Showing posts with label design workshop. Show all posts
Showing posts with label design workshop. Show all posts

Friday, February 14, 2025

13th Age 2E Pages: Little Demons

For the next few weeks, I’m going to share two-page spreads from 13th Age 2E. The images are showing up first as Kickstarter updates. Here in my blog, I’ll post notes on game design and mechanics. If it sounds fun and you didn’t get in on the Kickstarter, you can find the game on Backerkit.

This first slice from the Gamemaster’s Guide Monsters chapter is the second spread in the Demons section, with artist Pat Loboyko bringing the stampede that convinced us to hire him for all the demon illustrations.

Dretches: Just because they’re the smallest demons doesn’t mean they’re harmless, and in fact that sentiment changed how we’d handled things in 1E. The first time around, the dretch was a 3rd level mook. Jonathan hated that, observing that demons should be truly scary the first time heroes encounter them. Maybe dretches are pathetic to other demons, but they’re not pathetic to adventurers. So now the dretch is a standard monster, and if they appear in large numbers, the group terror ability will make them scary for nearly any outnumbered and surrounded player character.

Claw demons: The claw demon is imported from Book of Demons. The 2E modification limits the number of possible attacks against a single target, so the claw demon wants to engage multiple foes. That’s especially true if it’s using the new nastier special that deals damage to engaged enemies that miss it with an attack. That’s another element that spreads the damage out instead of potentially focusing it all on one target.

Gloranthan Options: This page is one of the few notes that specifically mentions 13th Age Glorantha. Since 2E is still entirely compatible with 1E, 13G’s monsters and rune blessings and even its classes are compatible with 2E games.

Chatty style: 2E still includes designer sidebars where Jonathan and I express specific opinions, but we ended up with fewer such sidebars in this edition. Not because we have less to say, more because that back-and-forth style now sometimes shows up in rules text. The Random Abyssal Defense paragraph is an example, pointing out in its first sentence that this is one of Jonathan’s preferences. In the last sentence I acknowledge that I usually skip it. Battles I prepare are usually already on the complicated side and I don’t usually need the extra defense to mix things up. Which is the way we want it: 13th Age GMs have options. There are usually a couple reasonable approaches to creating an exciting session.

Wednesday, May 8, 2024

A Live 13th Age 2E Kickstarter and a Correction to Ongoing Damage!

The 13th Age Second Edition Kickstarter kicked off yesterday and it's rolling. Blowing through stretch goals is a high-class problem! You can find the page here.

What do you do when a multi-year project hits the crowdfunding stage? We played! Last night Jonathan and I played a celebratory 13th Age game with our Wednesday night group pushed forward to Tuesday. I thought I would GM, but we had quorum for Paul's "Teachers of the Court" campaign, so I got to play my half-elf cleric, Esh.

It was nearly Esh's last dance. Both Esh and Sala, the high-elf bard, ended up with 4 Skulls. If you haven't been playing 13th Age 2E yet, that's one Skull from death, get knocked to 0 hit points again and it's curtains, time to start a new character. It was the closest-run battle we've ever had. I select the monstrous opponents for Paul's game, and if you want a tough synergistic group to throw against four third level heroes as part of a 3-battle arc, here's the roster: one troll, one orc berserker, one wight, one demon-touched ranger dropped a level to 4th.

Of course we also discovered several things we'd left out of the draft, and one of those things matters way more than the others. It's about what happens when an attack that deals ongoing damage scores a critical hit. Here's the text that should have been in the Critical Hits section and in the ongoing damage notes on page 278, and isn't. We tested what's currently in the book and it was too evil, these are the actual rules:

Ongoing damage is also doubled when you crit, but only for the first turn. For example, an attack that deals 5 ongoing damage scores a crit. At the end of the target’s next turn, they’ll take 10 ongoing damage, but if they fail the save, that ongoing damage drops back to 5. Ongoing damage is scary, and even Jonathan thinks that doubling it indefinitely is too much.

As a rule, other conditions and effects of damage are not doubled. GMs are free to break this rule for their favored monsters and make non-damage effects worse on a crit.

Thursday, May 4, 2023

Badger Badger Skunk, aka Badgery!

Two years ago on my birthday, I ran a 13th Age game centered on a game-within-a-game, a sport played underground that the gnomes involved called badgerbadgerskunk. It was the 31st session of the Adventurers’ Lament campaign. Gherophy, the gnome bard who glows golden when rocks are placed against his skin—who still manages to walk in shadows like a rogue thanks to blessings from the Prince of Shadows—was celebrating his birthday in Axis and the local gnomish community put together a special game of badgerbadgerskunk in his honor.

Campaign Background: What you need to know about gnomes in this campaign:

a) They are frequently scoundrels, bandits, edge-workers, masters of the grey areas whose culture heroes are people like the Dread Pirate Fishstick;

b) They’re natives of Glorantha, emigrants to the Dragon Empire, and whenever there’s something weird going on with the gnomes, the players (who are the ones who decided on this) wave their hands and say “Well that’s Glorantha for you,” and

c) They talk with animals, especially underground critters like badgers and bulettes.

Maybe it was the Glorantha connection that got me thinking about a sport the gnomes would play. I’ve always loved Gloranthan trollball, where the ‘ball’ is an expendable trollkin that scampers when fumbled and is definitely going to need to be replaced several times each game.

Gnomeball: For the gnome version, I decided that the ball was gonna be a badger. You’ve gotta sweet talk the ball into going along with you or it’s gonna tear your ear off. Unlike the troll game, the gnome game makes seriously hurting the ball an unthinkable faux pas sure to get you ostracized . . . after the badgers have had their fill of you.

Of course it’s not just badgers. My starting mechanic for the game was that 1 in 6 balls are a skunk instead of a badger. The new ball gets hurled up out of a hole in the center of the underground playing burrow, a central zone with various tunnels and levels of chambers and corridors and slides, with teams attempting to carry the ball across the other team’s goal line at the far ends of the burrow. In long games, you’d expect that the ‘new ball’ might be a badger or skunk that has already been in play earlier in the game, so you’d better make friends with the ball or you’ll pay for it all game long.

