A Walk in the Dark A look in to the mind of an RPG designer

      

15Apr/11Off

DnD-opoly a Possibility?

Sometimes even the most nonsensical of conversations grows in to something quite unexpected.

A few days ago, and I don't even remember how the conversation started, we began to joke about a Dungeons and Dragons themed version of Monopoly. After all, both Monopoly and Wizards of the Coast are owned by the same company - Hasbro - so it doesn't seem all that far fetched.

On a whim, I decided to try something ludicrous, and I send a message to Hasbro through their site:

This might seem like an odd question... I am part of a rather strong community of followers of Dungeons and Dragons, which we know is indirectly another Hasbro property (through Wizards of the Coast).

Recently, on Twitter, they brought up the question about why there wasn't a D&D themed Monopoly game, using some of the locations and themes from D&D laid out on the board game, in the same style as Star Wars and numerous other properties.

First question is, obviously, why not?

Secondly, and here is where I'm taking a bold step, I and several other associates (who have DECADES of experience with D&D) would be very interested in creating such a game ourselves, and have both the technical and artistic talent to do so, but we fear any potential legal repercussions from Hasbro when we try to do that. We are aware of the legal guidelines with Wizards of the Coast and D&D properties (we are very familiar with the 4e Game System License and what we can and cannot do), but we're not quite sure about how Hasbro itself feels about us using the Monopoly theme, mechanic and elements (board layout, cards, dice, tokens, etc...).

So who would I be able to contact about the possibility of getting authorization to do that as an independent project?

Thank you for any assistance you can provide.

David Flor
President, Darklight Interactive
"Omne ignotum pro magnifico"

Sounds insane, doesn't it? I never expected to be taken seriously, but sometimes you have to try something crazy.

Today I got the following response:

Hi David,

Thank you for contacting Hasbro, Inc.

We would love to try and help with your request. Please submit your request via fax on company letterhead to 1-401-XXX-XXXX, attention: [Name Omitted]. Make sure you include in your fax, you are requesting permission to use Monopoly and Dungeons and Dragons and details on how it will be used.

Thank you for your understanding. We look forward to hearing from you.

Wait... What? Seriously?

First off, in the past I joked about having to send a letter by mail to the Wizards of the Coast legal department. Now they're asking me to FAX something... I haven't faxed anything in five years. I guess using archaic technologies is commonplace in an "old school" company like Hasbro.

Secondly, what exactly am I getting myself in to here? If I sit down I'm sure I can come up with a full blown design, and I'm sure I can get the artists and designers I need in order to make this both aesthetically pleasing and fun for everyone. But is this something that I can really do?

So I now have to formulate a pitch to Hasbro, one that would be convincing enough. I'm considering tying this in to a Kickstarter project of some sort, where the public can fun the physical creation of it (I can get people to create it virtually, but that's very different than creating the board, cards, tokens and box).

If anyone out there has suggestions on this, please speak up. I think I'm going to get in way over my head right quick on this one.

Filed under: Design, DnD, RPG No Comments
11Apr/11Off

Contest Winner: Goblins go BOOM!

It's no secret that I love minions. They are an easy answer to making an encounter seem like more than it really is. Sometimes just a handful of monsters is dull... I want droves upon droves of enemies coming at them from all sides! And when I don't want them to die so easily I toughen them up, but sometimes I want them to die in an unnaturally glorious way.

Recently Wastex Games had a contest called Minions Encountered, where the objective was to create an encounter where the boss used his minions in an "interesting way." I decided to submit one encounter that was inspired by my campaign.

To be quite honest, besides what you seen on this blog I've never actually submitted anything to a contest of this nature. Heck, I even failed miserably at NaNoWriMo and the NYC Midnight Short Story competition (I never even got close to finishing a submission for either one). So I looked at this competition a different way: to see if I can physically put something together in a format that others could actually use.

You see, there's a big difference in designing a campaign that you will run and designing a campaign that someone else will run. If you're doing it for yourself, you can fill in the blanks as you go, adjusting the encounter based on the how the players react to it. But when designing it for use by the general public, you either tell them very little (and hope they can fill in the blanks themselves) or explain every little detail so that there's no room for doubt. The former is meaningless for the competition, so I decided to build the encounter in the traditional format that Wizards of the Coast has used on multiple occasions.

