Showing posts with label Game Creation Notes. Show all posts
Showing posts with label Game Creation Notes. Show all posts

Sunday, March 18, 2012

Class as Caste in Classic Dungeons and Dragons

I've read this series of posts by Greywulf before on why he feels the Dungeons and Dragons Rules Cyclopedia is the most awesome version of the game ever published (this being an opinion I share); however, ever since re-reading them yesterday, I have been putting much thought into his concept of "Class as Caste" and how it might be used to add flavor to a campaign setting.

If you haven't read Greywulf's posts, please do so. But for my purposes, I will quote what has been causing my gaming gears to turn lately (the italics for emphasis are mine own):

In the Rules Cyclopedia we have Fighter, Thief, Magic-User and Cleric – all of whom are Human – and the demihuman “classes” of Elf, Dwarf and Halfling. In our campaigns we say that humans undergo a Casting ceremony while still a child (at birth or later, depending on religion and culture), and their path in life is revealed. The D&D human Classes are the character’s Caste, and wars have been fought over a child being Casted a Thief to a long line of noble Fighters. The other races have no such ceremony – an Elf is just an Elf – and are bemused by human’s pre-occupation with pidgeonholing each other. In many cultures, ordinary folks can’t afford the Casting ceremony (unless a kindly Cleric offers it for free), and end up as castless Commoners, shopkeepers, etc.

For me, the class as caste concept is an intriguing basis for a campaign. What kind of world is it that has "Thief" as a viable social caste? I think, if I were to adopt something along these lines into one of my games, there would be guilds associated with each caste that a character could join, and probably should unless he wants to be an outsider in his own caste.

In most cases, this makes a lot of sense. Many campaigns have Thieves Guilds, and having a Wizards Guild and a Warriors Guild is not uncommon. In some cases, the guilds would not be called or considered as such. For instance, Clerics would belong to a Cult, Temple or Church and Wizards might belong to Universities or Colleges with each college of magic having its own branch. Again, this is nothing new to most gamers. I can think of several game worlds off the top of my head that have organizations such as these in place for players to have their characters join.

In the case of some zero-level NPC's, they may not belong to a guild and are in fact caste-less. Farmers and barmaids for instance might not have a caste; however, I believe in a society that places so much emphasis upon a caste system, there would be guilds set up for even the zero-level NPCs. I can envision several guilds being in place for farmers, slavers, merchants, prostitutes and town watchmen, just to name a few. Aristocrats would belong to a line of families, that again like Clerics and Wizards "guilds" may in fact not be called as such, but would work much the same way.

In such a caste driven society, the importance of belonging to something is paramount to identity. For example: "I am Graven of the Warriors Guild", "I am Celina of the Comforters Guild" (Comforter being a polite term for prostitute), "I am Benjamin of the Agriculture Guild", etc. etc.. A further identifier could be what level the character is.

Once upon a time, when I was a pre-teen gamer, my group got into a heated argument about levels. Some of us believed that what level a character is was meant to be background noise; in other words, a simple rule mechanic illustrating how powerful any given person is. Others of us believed, and I was in this camp, that since name levels were provided for each level (and here I am referring to first edition AD&D) that each character was aware of what level he is. For clarity, I will post those levels from the AD&D first edition Player's Handbook for those that don't know what I am referring to (and I include only the four "basic" human classes offered in Classic D&D):

Cleric
1: Acolyte
2: Adept
3: Priest
4: Curate
5: Perfect
6: Canon
7: Lama
8: Patriarch
9: High Priest
10: High Priest (10th level)
11: High Priest (11th level)

Fighter
1: Veteran
2: Warrior
3: Swordsman
4: Hero
5: Swashbuckler
6: Myrmidon
7: Champion
8: Superhero
9: Lord
10: Lord (10th Level)
11: Lord (11th Level)