The Birthday Game: Gherophy’s team started with threee NPC gnomes: Gimplenappe, Rusty, and Pumpkin-who-wants-to-be-known-as-Grimkin. These ne’er-do-wells had been introduced as members of a quickly-defeated gang of gnomish bandits. They were childhood friends/tormentors of Gherophy, and the PCs spared them instead of treating them like other bandits. (Good thing: later they become our low-level PCs for all-gnome sessions!) Getting the badgerbadgerskunk game organized was the low-gnomes’ moment of glory.

Gherophy’s team was allowed to have two dwarves, the central combat-ready characters in the Adventurer’s Lament PC group. This was viewed as a handicap by the opposing team, because although dwarves are pretty close to being able to stand up straight in most of the chambers of the badgerbadgerskunk burrow, they’re also likely to get chewed on and sprayed whenever they attempt to advance the ball. Dwarves have no communication skillz, not in gnome-terms. This held true for Bromach, the group’s dwarven barbarian, who got clawed, sprayed, and sprayed again. Eventually he realized that there weren’t many rules about illegal blocking and so he took out his frustrations on the other team.

But Dhomnin, who the group always speaks of as a paladin (thanks to his earnest domination of high-Moradin ground and his golden-spiral GGW helmet), is actually a dwarf ranger who puts a lot of effort into his relationship with his monitor lizard animal companion. Dhomnin hit very difficult skill rolls skunk-after-skunk. He couldn’t quite talk with the beasties, but they came to an understanding involving treats and I-no-longer-remember-what, so even when Gherophy wasn’t grabbing the ’ball’ and spinning through shadows, the group’s offense kept humming.

And I did say, skunk after skunk, not skunk after badger. Because dice are my friends and when I’m rolling a d6, a 1 in 6 chance of a skunk instead of a badger turns into a single badger mixed in with 4 skunks. Whahahahahaah! You’re all getting sprayed!

Most of the rest of the dice rolling I left to the PCs, treating skunk-talking, badger-carrying, skunk-tracking, gnome-tackling, and tricky goal line hand-offs as skill checks of various types, some easy, most normal or hard. Everything was harder for the two dwarves but that didn’t faze Dhomnin.

I did a bit of dice rolling myself for a couple skunk and badger attacks when it was dramatically suitable. Poor Rusty, good thing he has a left ear. But it wasn’t a game about running out of hit points—for the real heroes, getting damaged applied penalties to your next skill checks and made it more likely your team would get scored on.

The PCs won in high highlight style with moments of glory evenly distributed and a barrel of Klinkhammer’s finest Black Dog ale to soothe the barbarian’s cuts!

Post-game Show & the Wider World: Yesterday I talked with Lee Moyer about badgerbadgerskunk. By the end of the day, after phoning me a couple times to ask questions about where the game might be played, Lee came up with his preferred name for the game, Badgery. And then he designed the logo that’s painted on a signboard outside the arena-burrow of the Badgery HQ in Concord, the Dragon Empire city where gnomes feel most at home. The Badgery Concord League!

So yeah, I’ll have to do more with this, won’t I? Thanks, Lee!

If you use badgerbadgerskunk in one of your 13th Age games, let me know at 13thAgePlaytest@gmail.com.

Monday, November 21, 2022

Speeding Up, Letting Go, What the Hell

For a person who always loved games, it took me too long to learn that I'd be able to play more often if everyone enjoyed playing with me. I wasn't a bad loser, or an intolerably bad winner. I was just soooooo slow. I played "well" because I analyzed all options and wasn't quick about it. When my wife Lisa started talking about using a timer, or just not playing some games with me, I got the message.

These days I work at playing quickly, carving off a couple slices of analysis and putting the rest in the "yeah, things might get messy there" bucket. It's not always easy just-letting-go, and sometimes I have to roleplay reasons that I'm not going to work hard at being clever.

For example, playing Lanterns, I limit myself to a one-minute turn, and the last game I played when it felt like I might be making a mistake, I said something like "Well, we dropped the oars and were scrabbling around in the bottom of the boat when we should have been lighting lanterns. So we've gotta dump the lanterns overboard before the boat catches on fire, now!"

Playing Commands & Colors: Samurai Battles for the first time a couple months ago, I played from the beginning saying that my commander was nursing a bad hangover. Did a good job of roleplaying that too, since I ended the game by charging disastrously with the wrong unit, snatching defeat from victory. Ee ja nai ka!

Playtesting new games with skilled designers and tournament players, I sometimes run into a variant of the same problem. Even in their first game, players who don't really understand the rules yet tend to want to analyze everything instead of just-playing-through.

So I've recently been starting introductory boardgame and testing sessions with roleplaying advice: "Pretend we're drunk! We're not going to get everything right. You don't know the system and I'm not gonna do a perfect job explaining things all the way through, so you won't make the right decisions, let's just plow through and if something goes wrong, well, it's my fault, what the hell!"

[[art by By Kawanabe Kyōsai - National Diet Library Digital Collections, Public Domain, https://commons.wikimedia.org/w/index.php?curid=2183868

Thursday, August 18, 2022

13th Age 2e: More Info

As I promised in the first installment, here’s a look at the final five bullet points on the list of “Here’s (some of) what’s coming in 2e”. People interested in joining the public playtest in six or eight weeks can write me at 13thAgePlaytest@gmail.com and I'll ping back when I've added you to the list.

More flexible handling of kin/ancestry powers: We’re not using the term ‘race’ in 13th Age 2e. I should have listened to Jonathan when he suggested we skip the word back in 2012. Some games have moved toward speaking of ancestry. That works. We’re trying ‘kin’ in our current playtest document.

Unlike in the 1e core book we’re providing two or three possible ‘hero powers’ for each kin, giving players the opportunity to make their character less cookie-cutter—if your group has two high elves in it they’ll have more interesting choices than who uses their teleport power that round.

We’re also making it clear that you can tell the story of your character by mixing ability score bonuses and hero powers that don’t usually go together. The manuscript’s current note looks like this:

Customizing your kin: Thanks to the fact that character classes provide a choice of two ability scores, it’s generally possible to play a pretty-good character of any class, no matter what kin you’re playing. But given that you’re also coming up with your character’s backgrounds, and a One Unique Thing, there are compelling story options for most any character to use the ability scores and hero power of any kin they choose.