And it allowed me to get a little more practice with Adobe InDesign CS5, for that matter. I'm not a graphic designer, so this too was somewhat of a new experience.

Now, about the encounter itself... The encounter is relatively low level, so I chose to use a concept that I'm surprised isn't used very often: the "Goblin Suicide Bomber", which is loosely based on the "Goblin Grenade" from Magic: The Gathering. Whereas most goblins are rather cowardly and flee at the first sign of trouble, these little buggers race forward to protect their leader and their sacred temple, light their fuse, then jump on the backs of unsuspecting PCs while laughing maniacally and waiting for their fuse to burn down.

But that wasn't enough! These guys would die almost immediately and they would have little effect; a poor initiative roll combined with a well placed burst attack can take them out of the equation almost instantly. What we needed is LOTS of goblins. Like... oh, I don't know... dozens of these little guys! I needed something that would keep creating wave after unrelenting wave of happy-go-lucky suicide bombers. So I turned to Save Versus Death and their "Endless Hordes"... Now things really come together! Four suicide bombers per turn, ad infinitum, should get fun quick!

But that still wasn't enough! Players could simply step aside, push them out of the way, or simply move faster than the bombers. What I needed is something to funnel the bombers so the players would have no choice but to charge in themselves, taking a boatload of damage in the process. So I chose to put the entire encounter atop narrow stone bridges over a river of lava.

Apparently that was enough.

I would like to thank Wastex Games for choosing me as the winner! I'm honored, guys! I'm sorry I can't take photos of the prize (I don't have a working digital camera; will try to get one soon), but I really do appreciate the Beholder Eye Tyrant and other minis!

Here, for your enjoyment, is my winning entry on the Wastex Games site:

The "Chamber of Fire"... or, as I like to call it, "Goblin Go BOOM!" (PDF)

3Apr/11Off

Gamma World and the Great Legal Unknown

I have recently completed a Gamma World "delve" (5 encounters) tentatively titled Fire From the Sky, and am considering making arrangements as far as distribution.

Part of me wants to send it to Wizards of the Coast for possible publication in Dragon or Dungeon, not because of the money but because it would be a rather cool experience to see something with my name on it appear in a WotC publication (I use the term "publication" loosely). But I'm hesitant in doing this because they kind of demand exclusivity; it will be released once, and only once, and I will get only one paycheck as a result (and, by my calculations, it's not that big of a paycheck either: six cents a word, I believe). They will "own" it from then on, and I will be relegated to simply saying "yeah, I wrote that"... which is rather cool in its own way, but still.

The other option I'm considering is a non-exclusive distribution through DriveThruRPG, throwing it up there for a buck or two in the same fashion as many other people have already done. But before I do this, there's one obstacle to overcome: the 4e GSL.

You see, when you want to publish D&D 4e content, the rules are pretty cut and dry if you follow the Dungeons and Dragons 4th Edition Game System License. This consists of a few things:

  1. Filling out and sending them the "Statement of Acceptance", agreeing to abide by their publication guidelines.
  2. Include some legal text in the publication, with very specific size and positioning requirements (see sections 5.2 and 5.3 of the Game System License document).
  3. Follow all the rules of the 4e System Reference Document, which details what source material you can and cannot use (for example, I cannot republish a monster stat block from any monster in any core manual; essentially I can only say "see Monster Manual") as well as guidelines for the presentation of new material.
  4. Include the GSL Logo.

But the problem is that all the above relates specifically to the Dungeons and Dragons mechanic. What about Gamma World?

If you look at the above logo, you will see the following text:

Requires the use of the D&D Player’s HandbookMonster Manual,® and Dungeon Master’s Guide® Player’s Handbook® 2, Monster Manual® 2, Adventurer’s Vault™ core rulebooks, available from Wizards of the Coast, LLC

Unless players are expected to buy all these books in order to play Gamma World, that obviously doesn't apply.

I asked Wizards of the Coast (through their support site) about the existence of a Gamma World SRD, and this is the first response I got:

Thanks for the question! The Game System License applies to any d20 system. This does include Gamma World. Unfortunately, we are unable to provide any more information on the GSL than what appears on the relevant website here: http://www.wizards.com/d20.

