an additional
action, letting you use up to two actions instead of one.
Not all actions are equal when it comes to effort. Opening a
door takes a little, while attacking an enemy with a sword takes a lot. To
control the number of high-effort actions in the game, actions come in three
broad types: Complex, Simple, and Extra.
Complex
Actions
Activities that require a great
deal of focus and effort use a complex
action. You can only use one complex action
per round. If you take a fast turn, the one action you use can be a complex action. If you take a slow turn,
only one of the two actions you may use can be a complex action.
Some example activities you use a complex action to perform include attacking with a weapon, casting
a spell, concentrate on an ongoing magical effect, or run a great distance.
Many complex actions require a roll
of a d20 to determine if the activity happens or not.
Simple
Actions
Activities that do not require
much time or much effort use a simple action.
Unlike complex actions, you can use
as many simple actions as you like
based on when you take your turn. Taking a fast turn lets you use just one
action, either a complex or simple action. On a slow turn, one or
both of the actions you use can be simple.
You might use a simple action
to advance on an enemy combatant, retrieve something from your backpack, drink a
healing potion, cast a spell with a simple action casting time, reload a
crossbow or pistol, stand up from prone, mount or dismount a steed, and so on.
Where complex actions often require
rolls, simple actions usually do not.
Talents awarded to characters in higher-level groups allow
certain activities that once used a complex
action to be performed using a simple
action. For instance, at level 5, all warriors can make attacks with
weapons using a simple action. This
lets a warrior attack twice during a slow turn.
Extra
Actions
You may only use complex and simple actions when you take your turn. Sometimes, you may be able
to act outside your turn and when you do you use an extra action. Any activity that uses an extra action has a trigger, an event that specifies when you can
use the extra action. For example,
when a creature moves beyond your character’s reach, you may use an extra action to make a free attack
against that creature using a melee weapon you are wielding. Alternatively, when
it is your turn, you may use an extra action
to perform a minor activity such as drawing a weapon, opening a door, standing
up from prone, and so on. Spells and talents expand your options for using extra actions. Regardless of how many opportunities
you have for using extra actions, you
may only use one extra action per
round.
Actions
in Action
Here’s an example of how a
round of combat might unfold. Dan’s the Game Master and the 2nd-level group
consists of characters played by Joe, Bobby, Mindy, and Stacee. Joe plays an
orc warrior, Bobby an elf magician, Mindy a human rogue, and Stacee a human
priest. The characters have been tracking a band of cultists across the
countryside and finally corner them in a burned out shell of a tower. The group
rushes inside to fight them.
Dan
(the GM): One cultist stands behind a bloody altar made from
bones. Three more stand with swords drawn, faces inscrutable behind masks made
to look like baby faces. What do you do?
Since no one was
surprised, the first round begins with fast turns. Any players that want to may
take fast turns. They resolve their turns in any order and may use one action
(either complex or simple) on their turns.
Joe (Orc Warrior):
Death to my enemies! I charge the closest enemy.
Joe opts to take a
fast turn. He wants to attack one of the enemy soldiers, so he uses a complex action to attack with a melee
weapon. Since he’s moving as part of the attack (using the charge option, more
on this next time, he gets to move up to his Speed before he makes the attack
roll), he has a complication for his attack roll. But Joe’s playing a warrior, so
he has an asset for all attack rolls made using weapons. The asset from his
path cancels out the complication from the charge.
Joe: (Joe rolls a
d20). I got a 12 on the die and I have a +3 bonus from my Strength. That’s a
15.
GM: Success! Damage?
A battle axe normally
deals 1d6 + 2 damage. Warriors at level 2 deal 1d6 extra damage with their
weapon attacks, so Joe’s successful attack deals 2d6 + 2 damage.
Joe: 12 damage!
GM: Good hit. He’s
injured but still standing. Anyone else want to go?
Bobby (Elf Magician):
Yessir. I cast mystic darts. I’m
going to send two darts at the cultist Joe attacked and the last one at the guy
behind the altar. (Bobby rolls damage for each dart.) I rolled a 4 and a 6 for
the first guy and just 2 for the other. So, 10 damage to Joe’s target and 2 to
the other.
Mystic darts, a Wizardry spell, has a complex action casting time. It creates
three magical darts that automatically strike their targets. Each missile deals
1d6 damage.
GM: The two darts
blow apart Joe’s target. The cultist drops dead to the ground and promptly
voids his bowels. The last dart just clips the cultist. Mindy? Stacee?
Mindy (Human Rogue):
I’m taking a slow turn.
Stacee (Human Priest): Me
too.
GM: OK. It’s my turn.
The cultist behind the altar will be taking a slow turn. The other two cultists
charge Joe and attack with their swords. One gets a failure and the other gets
a success. Joe, the cultist stabs you in the arm. Take 5 damage.