Are you the only human adopted by the Dwarf King? Maybe you look like a human but say That’s Your Best Shot? like a dwarf (page XX). Are you a silver folk rogue who teleports in a silver flash and calls your power silverspark teleport?

You can mix and match kin looks, outlooks, ability scores, and powers as you like. Leverage backgrounds and uniques if you wish, or let your character’s story evolve during play.

As part of adding choices for everyone, hero powers that weren’t that great have been improved or replaced with better options . . . and yes, Elven Grace has been nerfed. My players will no longer torment me with all-wood-elf parties. Pre-playtesting, Elven Grace looks like this:

Elven Grace (Hero Power)

At the start of each of your turns, roll 1d6 to see if you get an extra standard action. If your roll is equal to or lower than the escalation die, you get an extra standard action that turn. You then stop rolling for Elven Grace until you've taken a quick rest. Alternatively, you can pass on the extra action and keep rolling each turn.

Champion Feat: Once per day, roll a d4 for elven grace instead of a d6. If you don’t get an extra action, this daily option is not expended.

Scarier monsters and cooler treasures: We’re not changing monster math, but we are adding nastier specials where they belong and rethinking some of the large and huge monsters that made it hard to design interesting encounters at high levels.

Digging into the math, we realized that some of the treasures PCs have been using don’t keep up at epic tier, or come all that close to keeping up. So… cooler treasures? Yes, with math that shouldn’t be a problem to apply to previously published treasures.

By the way, I should mention that all the benefits that 2e PCs are enjoying aren’t being balanced by changes in monster math . . . but we are changing the recommendations for how tough battles should be for experienced players, and testing methods of doing that without increasing combat length.

More banter, better advice: We understand the game a lot better. A lot of the advice we gave nine/ten years ago turned out to be only half-right (or worse). So, we’re writing advice we are sure will be useful, and arguing about real things instead of talking hypothetically about campaigns none of you had gotten around to running yet!

New and better take on the fighter: If you like the original fighter, you can keep playing them—but you’re probably going to love the new fighter. For now I’ll just say that most of the fighter talents stayed, maneuvers turned into things you choose to do instead of deciding everything after your attack roll, and the fighter has a talent that encourages them to maintain a balance of offensive and (somewhat) defensive maneuvers. Also: I adapted good stuff from the Humakti class in 13th Age Glorantha!

New cover from Lee Moyer & Aaron McConnell: Not just a cover, but also new art, they’re both extremely excited to show the results of their level-ups since 2013.

As are we. More soon.

Friday, January 7, 2022

Honorable Combat in 13th Age

Here's part of the first draft of a section of the upcoming Icon Followers book that details a rules variant I've been using in my campaigns. It's an important part of a book of NPCs who tend to be associated with the same icons as the PCs. I'm curious to hear from people who try it.

HONORABLE COMBAT

13th Age combat mechanics handle deadly fights against monsters, but we’ve largely ignored a style of combat that could create a variety of interesting stories. What happens when a group of paladins devoted to the Great Gold Wyrm disagree with the player characters about who should take responsibility for a captured evil sorcerer who has information that the PCs need? What happens when a rival adventuring party claims first dibs on a soon-to-surface living dungeon full of phat loot, saying that they’re better prepared to deal with this particular dungeon, and that the PCs should hang around as backups? What happens when a circle of druids insists that the adventurers leave their section of the Blood Wood when it’s not at all in the PCs’ interests but also not a matter of life and death, especially given that the PCs know that these are the druids who will soon be defending the woods against monsters from the Iron Sea?

Instead of fights to the death, all the way down to 0 hit points, I’ve been playing this type of fight between semi-respectful enemies as fights to the fall, down to 33% of each combatant’s normal hit points.

You fall at one-third hp: When both sides have agreed to honorable combat, combatants drop out of the fight at 33% or less of their standard hp. They can heal themselves, and heal fallen allies (or even fallen enemies . . .) but they take no further action in the fight. Play them as crawling or limping to get out of the center of the battle, or lying still and applying pressure to their wounds. Anyone targeting them with further attacks has broken the rules of honorable combat, and forfeits.

Deaths still occur. Mighty blows—especially against determined resistance from rivals who are about to fall but don’t want to give in—can score crits and take out foes. But killing the enemy isn’t the point. You can hammer this home when rivals who have been knocked out of the fight use healing potions or healing magic to help restore fallen PCs.

Combat pacing: Use the escalation die as normal, but remember that fights generally start slightly favoring the PC’s enemies. There’s a risk of an early loss if things go very badly for the PCs, but if any of them can hang on, the escalation die can pip them ahead in the end.

Not good, still honorable: In my campaigns, I’ve used PCs’ icon relationships as a guide to when honorable combat might be possible despite what good-oriented characters might expect of their evil or ambiguous rivals. Negative icon relationships generate fights to the death. But positive and conflicted icon relationships with ambiguous and evil icons ca lead to honorable battles.

For an example from my campaign, a character who had a conflicted relationship with the Three—thanks to a huge favor he had once-upon-a-time done for the Black—accepted a proposal for honorable combat from a flight of black dragons attempting to recover three half-dragon/half-lizardfolk eggs that the PCs had salvaged from a destroyed village. The PCs were attempting to return them to their lizardfolk allies, the dragons thought they took precedence over lizardfolk. Without that icon relationship, and the history it represented, the dragons would surely have attempted an ambush and thievery. As it was, the dragons badly lost the fight to the fall, and afterwards agreed to provide overflight security for the lizardfolk until the younglings hatched and were old enough to decide for themselves if they wanted to come join the Black dragon. It ended up feeling like a fail forward for the NPC iconic followers of the Three, while feeling like a kick-ass win and a good-deal-in-the-circumstances for the PCs.

Here's the aftermath of the honorable battle with the dragons, with lizardfolk rooting for the PCs on the sidelines, skeletons summoned by the necromancer occupying the middle ground, and small upside-down black dragon where the PCs critted it to death despite the 33% guidelines..

Sunday, September 12, 2021

13th Age Monster Design Workshop at GenCon Online

 

art by Rich Longmore

It’s that time of year when we get together to design a 13th Age monster!