After I tried to explain that the text and logo they are expecting me to include doesn't apparently apply to Gamma World, I got this:

If you are in need of further assistance on this matter you would need to contact our legal team at the below address.

Wizards of the Coast
Attn: Legal
PO Box 707
Renton, WA 98057-0707

Uh... OK then. No email address? As usual, lawyers make us sometimes feel like we're in the Stone Age.

Another reason for this confusion is that the Gamma World Rulebook not only has the "D&D" logo on the front and back covers but, throughout the book, the game is explicitly referred to as "D&D Gamma World". So is it D&D or not? The mechanic stands alone, and one doesn't need any of the D&D core rulebooks in order to run a game (they certainly help in terms of experience, but they're not a requirement).

So, despite it being done, I can't publish the module yet. Putting all the above on the 2nd page of the module just to comply legally doesn't feel right when I know that the content they're asking me to put in simply doesn't apply.

Does this mean that I'm not authorized to publish Gamma World content at all? Am I spinning my wheels here, borderline oblivious to the fact that I'm not supposed to be doing what I do?

The first draft of Fire From the Sky is complete and is in the hands of an "elite few" that are proofreading it and making sure I didn't do something horribly wrong with the Gamma World mechanic. Once they give it their blessing and I can resolve some of the questions posted above, it will be unleashed upon the masses.

If the legal ramifications continue to be unclear, I might end up submitting it to WotC just to avoid any problems. If they accept it, yay! If not, at least some time will go by while I sort all this out.

We'll see how things go. But I promise you'll get it sooner or later.

28Mar/11Off

Robot Zombies and Exploding Mushrooms

No, I'm not talking about a Roger Corman film... This blog is about RPGs, so it has to be none other than Gamma World.

It's been a long, long time since I look at Gamma World, but I have to admit that I've been familiar with it all the way back to the first version. It didn't quite captivate me as much then, and when I did flip through the books that were available I couldn't help but think "I'm not wasted enough to handle this." Let's face it, James Ward must have been on something epic when he came up with the first few versions... Then again, looking through the original Monster Manual and Fiend Folio, maybe that was par for the course...

If you want to get a better understanding of the history of Gamma World, I suggest you read Angry DM's post "Taking the Game Seriously" and an analysis that he links to from there: "Gamma World: Over 30 Years of I Have No Idea What Is Going On". It's a great read!

Recently I picked up the latest version of Gamma World (the 2010 version), and I gotta say it is pretty wild. I look through these pages and can't help but think how much of this is lost on the youth of today. Some of this stuff is straight out of the science fiction/horror/post-apocalyptic movies I would watch religiously on cable at 3am in the morning. They just don't make this kind of cheese any more, do they? These are things that I would present to my son and he'd get a quick chuckle over, then move on; he'd much rather be bashing dragons with swords... that's much more realistic than a machine gun toting chickens and a cockroach the size of a Buick!

The thing is that, although the system is based on the 4e mechanic, it's much more simplified. It's not the content overload of D&D 4e: you don't have twenty different powers to consider, you don't have to worry about healing surges (you auto-heal at every short rest) and second wind is a minor action, there isn't an overly complex equipment system (except for Omega cards, which feels more like Magic: the Gathering than anything else. You even have to "tap" the cards when you use them) and several other things are much more easy to get started on. Strictly from a mechanics sense, I'd consider it a very good introduction to D&D 4e.

One thing I also found interesting is that, due to the nature of the environment and that nobody's supposed to be in control of mutations anyhow, character generation is completely random. If you don't like your character, take it out back, shoot him dead and re-roll another one.

To give you an idea of what this could create, using an online Javascript tool for Gamma World, I wound up with two characters:

  1. An Android Reanimated with a dexterity of 5, making him the clumsiest robot EVER. He carries a pair of binoculars and a canoe... 'cause, hey, in this world you never know when you'll need a canoe.
  2. An Exploding Fungoid that also has a canoe, but instead of the binoculars he was smart enough to bring a beer. Well maybe not *that* smart... hit Intelligence is 7. What can you expect from a sentient mushroom that just can't hold itself together?

Reading through the core manual and one of the add-ons (I have Famine at Far-Go. Still need to get Legion of Gold), it almost reads like the most off-the-wall comic book you can think of. Chickens with artillery, super-sentient badgers, sharks that tunnel through solid rock, little green men, cockroaches the size of RVs, the "yexil" (see below), etc... I may never play a game in my life but it's definitely worth it at least for amusement's sake.