Joe: Grrr.
GM: That’s it for me.
Stacee: I’ll go. First, I’m going to cast prayer to help Mindy and then I’ll
charge the cultist that attacked Joe.
As a priest, Stacee has
the prayer spell. She can cast it using
a simple action and chooses one
creature within short range (20 yards). The target has an asset for the next
roll it makes before the end of the round. Stacee then uses a complex action to attack one of the
cultists. She gets there by using the charge option, which lets her move up to
her Speed before making the attack.
GM: Sounds good to me. Roll to
attack, please.
Stacee makes an attack
roll against the target’s Armor Rating with her mace. She has a complication
for her roll because she charged.
Stacee: Damn. I
rolled a 5 and my complication dropped it by another 3.
GM: Ouch. Definitely
a failure. Mindy?
Mindy: I’m going to
move around the edge of the room and stick that cultist behind the altar with
my short sword.
Mindy uses a simple action to advance on the cultist
and uses a complex action to attack
it.
GM: OK. You move
around the fighting and close on the last cultist. Roll, but don’t forget the
asset from Stacee’s prayer spell.
Mindy: Right. I’m
also using my Trickery talent to get the extra asset too. I got an 18. Did I
hit?
Mindy rolls a d20 to
attack with her weapon. She has two assets for her attack roll, one from
Stacee’s prayer spell and the other
from her own Trickery talent, which gives her an asset to any one action roll,
attack roll, or reaction roll (all rolls of a d20) each round. She will add
only the highest number from all the assets she rolls. Mindy rolls a 9 on the
die, a 6 and a 2 on her assets, and adds +3 from her Agility. The total of her
roll is 18 (9 + 6 + 3).
GM: Yes ma’am.
Mindy: Crap. Just 2
damage.
GM: Check. OK. The
last cultist takes his turn. He withdraws from you and casts fire blast. Flames rush out from his
hands, filling a 3-yard long, cone-shaped area. Everything in the area takes 11
damage from the fire. Mindy, roll Agility to try to halve this damage.
The last cultist
takes a slow turn. He uses a simple action
to withdraw, which lets him move 1 yard without triggering free attacks. The fire blast spell has a casting time of complex action and deals 3d6 damage to
everything in the area. Any creature in the area may make an Agility reaction
roll. On a success, the creature takes half the damage instead. The number one
needs to equal or beat on an action roll or reaction roll is always 10.
Mindy: Ouch! I rolled and got
a 13, so I take half damage. That’s good news since I still have damage from
that fight with the ogre.
GM: We’re at the end of the round.
Nothing special happens here this time. OK. Who wants to take a turn?
After the end of the
round, the next round begins starting with fast turns.
Wednesday, November 26, 2014
Demon Lord: Who Goes When?
For many players, combat is the
best part of the game. It is a chance to test his or her character’s capabilities against worthy foes, to take risks and, hopefully, gain great rewards. The
tension combat creates—the risk of injury, unconsciousness, or even
death—builds excitement at the table and shifts focus, if only for a few
moments, from the story to dealing with immediate danger. As great as combat and other
conflicts can be for the game, they also place the greatest demands on the game
system. To ensure each player has a chance to contribute in a meaningful way
throughout the combat, to ensure that the challenge is appropriate for the
characters, and to make certain that the combat or conflict poses some risk,
often considerable failure, requires a rigorous set of rules. And, as a result of those rules, combat becomes a game within the larger game.
I have lots to say about combat, too much for one post in fact. Rather
than drown you with words, we’ll take a bird’s eye look at how combat works and
the reasons for the approach Shadow of
the Demon Lord takes. Specifically, we're going to look at how the game system determines who goes first.
Rounds
Combat (and any other scene
that requires precise timekeeping) unfolds over a series of rounds. Each round
lasts about 10 seconds, so there are 6 rounds per minute. During
a round everyone present in the scene has an opportunity to do so something. A
round has three parts: Fast Turns, Slow Turns, and the End of the Round. During
a round, play proceeds through each part one at a time and with the players
usually going first.
Fast
Turns
First up is the Fast Turn. Any
player that wants to can take a fast turn. Players may take their turns in any order they wish. On a fast
turn, a player can use one action. Upon resolving that action, the player’s
turn is done for the round. Once all the players that want to take a fast turn
and have done so, any creatures under the GMs control may take fast turns and
use one action on their turns. Again, once a creature resolves its fast turn,
it’s done for the round.
Slow
Turns
Slow Turns come next. Any
player that did not take a fast turn may take a slow turn. Players resolve slow
turns in any order they choose, though a player must resolve the entire turn before another player can act. On a slow turn, a player can use two actions.
Once all the players have taken their turns, the GM has any of her remaining
creatures take their turns, each creature using two actions, and in any order
the GM chooses.