Saturday, September 12, at 11 a.m. PT, 2:00 p.m ET, join 13th Age writers Liz Argall, J-M DeFoggi, Wade Rockett, and me as we juggle your brainstorms to create a memorable 13th Age monster.

Register now . . .  for How To Design a Monster in 13th Age

Previously in Our Workshop

The last time we ran the workshop in person, the crowd whooped through a giddy gauntlet of drinking puns towards the monster we ended up calling a booze ooze! The full write-up is slated to appear in the Dwarf King chapter of the Icon Followers book I’ve been working on. Here’s a piece of the text along with the lower-level version of the booze ooze wrecker. There’s also a spoiler version that's loaded with puns and a couple varieties of mooks.

Origin Stories

Ale flows freely in dwarven taverns, drinking holes, and residential areas!  Most of it flows where it should, down dwarven gullets or weaker non-dwarven throats. But accidents happen. Despite the dwarves’ absurd fondness for ale, a certain portion of the booze gets disposed of, sometimes precipitously. Bad barrels are fine for human drinkers, but dwarves have standards. If there’s something wrong with a cask, it’s going down whatever passes for a sewer.

Sometimes, what’s wrong is a side-effect of magic spells that shouldn’t have been fired off near the brewery. Other times no one knows what went wrong, underworld hazards, so much harder to cope with than the problems faced by the weakling human brewers on the surface.

So hi ho, oh no, to the underworld we go, where bits and batches of ale-that’s-off is disposed of sloppily and with no thought for what it’s been poured upon. Down grates and dwarven pour-holes and into pits where things live and drink. Things like oozes!

Affectionate Booze Ooze

It’s not fighting you. It’s celebrating.

Large 5th level wrecker [ooze]

Initiative: +7

Double-fisted approval +10 vs. AC (2 attacks)16 damage

Lurch’n’hug’em +10 vs. PD40 damage, and target is stuck until the end of its next turn

Special targeting: To use this attack, the booze ooze must be able to move. Pick a random nearby enemy the booze ooze appears able to reach with a move. The booze ooze uses its move action to engage that target, then makes this attack.

Flows where it likes: The ooze is immune to opportunity attacks.

Ooze: The ooze is immune to effects. When an attack or other ability applies a condition to an ooze (dazed, hampered, weakened, ongoing damage, etc.), that condition doesn’t affect it.

Resist acid 16+, resist poison 16+: Acid or poison attacks that roll less than a natural 16 deal half damage to the booze ooze.

Whoozy: A non-ooze that starts its turn engaged with the affectionate booze ooze takes 5 ongoing poison damage.

AC   20

PD    19                 HP 120

MD  14

Wednesday, August 11, 2021

Half-Right: a new social game

A few weeks ago, in the brave land of maskless tabletop gaming, Fire Opal ran an eight-person playtest of a fun new card game. Everyone playing was meeting between one and six people for the first time, so as we ate pre-game tacos in my game-garage, introductions sparked in various pieces of the table while esoteric conversations built in others. I noticed that one particular conversation wasn't making sense to anyone else. I can't remember whether the participants were surprised that they were being obscure, or not, but I know I suddenly had the idea for a game we could play as we ate. 

Half-Right: Each player tries to come up with a question that they think half the people in the room will know the answer to, while the other half will have no idea or get it wrong. 

Normally you're counting yourself as one of the people who knows the answer, certainly that's how the two successful halvings played out in our game. I suppose that if you were hardcore you might be able to come up with a question that you don't know the answer to but that you suspect that half the room will know! 

Yes, it works better with an even number of players. I guess with an odd number you score a small win if half-rounded-down players know the answer and a big win with half-rounded-up. Better suggestions?

As the number of players grows, I suspect that getting close to half is worth some glory. In some groups, I imagine it's possible that no one will succeed, meaning getting close will be doing well. Obviously the game changes drastically the more people understand each other. It's not simple.

Our first game of Half-Right featured two successful interpretations of the group, a few near-misses, and a couple hilarious whiffs which no one but the questioner knew the answer to.

Follow-up: Now that I've typed it up, I'm aware that others must have invented/played this game before. It feels like something that could have been part of my social inheritance, but wasn't. Let me know if you have played the game before or if you find peoples who did. 

Also let me know which name you prefer, Half-Right or Half of Us. I've gone back and forth. 

Friday, July 30, 2021

Dice Miner: a three-dwarf variant

I’ve been enjoying the new Dice Miner game from Atlas, designed by Joshua DeBonis and Nikola Risteki.

 

We’ve mostly played great three and four-player games. Our two-player games have also been good, but we haven’t played entirely by the rules. For two-player games, I’ve got a variant.

In two-player games, don’t play with the same dwarf the entire game. Instead, each player draws three random dwarf tiles at the start of the game and shows them to their opponent. Each player secretly chooses which dwarf they’ll play in the first, second, and third rounds, stacking their tiles in order. At the start of each round, before pouring out the mountain dice, players reveal which dwarf they’re playing that round.

You end up playing dwarves that don’t get chosen as often when players can choose from the entire pool. You also get to figure out new strategies, because the order of your characters can influence the dice you want to acquire.

The same rules should work for three and four-player games, though we haven’t tried that yet.

With three or four-players, you could also treat the three tiles you’ve drawn as part of a draft. Everyone chooses a dwarf and passes the remaining tiles to the left. In a three-player game, people could start with 4 tiles, so they’re still making a choice for their third tile.

Our godson's Scout, Treasurer, and Brewer
somehow finessed my Warlock, Alchemist, and Elder Dragon


Wednesday, September 30, 2020

The Zoomswoop Virtual Tabletop

I've been running more games than ever before during this pandemic. At the moment, I've got a usually-weekly 13th Age game and a more-or-less biweekly 13th Age Glorantha game. I realize that many people run games a lot more often than that; I can't claim to be a prolific GM!

Instead of using Roll20 or Fantasy Grounds or Astral VTT, I've been using what I call zoomswoop. For the talking and the non-combat roleplaying, I'm one of the talking heads on the group video call. When it's time to roll initiative, I swoop my camera down near a battlemap, set up the minis, and until the battle's over I play action-puppeteer with everyone's miniatures and my monsters, with occasional camera call-backs for hand gestures and body language cues.