Reading through all this must have affected my subconscious, because a few days ago I had an oddball idea for a short module. Well, it's either going to be a Gamma World module or a late night Cinemax movie, and I don't have the budget to do the latter. So I began to develop the story line in to a series of encounters.

But I realize I have a problem: I think I'm making it too serious. The first two encounters I created were pretty straight up, in the same style as several of my other encounters in the D&D world. But this isn't D&D we're talking about, this is Gamma World: the encounters just didn't feel weird enough. The two encounters could have been ported to D&D and they might actually fit.

I found myself out of my element for a bit, realizing that what I was doing simply wasn't in the style that Gamma World intends. To give you an idea of what that style is, look at what the sample campaign in the core rulebook has:

  • Heavily armored badgers with crossbows.
  • Pigs on motorcycles.
  • A "yexil", which is a giant, orange-colored lion with wings of a bat, mandibles of a spider and shoots laser beams from its eyes.
  • Gypsy moths that fire beams of radiation.
  • Radioactive birds.
  • Killer robots. Lots of killer robots.
  • A giant rabbit with a katana.

I mean, God, what were these people on when they came up with this stuff?

So I decided to try something for my third encounter that didn't already exist but seemed appropriate. No gimmicks or special circumstances to it, just the PCs walking along until they come up with... wait, seriously? Is that what I think it is?

I'm not sure what I'm going to do with the module when it's done. It's technically the right length to be a Dragon/Dungeon submission, but I don't know if they're taking that sort of thing. I might resort to alternate means of distribution. I might give it away for free. Who knows? We'll see once I'm done.

In the mean time, let's see what character I get now: A Hawkoid Felinoid. I'm a bird cat... I'm my own worst enemy!

25Mar/11Off

Crazy People Need Love Too

Ever since I saw someone post the question on Twitter I've been thinking about it: how would you treat insanity in D&D 4e?

In order to consider this concept, I of course had to go to the one true source of all things insane... Call of Cthulhu. If you're not familiar, in CoC you have a pool of "Sanity Points", and depending on what you experience during the adventure (by "encountering the unimaginable") you will periodically lose points here and there. When you drop to zero, you are temporarily insane. When you drop to -10 or lower, you become "incurably insane" and you get a nice rubber room at the Arkham Sanitarium.

Before we start to consider what "going insane" might be, there's the need to point something out: not being in control of one's own faculties - even in real life - is not fun. In D&D, besides death the two most annoying and boring effects are "dominated" and "stunned" because they prevent you from doing anything. You can't even roleplay them well most of the time because there isn't anything you can do about the condition. This problem could also be said of a number of effects in previous versions, but at least in those you can kind of play it out for theatric's sake; if your group's meat shield freaks out over a fear effect and begins to run away at full speed, that player has the option of playing it out so long as he's aware of the things he's not allowed to do while suffering the effect. When you're "stunned", you can't do anything besides make a saving throw at the end of your turn. Whee...

So I thought of creating a 4e insanity system that will impose some guidelines on the player, detailing what he's going to do in a given turn in the most general of sense, but it will still allow the player to stylize it in any way he sees fit. Because, let's be honest, it's kind of fun to play a complete wacko every now and then.

Becoming Certifiably Insane

I considered using something like the aforementioned "Sanity Points", but let's face it: this is not Call of Cthulhu... We're not dealing with John Q. Public here, but seasoned adventurers that have seen their share of bad things. Imagine how D&D would be if every adventurer freaked out and ran away at the first sight of a skeleton walking towards them.

Exposure to this could be in any way that a disease could be spread: creature's attack, trap, exposure to something in the environment, etc... It could even come from drugs or poisons that occur naturally.

Levels of Insanity

When I use the word "insane" I'm talking about potentially long term effect. A "dominated" effect may not last more than a handful of seconds (six seconds between each save if you go by the general guideline on how long a turn is). I'm thinking of something more dramatic, more long term, and something that could both be be remedied or get progressively worse. That sounds like a disease, doesn't it?

And there are multiple levels of insanity. Having an argument with oneself or laughing uncontrollably is one thing, while smashing an ally with a broadsword or taking off all your clothes is something else. One doesn't go from mild mannered adventure to "bat-s%@! crazy" that easily.