Magic-User
1: Prestidigitator
2: Evoker
3: Conjurer
4: Theurgist
5: Thaumaturgist
6: Magicician
7: Enchanter
8: Warlock
9: Sorcerer
10: Necromancer
11: Wizard
12: Wizard (12th level)
13: Wizard (13th level)
14: Wizard (14th level)
15: Wizard (15th level)
16: Wizard (16th level)
17: Wizard (17th level)
18: Wizard (18th level or Arch-Mage)

Thieves
1: Rogue
2: Footpad
3: Cutpurse
4: Robber
5: Burglar
6: Filcher
7: Sharper
8: Magsman
9: Thief
10: Master Thief
11: Master Thief (11th level)
12: Master Thief (12th level)

I like this concept coupled with Class as Caste. Thus now one might introduce himself as "I am The Footpad Collin of the Thieves Guild" or "I am Magrill, Hero of the Warriors Guild". From these two examples, we know that Collin is a second level thief and that Magrill is a fourth level fighter, or at least that is what they claim to be. There would be no stopping someone from lying about their caste, but I think such a crime would be a serious one in a society that takes caste so seriously; however, buying one's way higher into a guild would most likely be an acceptable practice. Therefore, if Magrill has not paid his dues, while he may mechanically be fourth level, as far as the Guild is concerned, he might still be considered "Magrill, Veteran of the Warriors Guild"; thus, the dungeon master has a good way of eating up some of that extra gold that his players have lying around. If a player wants to be able to use his new name level, he must pay to do so. 100 gold pieces per level sounds reasonable. Of course, a social power hungry player that wants to quickly climb the social ladder could easily buy a name higher then that which he should actually be.

The system must be played with, in my mind "The Arch-Bishop Draven of the Cult of Entropy" sounds better then "Draven, Arch-Bishop of the Cult of Entropy", but others may disagree. Also, it is a stretch to say that every 10th level magic-user is a Necromancer, but what if it's not? Meaning, what if to advance through each level, a magic-user must concentrate his studies on a different branch of magic for each level? Thus every 10th level magic-user is a necromancer. That is a thought that may be worth plumbing itself for ideas.


Friday, October 21, 2011

My Own Sword and Sorcery Game: Part 3, Attributes

I will begin this post with the obligatory statement of I declare these items as part of the OGL.

I'm going to start the "crunchy" bits with player character and non-player character attributes, those attributes that every person in the game world would have.

In doing so, I've decided to use the Fudge engine as my basis, with a heavy influence from the world's most popular fantasy game, with a few items mixed in from other games that I like.

First a quick explanation of Fudge mechanics, for those that do not know. Attributes are left up to the game master in Fudge. There are no set attributes. Three broad catagories are given (Body, Mind and Soul), but it is up to the Game Master and players to decide as to what, if any attributes are to be used.

After each attribute is selected, an adjective is assigned to each ranging from Terrible to Superb, with Fair being the average. In "basic" Fudge, four six sided dice are rolled. Traditional Fudge dice have two blank faces that equal zero, two + faces that increase the result by 1 and two - faces that decrease results by one. Most skill rolls require a "Fair" or better result to succeed. So if a skill roll is needed at a "Fair" result for success and that skill is based upon an attribute that is set at "Fair", then four Fudge dice are rolled. If the results were +, -, blank, blank, then the + and - would cancel each other out, and the two "blank" results would have no impact. Since the skill started at Fair, it remains at Fair and succeeds.

I've never been a fan of the "adjective" method, so I prefer to assign numbers to the attributes. I also prefer random attribute generation. So in order to obtain both results, I will have the players roll 3d6 for each attribute. The number obtained will result in a modifier of -3 to +3. These modifiers, with the average being "0" will be added to skill rolls. The modifiers will be thus:

3 = -3
4-5 = -2
6-8 = -1
9-12 = 0
13-15 = +1
16-17 = +2
18 = +3

I will work out later, exactly how these results will factor into skill rolls.