I admit I kind of love it. When I'm responsible for moving all the miniatures, hypothetical moves and stutter-step fakes abound. The barbarians shake with rage, the necromancer cowardly turns his back as he runs away, and the dwarf ranger's loyal and ridiculously effective monitor lizard ends up leaning on its boss or climbing atop the enemies. Interpreting character actions with tiny adjustments is fun, and the players focus on their actions, their dialogue, and their smack-talk. Plus I get to pan the camera up every time the ridiculously large escalation die gains a pip. 

Two cameras would work. But using a single-camera swoop lets me keep my I'm-thinking-face off camera part of the game. People know that when I bring the camera back up to talk it's gonna be important. 

I suspect that lots of other people are doing the same thing w/o feeling the need to coin a term for it! But maybe not. My players expected to be using a virtual tabletop and some have been surprised that the zoomswoop works. 

[aftermath of the battle when the PCs caught up with the Crusader pipers who had taken the head of Inigo Sharpe into an ancient draconic battlefield; escalation die at left]


Tuesday, April 28, 2020

Monster Design Tools: Using Size/Strength as Well as Level


Igor Coura asked a question on Twitter that’s better answered in prose. Igor is in the middle of converting some monsters from other F20 games to 13th Age, and found himself wondering why we use the category of large monsters to mean “twice as powerful as a normal monster.” Other F20 games tend not to do it that way, when they want a more powerful monster they just use a higher level creature.

13th Age monster levels determine the important stats that shape every combat: attack bonus, defenses, and hit points. We created the extra-knob for double-strength (and even triple-strength) monsters because we wanted certain monsters to survive longer in a fight, to have more weight as something that the PCs have to take seriously. If you add a couple levels to a monster, it certainly has to be taken more seriously, but as monsters (and PCs) gain +1 attack & defenses each level, the leveled-up monster is also going to be harder to hit and have a much easier time hitting the PCs.

Fighting higher level monsters is certainly one experience. Fighting tough monsters of your own level is another experience. Therefore, when we decided we wanted both experiences in the game, we seized upon the somewhat obvious idea that a bigger creature of a certain level might be tougher than a normal-sized creature of a certain level. Large creatures that are double-the-hit-points-and-damage are part of the story our system is telling. Players can generally count on discovering that large creatures are twice as tough as normal sized creatures, and huge creatures might be three times as tough.

We’ve really liked the impact of having double-strength monsters, so much so that in books after the 13th Age core rulebook we introduced double-strength creatures that aren’t large. We just wanted to be able to emphasize that a named NPC monster was tougher than the rest, or that a particularly puissant spellcaster or wrecker was going to be twice or three times as much trouble to handle.

We didn’t stop there. 13 TrueWays added weakling monsters, creatures that were only has as tough (hit points and damage) as normal monsters. They’re tougher than mooks, and can’t be killed in batches like mooks, but they’re deliberately not as serious a problem as normal antagonists . . . while still using the attack bonuses and defenses that sit in our game’s sweet spot. That felt right for a couple of the new devils invented by Robin Laws, creatures that have abilities that can be serious campaign problems but their raw combat stats aren’t the point. (Shout out to the honey/slime devil, one of which became the star recurring villain of my 13th Age Glorantha campaign when reskinned as a Lunar Chaos priestess.)

And speaking of 13th Age Glorantha, that’s the book where we introduced elite creatures, creatures that are half again as tough as a normal monster of that level. That power level felt exactly right for the Thanatar acolytes—and it’s telling that when I supplied the final hit points/numbers for Ruth Tillman’s similarly spooky jackal priests of the Great Ghoul in 13th Age Bestiary 2(page 123), elite status seemed right. The elite 150% mark is great for extremely dangerous combatants or leaders who you still want to encounter as part of a larger group. Double-strength and large monsters tend to eat up the building-battles possibilities while elite creatures supply some of the same punch while appearing in threatening numbers.

That’s the point of having monsters at different strengths at the same level: to give GMs flexibility when building battles. Well-built battles tell different stories, stories that feel much different when fighting mooks, weaklings, elite, large, or triple-strength enemies. Variable strengths work along with monster-level to provide multiple dials we can adjust each battle and each adventure. 

Wednesday, April 8, 2020

Johnny Reb, Dana Lombardy & Glorantha

As a younger dude who hadn’t entirely grown into game designer boots, in mid 1996 I got a job at Chaosium as Greg Stafford’s right-hand man for publishing Glorantha. Positioned on the right-hand, I learned that neither the left hand, nor the checking account, nor the pockets, nor any other chunk of Chaosium, had money to pay freelancers for work they produced within, oh, maybe three years if all went amazingly well. So, my Glorantha work was mostly about shutting projects down.

But Greg’s dream was that Giovanni Ingellis and his company, Stratelibri, from Italy, were going to produce a Glorantha miniatures game. Stratelibri hoped to challenge Warhammer, go big or stay home. But it wasn't something we could start working on at Chaosium. Giovanni wanted to design our Glorantha game, that was his dream, and in return he would fund it.

So I dove into the world of miniatures gaming. I’d already been turned on to a clever ancients/medieval game called Armati by Jon Kovalic, of all people, who for a brief time helped put out an Armati fanzine. But I’d missed the brilliantly abstracted DBA (De Bellis Antiquitas, which I still love) and its wooly ancestor (WRG 7th Edition, which Charlie Krank & friends introduced me to in Charlie’s game garage). About the same time, Scott Schneider of Chicago introduced me to Great Battles of History, the GMT ancients wargame that plays a lot like a minis game with counters.

Closer to home in the Bay Area, Chaosium’s friend Dana Lombardy wanted to teach me to play Johnny Reb. I put him off for a little while. I believe I was thinking that a regimental American Civil War minis game wasn’t all that relevant to a supposed rival to Warhammer.
The Game Rule Book
the rules at the time; these days some gamers prefer John Hill's newer rules, Across a Deadly Field

After work one day, Dana set up a giant battle (well, giant to me!) and we played for several hours. I'd played write-orders-then-execute-them wargames before, but Johnny Reb improved greatly on that model with face-down order counters executed in a timing sequence that created a dynamic battlefield. Dana was enthusiastic and helpful and wanted to help the Glorantha minis project take off. I remember the Johnny Reb game fondly. Which is ironic, because at the time I was nowhere near appreciative enough.