So I have come up with two separate lists: "minor side effects" and "major effects". Minors are superficial things that affect the target's ability to function like a normal person. Major effects are things that directly affect everyone around him with disastrous results.

Insanity - Disease, Variable level

Stage 0: The target is cured of all effects.

Stage 1 (Initial Effect): The target takes a -2 penalty to Will defense and has one Minor Side Effect (see table below).

Stage 2: The target takes a -2 penalty to all defenses and has one more Minor Side Effect.

Stage 3: The target takes a -4 penalty to all defenses, has one more Minor Side Effects and has one Major Effect (see table below).

Special: Every time the target fails to improve from Stage 3, it gains one more Minor Side Effect and re-roll the Major Effect.

So by the time the target reaches Stage 3, assuming they didn't do any secondary rolls on the tables, they will potentially have three minors and one major. In other words, they're really messed up.

Every time the target improves take away one effect, starting with the Major Effects.

Minor Side Effects

Note: If the result is an effect the target already has, do not re-roll.

Roll a d20:

  1. Target has uncontrolled laughter, takes a -5 penalty to all Stealth checks.
  2. Target has a nervous facial tick, takes a -2 penalty to all Charisma-based skill checks except Intimidate.
  3. Target talks to himself, takes a -2 penalty to all Stealth checks.
  4. Target has a normal conversation with someone who is imaginary, takes a -2 penalty to all Stealth checks.
  5. Target argues loudly with himself, takes a -4 penalty to all Stealth checks. Gains +1 to all Intimidate checks.
  6. Target has an argument with someone who is imaginary, takes a -4 penalty to all Stealth checks. Gains +1 to all Intimidate checks.
  7. Target periodically repeats out loud what someone else within hearing distance has said, even if the original speaker whispered it. Whenever the target does, it takes a -4 penalty to Stealth checks until the start of its next turn.
  8. Target has periodic outbursts (crying, anger, hysterics, incessant ranting, mumbling, etc...). The effects of these outbursts is up to the GM's discretion.
  9. Target begins to have delusions or sees an altered reality, takes a -4 penalty to Perception and Insight checks.
  10. Target has an unnatural fear of germs. Will refuse to touch anything that isn't his until it has been cleaned thoroughly.
  11. Target acquires a major physical tick or mannerism,. Takes a -2 penalty to Fortitude defense, +1 bonus to Reflex defense, and -2 penalty to all attacks that do not target Will defense.
  12. Target has acquired a moderate phobia of any single object or creature within sight. The player can choose the item at his discretion with GM's approval.
  13. Target periodically shouts at the top of his lungs. At the start of each turn roll a d20; on a roll of 1-5, the target screams loudly and takes a -5 penalty to Stealth checks until the start of its next turn.
  14. Target is somewhat unsure of himself and hesitates before doing anything, takes a -5 penalty to all Initiative rolls. At the start of an encounter, if there is a surprise round the character will always be surprised.
  15. Target periodically drops his weapon. Roll a d10 at the start of each of the target's turn; on a 1, the target will drop whatever he is holding in his main or off hand (in that order).
  16. Target zones out periodically. Roll a d12 at the start of each of the target's turn; on a 1, the target is effectively stunned until the start of its next turn.
  17. Target has an obsessive infatuation with another party member (even a party member of the same gender), will do anything to stay near them and win their affection. If the target is more than 5 squares away from the other party member at the start of their turn, they must take at least one move action that moves them closer. If any creature attacks the other party member, the target gains a +2 to the attack roll against the creature until the start of the target's next turn.
  18. Target has an intense hatred of another party member, will go against any actions or decisions that player makes. If any creature attacks the other party member, the target takes a -2 penalty to attacks against that creature until the start of its next turn.
  19. Target has an obsessive attachment to an item within sight will be unable to function properly without holding it or having it on his person. While the target does not have the item in his possession, it takes a -5 penalty to all d20 rolls. The player can choose the item at his discretion with GM's approval.
  20. Roll on the "Major Effects" table below instead.

Major Effects

Note: If the result is an effect the target already has, do not re-roll.