End
of the Round
The game uses the End of the
Round to mark the transition from one round to the next. The End of
the Round is when the game resolves any ongoing effects, keep track of durations, and anything else that happens at this part of the round. For example, say a
powerful spellcaster creates a cloud of poison gas. Any creature in the area of
the poison gas would have to deal with the poison once the gas appears.
However, since the gas lingers, any creature in the poison gas would have to deal with the poison again at the end of each round until the gas is dispersed.
Other events may also take place during the end of the round. A potion consumed takes effect at the end of the round. Incapacitated characters roll a d6 to see what happens to them at the end of the round. Some creatures may adjust their positions, make extra attacks, or blight enemies with their vile presence at this part of the round too.
Finally, a discrete end of the round phase reminds everyone that
is tracking durations to mark off the round that has passed (for 1 minute
durations, you can use a d6 to track the rounds, which is part of the reason I
use 10 second rounds).
So,
No Initiative Rolls?
That’s right. I tried out the
game using several different initiative/turn order determination systems and
they all felt bad. I find initiative to be boring. It’s a procedure everyone
at the table has to undergo in order to play. It’s like having to eat your meat
before you get to eat your pudding. It’s only necessary because the game says
it is.
If determining initiative produces a continuous turn order for the combat—you are locked
into the same point in the round for the duration of the scene, initiative only becomes important during the first round of the combat. The whole point to initiative
is to determine if the PCs can chip away at their opponents before their
opponents get to do the same to them. After the first round, the back and forth exchange of attacks renders the initiative result meaningless.
If the game requires initiative determination round-by-round, then
the procedure just becomes more evident and intrusive into the flow and
excitement of the battle. Plus, you have to track all those result each round.
I thought about individual initiative systems, wherein each
combatant rolls and uses that result, but this just increases the complexity.
Not only do you have to track those results, but you also have to introduce
rules to let combatants change those results once they determine—by delaying
for example. Also, most games that use individual initiative allow the GM
to roll initiative for groups of like opponents, which, while easier,
completely undermines the whole point of rolling individual initiative in the
first place, which, presumably, is to determine each individual combatant's turn order.
For all the reasons and others as well, I threw initiative out
of the game. The game lets players go first. The players are free to
discuss tactics and plans, and then act in whatever order they want. If they choose to
take fast turns, and thus act before their opponents, then they can only do one
thing. If they wait until after their opponents go, they get to do two things
instead but risk taking a hit from their opponents.
Benefits
Liberating combat from variable
turn orders accomplishes several things. It eliminates a procedure for play and
thus the transition from story to combat is smooth. Allowing players to choose
when they go encourages teamwork. The players can quickly discuss what they do
and adopt tactics that complement each other’s actions. Finally, it focuses
attention on what’s happening. Players tend to not “zone out” while waiting
for their turn since they can act whenever they want.
To help you visualize how a fight works, here’s an example. Nat,
Molly, and Chris play agents working for the Inquisition, a faction of the New
God cult committed to rooting out slaves of the Demon Lord and destroying them.
Their investigation draws them into a burned out church on the edge of town.
Inside the church, their characters encounter a band of ghouls, accursed cannibalistic
humans.
GM: What do you do?
<Fast Turns start>
Chris: I charge the
@#$%ers!
Molly: Wait! Let me
throw my fireball spell.
Chris: Fine.
(Molly casts a fireball spell into the midst of the ghouls. She
rolls 10d6 damage. Adding up the dice, the ghouls will take 35 damage. The
ghouls get to roll Agility to halve the damage. Two fail and are incinerated.)
Molly: Now, go and clean
up the mess.
Chris: I charge!
(Chris’s character moves up to his Speed and uses his extra action to attack a ghoul as the
rules for charging specify. Since he charged, he has a complication for his
roll. He gets a success on his roll and the ghoul takes 6 damage, which is
enough to take it out).
GM: Nat? Want to do
anything?
Nat: No. Not yet.
There may be others in the shadows.
GM: OK. Well, you’re right.
First up, Chris, a ghoul leaps at you and tries to rip you apart with its claws and teeth. (The GM rolls,
but gets a failure.) You catch the monster on your shield. In the shadows, you
see a couple more ghouls waiting to attack.
<Slow Turns start>
GM: Alright, Nat,
back to you.
Nat: I shoot my
pistol at one of the ghouls.
GM: They are
partially obscured from you, so roll to attack with one complication.
Nat: OK. (He rolls
and gets a failure.) Crap! I drop the pistol and I'll use my remaining action move up next to Chris. I’ll
draw my sword as I do so.
GM: OK. The remaining
ghouls come out from the shadows and attack Chris. (Some rolls, some damage,
and Chris’s damage total equals his Health. He falls prone, disabled.)
It’s the end of the round. Chris, you are disabled. Roll a d6 to
see what happens to you…
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