War College by Dana Lombardy
Dana, closer to now

I was caught up in the strange dance steps of preparing to produce a game that I wasn’t allowed to think about designing. Greg was focused on turning out orders of battle for the various combatants in the Hero Wars, particularly the Lunar Empire. (Some of this work has recently resurfaced in Martin Helsdon’s The Armies & Enemiesof Dragon Pass.) Giovanni of Stratelibri wouldn’t talk about the Glorantha minis game until I visited him in Italy. I thought that was unhelpful, but hey: free trip to Italy!
Il Gioco è una cosa seria: una Piazza in memoria di Giovanni Ingellis | ACQUAVIVA PARTECIPA
Giovanni, someone I'm glad to have met

The trip was delightful, Stratelibri were gracious hosts and just meeting and hanging out with Giovanni was splendid in a life/historical sense. But the minis business rolled a fumble. It turned out that Giovanni didn’t actually have time to design anything new, he planned to re-purpose a quirky little cyberpunk skirmish system he’d created years earlier. It hadn’t really worked as a cyberpunk game and I didn't think it was going to work as a Glorantha game. I hadn't really expected to challenge Warhammer but I'd at least hoped to take advantage of Greg’s work on the military histories of Dragon Pass. 

By the time I had returned to California, Giovanni had regretfully pulled the monetary plug because of a) problems with Magic: The Gathering; b) store expansion plans; c) knowing the Glorantha project wouldn’t work; d) choose your own adventure. That was when nearly everyone at Chaosium got laid off thanks to the Mythos over-printing disaster.

But back to Dana. He was on hand, helpful, and would have been one of the best people in the world to talk with about miniatures and wargame design. I stumbled along without recognizing that Dana’s presence in the project was a lucky penny that I should have flipped many times. On the bright side, my mistake wasted less of his time than if I'd understood what I was doing. 

You can find links to Dana’s doings here. If you grab a copy of Green Ronin’s wonderful 100 Best HobbyGames, edited by James Lowder (now of Chaosium!), Dana wrote up Johnny Reb on page 157.

Friday, January 24, 2020

Gaming this week: Book of the Underworld, Wingspan, Cypher System


The wonderful car-web photo above was taken by Lisa Eschenbach, and I'm using it to acknowledge that I finished the development phase on Gareth Ryder-Hanrahan's Book of the Underworld earlier this week. Yeah, it took a few weeks longer than I expected. The book is now with the editor. All the art is coming in on schedule so it won't be too long before it's in layout.

Also this week, I made huge progress on two new designs. The secret card/boardgame I've been designing for my own personal satisfaction has achieved harmony. Players have been enjoying it for awhile, and now I'm also simply having fun rather than seeing things that need fixing. Notably, I'm no longer winning every game. There's a specific type of imbalance when the designer's advantage in knowing what might be unbalanced pays off too often. Happily, I'm losing now, so that development phase is over.  I'll be looking for a publisher soon.

Meanwhile on a different unannounced boardgame project that has a publisher already, I solved the last of the design problems that was bugging me and am making a pass through the cardset and other components to live up to the new solutions. I'm looking forward to playtesting next week.

I also enjoyed a couple first-plays this week. I've only been able to find the European supplement for Wingspan, but friends Brittany and Miguel brought over the core game. We all loved it. Lisa used the Audubon app on her phone to accompany turns with the calls of the newly played birds. Brittany arranged a ridiculous combo and stuffed what she called a 'Christmas goose' with 20 VP, so curses accompanied the bird calls.

I also got to play my first game of the Cypher system, in a highly diverting fantasy genre session run by Bruce Cordell. I had fun as a Resilient Speaker Who Keeps a Magic Ally. Specifically, I'm playing a priest of a war god that died in apocalyptic fashion (the god I mean), and now I get my spells from random deities, changing every day, who are using me as an experiment, or a bet, or something. More or less a One Unique Thing that will definitely make for fun prayers. Also: I'm a kite-fighting and bocce ball aficionado. My comrades are considerably doughtier (more on them next time), so all shall be well.

And though we didn't play The Gods War this week, it launched a Kickstarter with Gloranthan gods of War, Secrets, and Magic, and I'm pretty sure I never shared this method-acting photo from our Gods War game. From right to left, Sean pulled faces as Chaos, Jonathan was a stickler-for-rules Solar, and I was a Storm player who never rolled a 6 after mistakenly using a wargaming plan in an area control universe. The sword was an attempt to compensate for 6-less-ness. Paul, the Darkness troll photographer, ate us all.



Tuesday, February 26, 2019

The Tea Dragon Society


[2018's Cutest Things*]

Before I enter the Wrestlenomicon ring with a full slate of piledriving elder gods next month, it’s time for an appreciation of a game that’s all the way over on the opposite side of the kindness spectrum.

The Tea Dragon Society, designed by Steve Ellis and Tyler Tinsley, is based on a super-sweet graphic novel by Katie O’Neill. Tea dragons are tiny pets that sprout magical tea from their horns. The tea carries memories, so players of the card game compete to acquire the most wonderful memories. Since it’s essentially a deck-building game, the memory cards do a lot less for you in play than the cards that help you keep your tea dragon fed, entertained, and well-groomed.

The most clever thing about The Tea Dragon Society is that it’s a deck-building game with no hand. You’re not constantly discarding and shuffling cards. Instead, when you buy a non-victory card, you put it into play right away. Each card you draw stays in play in front of you until you spend the card, either to buy another Market card or, more rarely, to buy a victory card, in which case you’ll shuffle your discard pile into your deck. As an introduction to the key concept of deckbuilding—when you acquire a card you’ll get to play it again and again during the rest of the game—The Tea Dragon Society works extremely well, even for children way under the game’s recommended age of 10+. As a beautiful and non-aggressive path through several key deckbuilding decisions, the game also works for experienced gamers.

I like the game enough I’ll mention a couple things that improve it.