Roll a d20:

  1. Each time the target is bloodied in an encounter, it falls unconscious (save ends) and prone. An adjacent creature can use a Standard Action to shake them awake, and the target will wake up automatically as soon as it takes any damage.
  2. Target has psychosomatic deafness. Every time a noise that he should be able to hear is made, roll a d6; on a roll of 1-5, the target doesn't hear the sound at all. The volume of the sound has no impact on the roll.
  3. Target develops an obsessive eating disorder. Will immediately consume any and all food available in a given area, including any food in his own backpack. If it does not eat every ten minutes, the target is slowed (move speed of 2) until it does.
  4. Target has terrifying fear of danger, at the start of the encounter will flee hysterically in a random direction until it is more than 20 squares from danger. Can not take any actions besides a double run: two move actions, each with move speed +2, grants combat advantage, and can be targeted with opportunity attacks.
  5. Target has acquired an intense phobia of any single object or creature within sight, as determined by the GM. Target will refuse to come within 10 squares of the object in question, and if he is unable to move more than 10 squares away in a given turn he is stunned until the start of his next turn.
  6. Target has extreme paranoia, is afraid that even his allies are going to turn on him. If an ally uses a power that would allow the target to make an attack, the target ignores the action.
  7. Target drops all weapons and removes all equipment, refusing to wear any of it until cured.
  8. Target loses the ability to communicate through speech or writing. Anyone attempting to communicate telepathically with the target must make an Intelligence vs Will attack roll against the target in order to get through.
  9. Target cannot take any actions of his own and will preform melee basic attacks on themselves until they are subdued or unconscious. If they do not have a weapon, they will make unarmed attacks with their fists.
  10. Every turn the target does not make an attack roll, it risks falling asleep while standing. Make a saving throw at the end of the turn; if the save fails, the target falls asleep (save ends) while standing in an upright position. An adjacent creature can use a Standard Action to shake them awake, and the target will wake up automatically as soon as it takes any damage.
  11. Target cannot take any actions of his own and will attack any and all creatures at random within 10 squares with basic attacks until subdued. Each attack takes a -2 penalty to the attack roll, and each melee attack gains a +2 bonus to the damage roll.
  12. Target has selective amnesia. When the target attempts to use a daily or encounter power, make a saving throw before casting; on a failure, the target forgets how to do the action and the power is spent.
  13. Target cannot take any actions of his own and will attack the single nearest creature repeatedly until that creature is dead or the target is subdued. Each attack takes a -2 penalty to the attack roll, and each melee attack gains a +2 bonus to the damage roll. If he does not have a weapon, he will make unarmed attacks with his bare hands.
  14. Target has psychosomatic blindness, is treated as being completely blind until cured.
  15. Target has "Alien Hand Syndrome". The GM rolls a d20 to determine which hand; on a roll of 1-10 it's the main hand, on a roll of 11-20 it's the off-hand. The target can not take any actions of his own with that hand, and the hand's actions are completely dictated by the GM. Target cannot benefit from any bonuses related to having something in both hands (AC bonus for having a shield, Two Weapon Defense, powers that require a weapon in each hand, etc...).
  16. Target becomes a cannibal, electing to eat the flesh of any dead bodies the party encounters. At the GM's discretion this may expose the target to any number of different diseases.
  17. Target crawls in to a fetal position and begins to cry or mumble. Target is aware of their surroundings and can talk to others but is prone, helpless and cannot take any actions of their own until cured.
  18. Target is catatonic. Is awake but is helpless, cannot take any actions of their own until cured.
  19. Roll twice on the "Minor Side Effect" table.
  20. Roll once on the "Minor Side Effect" table and re-roll on the "Major Effect" table.

The above list is moderately inspired by the "Sanity" variant rules in the D20 SRD.

In addition to the obvious effects listed above, this gives the player some artistic liberty in terms of roleplaying. I myself have played a character with an intense phobia of something (cats) in the past, and that led to some rather interesting situations in game; the character might not have been the most tactically sound person when it came to having an encounter with a tiger, but it sure was entertaining.

It was actually quite difficult to come up with two lists of 20 items, and I'm sure some of the above are flawed and I missed quite a few things. I admit I didn't give it that much thought because I wanted this to be posted and start getting feedback.

So what do you all think?

3: Target has a nervous facial tick, takes a -1 penalty to all Charisma-based skill checks.

Filed under: 4e, Design, DnD, Mechanics, RPG No Comments