For my attributes I've selected:

Strength: deals with all skills that are physical strength based such as attacking with a weapon and opening a jambed door. Also acts as a modifier to the amount of damage dealt.

Dexterity: deals with all skills that are based upon manual dexterity, such as dodging a blow and jumping from roof top to roof top. Also acts as a modifier to the character's Armor Class.

Constitution: deals with all skills related to health such as determining the effects of drinking poison, or determining how long a character can run with out stopping. This is also a character's "hit-point" score and is modified through character advancement and can go above the level of "18".

Intelligence: deals with all skills related to mental ability. For spell-casters, this directly effects their ability to channel magic.

Melee: Used to determine the effectiveness of a direct melee attack upon an opponent. Along with Constitution, this is an attribute that can increase with character advancement and can go above the level of "18".

Ballistics: Used to determine the effectiveness of ranged attacks upon an opponent. Along with Constitution and Melee, this is an attribute that can increase with character advancement and can go above the level of "18".

Luck: A catch all attribute used to determine various "Saving Rolls" when another attribute is not applicable. It's modifier, if positive, may be added to any roll of the player's choice up to the maximum modifier level per session. In other words, a Luck attribute score of 16 grants a total modifier of +2. That +2 could either be added to a single roll, or two separate rolls at +1 each, per session. A character's Luck score modifier also acts as the character's "Fate Points". Fate points can be cashed in to keep a character alive beyond the point when he would normally be dead. Each use of a "Fate" point is permanent and results in a permanent drain on the over all Luck Attribute Score of -1. Luck can be modified with character advancement.

My Own Sword and Sorcery Game: Part 2, Influences

I'm still in the note-taking process of mashing together my own role playing game, but it is fun just thinking about it.

Step one of this process is declaring "what" my game is going to be about. In three words: Sword and Sorcery.

The definition of Sword and Sorcery I prefer is by Philip Martin in his work The Writer's Guide to Fantasy Literature: From Dragon's Lair to Hero's Quest.

"Sword and Sorcery [is characterized]...by a strong bias towards fast-paced, action rich tales set within a quasi-mythical or fantastical framework. Unlike high or epic fantasy, the stakes tend to be personal, the danger confined to the moment of telling" (Martin 35).

I also like Karl Edward Wagner's definition: "[Sword and Sorcery is]...a fascinating synthesis of horror, adventure and imagination...displayed to best effect in a universe in-which magic works and an individual may kill according to his personal code". I like KEW's definition for it puts "horror" first. This is important for I feel that the proper father of Sword and Sorcery is Robert E. Howard.

The roots of Sword and Sorcery, just as those of Epic/High Fantasy, stem from the great epics (Gilgamesh, Beowulf, etc.) and the much later Lord Dunsany story, "The Fortress Unvanquishable Save for Sacnoth"; however, it was Howard's 1929 Kull story, "The Shadow Kingdom" which solidified what Sword and Sorcery would become, even if the phrase Sword and Sorcery would not be coined until 30 years later by Fritz Leiber. Howard, of course, was heavily influenced by his contemporary, H.P. Lovecraft, and horror, and/or a sense of dread, was often a large factor in the Sword and Sorcery writings of Howard, and those of Clark Ashton Smith.

Thus I've begun my project by deciding upon my own early Appendix N. I'm sure the list will change as I go along.

Another early decision I'm trying to arrive at is a good working title. The best I've come up with so far is: Sword and Sorcery Game Algorithm, or SAGA. It is a mouth full, and the use of the word "Algorithm" is forced as an synonym for "System", but works as an acronym in the spirit of Fudge and GURPS, and it serves as a tribute to both the North sagas and the 1960's Swordsmen and Sorcerer's Guild of America, whose membership included Lin Carter, Fritz Leiber and Jack Vance, just to name three.

My second option is MOSS-Game, My Own Sword and Sorcery-Game.

Advice, votes and suggestions are welcome.