[[I love the dragons' different Entertaining cards; art by Katie O'Neill]]

Misprints: There were different misprints in a couple editions. The first printing mistakenly said that the Book card gets discarded when you draw Entertaining. Actually, the Book should be discarded when you draw Boring.

The reprint fixed the Book card but left numbers off of three other cards. Wind Chime should have 0 Growth and cost 3. Musical Instrument should have 0 Growth. The Bed with a missing cost costs either 3 or 4, whichever isn’t in the set already. I understand that Renegade's customer service is taking care of replacing cards for people who got misprints. I just wrote on my Book instead of contacting the company, but I know some people prefer official fixes. 

Tweaking the balance: We've had a problem with the card-drawing Items (Bed, Brush, Fruit, and Musical Instrumentthat seemed too effective compared to the rest of the Market cards. Turns out that I hadn't read the rules well enough and missed the important rule that card effects only get used once a turn.

These four cards are still probably the best cards in the game. They might still benefit from a 2-point cost increase, or limit each player to buying only one of the two copies of each BBFM card. My wife Lisa likes the idea of avoiding a type of deckbuilding dominance that feels wrong for this game by forbidding players from owning both copies of a specific BBFM card. You bought Fruit once? You don’t get to buy the other copy. 

More memories coming: The words in the wind are that the designers are working on a new stand-alone Tea Dragon Society set that can be combined with the existing cards!

*Since I was taking a photo of the cutest game I played last year, I put the two other Cutest Things of 2018 on top of the box. The Deluxe Metal Meeples are from a Campaign Coins Kickstarter, and are now available from their store. The little one-eyeball monster is a Timid Monster I picked up at GenCon. I like 'em. 


Monday, April 30, 2018

Cursed Court: Four Coins Variant


This is a guest post from Jonathan Tweet about a game we both love. You can find him on Twitter at @JonathanMTweet or on Google+ as Jonathan Tweet 
Atlas Games has a new board game that’s about placing bets based on shared, limited information, and it’s become one of my favorite multiplayer board games. Cursed Court was designed by Andrew Hanson, with great art by Lee Moyer. The board and cards consist mainly of art, so it’s an attractive game. The core mechanic is simple but deep, where each player starts with foreknowledge of two cards guaranteed to come up, one card secretly shared with the player to the left and the other with the player to the right. Players take turns betting on which cards and card combinations are going to turn up, watching each others’ bets closely to try to discern what the other players know.
Coins are used to guarantee the bets that players make. Each round, each player ends up with four bets placed on the board, each one backed up with a number of coins. Another player can take your place on a bet if they devote twice as many coins to the bet as you did. For example, if you bet on “The Scandal”, you score 3 points if, at the end of the round, the Courtesan, Queen, and Assassin are all in play. You can also put any number of coins on the bet, and they indicate how committed you are to it. Later in the round, another player can kick you off “The Scandal” by committing at least twice as many coins as you did. The coins add an important degree of strategy, both in how you assign coins and how you interpret the coins assigned by others. Bluffing can throw off other players, so it sometimes pays to assign coins to a bet that you’re not sure of.
The drawback of using the coins is that they lead to time spent counting and calculating. Players are stuck sometimes trying to figure out whether it makes more sense to commit 6 coins or 7. To figure that out, you need to know how many coins other players have left to play, which means counting their stacks.
When I play, I make a simple change to the rules. Instead of each player starting with 20 coins, you get 4. At this scale, the difference of 1 coin plus or minus is actually significant, and you see at a glance how many coins each player has left to use. Players get the same range of options, from committing no coins on a bet to committing all of them, but their intermediate options are limited to three: 1, 2, or 3 coins. The game moves faster, and you don’t really lose anything.
One game design rule of thumb that I’m sometimes credited with is that in a game two things should be the same or different. When we designed 3rd Edition Dungeons & Dragons, we made all the standard humanoid monsters, such as goblins and hobgoblins, noticeably different from each other. That was an example of the same-or-different rule in practice. The four coins variant is another result of that thinking. With 20 coins, when you back up a bet with 6 of them, it’s not the same as using 7 but it’s not all that different, either. Likewise, backing a bet with 1 coin is almost the same as not using any coins at all. Using only four coins, two different levels of commitment are always significantly different from each other because each individual coin is one-fourth of your total.
—Jonathan Tweet

Monday, October 30, 2017

Design notes from Operation Dauntless

I love design notes in games. When I’m working full-time on my own games, I admit there are times that I end up reading the designer’s notes in new games in more detail than their rules, particularly with wargames that I’m not likely to play in the next few months.

The design notes I’ve enjoyed most recently appeared as a 48-page booklet in the GMT game Operation Dauntless, designed by Mark Mokszycki. It’s a grand-tactical simulation of battles in June 1944, during the British offensives in Normandy. Not the same cup of tea (or even the same meal!) as the roleplaying games and card games I’m usually involved with as a designer, but this is work I appreciate as both stellar design and as a thoughtfully-described process.


The game’s mechanics are deceptively simple. Let’s call them elegant! They’re adapted from an earlier game by Mokszycki about the Finnish/Soviet war, Red Winter. In fact, Mokszycki’s design notes mention that he originally expected Operation Dauntless to be a simple conversion of mechanics from the earlier game. Eight years of design and development work later, that was patently not true, but it was too late to turn back the tanks, he was committed to this labor of love.

I’m sure that’s part of why I enjoy these notes so much. Hearing about multiple detailed and heavily playtested approaches to a close assault system, over a period of years, certainly reminds me of game mechanics conundrums we faced during 13th Age in Glorantha, when a system we thought would easily flow into a different world had to be revised to do the new world justice. 

But the appeal of these notes goes beyond my own process-identification and my fondness for WW2 grognardia. If you’re any type of wargamer, or a game designer, there’s a lot to learn from Mokszycki’s detailed discussions of iterative attempts to simulate specific elements of historical battles. What makes these process notes pay off in the end are elegant and approximately-correct abstractions that both solve his historical-simulation problems and help create a gameable experience.

I may end up playing Red Winter before I play Operation Dauntless, especially since a member of my gaming group has married into the Finnish way of life! If there’s more to say about how the game mechanics match the design goals, I’ll speak up after rolling the dice.

Thursday, August 13, 2015

7 Icon Campaign

[cover by Lee Moyer]

Last week I put the finishing design touches on the next issue of the 13th Age Monthly, due out at the end of August.

7 Icon Campaign is a change of pace for us, and it was great fun to create. It started as a thought experiment: Jonathan wondered how it would work to compress our game's 13 icons into 7. The experiment was a success, and it led to his new campaign. If you already know the 13th Age icons, you can probably figure out who has been combined with who by inspecting Lee's wonderful cover above. 

7 Icon Campaign is based on Jonathan's original campaign notes, and the questionnaires that he handed out to us players before we created our characters. I've elaborated on the original notes with a mix of feats, talents, and spells. They're inspired by the new composite icons but will work fine in any 13th Age game. In just under 6K words, there's a new racial feat for dwarves, a feat for either clerics or wizards, a new necromancer spell, and one new talent apiece for the bard, sorcerer, and paladin. My favorite is probably the necromancer spell, but you may be a nicer person than me and have other preferences. 

You can wait until some time in September to buy the single issue, or pick up a subscription to the full year of 13 issues in the Pelgrane store. Or you can take advantage of the sale that Drive-Thru RPG is running until August 19th, and subscribe at $3 off the usual price, so it's only $21.95. 

Friday, March 13, 2015

What the world needs now, is another freaking zombie

This newly arrived 13th Age zombie has two inspirations. 

First, I've been reading Jason Sholtis' compilation of The Dungeon Dozen: Random-Tables for Fantasy RPGs. "Reading" may be the wrong word, but I've definitely been picking it up and allowing photons from its pages to slam into my eyeballs. 

Second, I like the way one of the zombies in Cal Moore's Shadows of Eldolan adventure randomly ends up with a pumpkin stuck on its head and keeps on fighting, since hey, what does a zombie care? I started wondering if there was another interesting zombie I could insert into a crowded market-scene, and the mook below is the result. 

My guess is that the coin zombie is a necromancer's attempt to answer the age-old problem affecting most zombie attacks, which is that normal people start running away when zombies attack, and people run faster than zombies. A small expenditure of coins, an enchantment based on mortal greed, and you've got a zombie that magically convinces its targets to stick around and be eaten. 

If your PCs are the type who count every coin, feel free to let them collect coins of various denominations that add up to 1d4 gp per coin zombie after the fight. If innocent bystanders and NPCs ended up getting nabbed by the jackpot or sticking around to pocket coins, subtract a few from the loot. If your PCs are the type to track down every last coin . . . [[insert GM stage-whisper]], curse the coins. They did fall out of a zombie's guts, so they were cursed to begin with.  

Coin Zombie

We’re not sure where you got the idea that treasure falling out of dead monsters was a good thing, but it wasn't from this booby-trapped horror.

2nd level mook [undead]
Initiative: +2

Greedy claw +7 vs. AC—3 damage

C: Lethal jackpot +7 vs. MD (1d3 nearby enemies/bystanders)—3 ongoing psychic damage, and if target moves while taking ongoing psychic damage, it can only move to the jangling pile of coins that fell out of the zombie's crumbling body to cause this attack. 
     GM: If you're feeling merciful, say that a quick action to pocket some of the coins gives a +2 bonus to the save against the ongoing psychic damage. (This GM message brought to you by Jonathan-Didn't-Write-this-Monster.)
     Limited use: 1/battle per coin zombie, when that coin zombie is dropped to 0 hit points.

Headshot: A critical hit against a coin zombie cancels one mook’s lethal jackpot ability that turn, though if the crit eliminates more than one coin zombie, others will still trigger their own lethal jackpots.

AC      17
PD      12                       HP 8 (mook)
MD     16
Mook: Kill one coin zombie mook for every 8 damage you deal to the mob. 

Thursday, February 26, 2015

My playtest feedback process

I'm just about to start going through playtest feedback for 13th Age in Glorantha. I thought readers of this blog might be interested in how I process playtest feedback for 13th Age books.

Sometimes I read playtest feedback right away. But usually I wait and read as much of it as possible in a single big batch. Glorantha's first playtest is going to take the big batch approach. 

In either case, I take the good ideas I like out of it, or notes that seem to be identifying major problems, and write them down in my own words in single sentence summaries, sometimes noted as to whose feedback they came from. I keep these notebook pages of possible playtest changes going through the entire process. (I write small so I can fit a lot on a two page spread!)

When I'm ready to implement the changes, I start by reading the whole list of possible changes. After crossing off notes that have proven incorrect, I start in and work through the notebook pages list, crossing notes off as I deal with them or decide they aren't actually problems. How do I decide when comments aren't problems? A few ways, but mostly through uncovering that the rest of the feedback supports a feature a couple people found problematic, or discovering that the original comments were in fact inaccurate, or by creating new design elements that sidestep the issue, or by weighing the evidence and judging that what bothered the tester is a feature instead of a bug! 

Sometimes I'll get playtest advice that's so good, accurate, and important that I want to make changes immediately. That happens most often during playtest feedback on classes, when something sparks that can fix a lingering problem or create a wonderful new dynamic.

In most cases, it's better to wait a few days or weeks longer and make changes in one thoughtful extended pass, because even small changes can require multiple revisions scattered throughout the document. Revising the same sections multiple times because of repeated changes is not only maddening, it also seems to increase the risk of me screwing up a change that should have rippled out to multiple pages of the book.

I suspect that other designers handle playtest feedback differently. But I admit that I'm not sure. I haven't asked many other designers how they handle the playtest revision process with RPGs.

Here's a picture of what a typical page of playtest process looks like in my notebooks. These were notes from last year on Robin's The Strangling Sea.


Yes, I'm still writing in notebooks. When I'm rolling with design work I'm usually just typing into a computer, but when I'm noodling ideas or writing notes about things I want to think about before acting on, I use a pen.

And while I'm taking photos, here's the pile of all the notebooks I've used for 13th Age design. They're all from my friend Sara's company, MakeMyNotebook.com, I love the weight of the paper and their spiral-bound durability as well as the fun covers. I've used one full book already for 13th Age in Glorantha (blue robot) and it looks like I'll use up at least another half (black fish).