A monster on the verge of eating an adventurer.

#epistles

The RPG Epistles of Paul T: Negadungeons and the Texture of Death

by Ramanan Sivaranjan on December 29, 2024

Tagged: osr epistles

Once again my friend Paul T. drops a blog post as comments in the discord server we use to organize our #TorontOSR meetups. As you are no doubt aware, I hate when interesting posts are lost to the ether of the Internet. So enjoy this discussion of campaign design, which makes the case for the infamous negadungeon, which he calls anti-dungeons below. Paul argues that existence of true crap-sack environments for the players to explore adds real tension to a campaign, makes the choices players make when they explore more meaningful.


If we imagine a dungeon where every room is roughly the same — e.g. each room has an Orc or some other 1 HD enemy, and 50 gp — we can say that the dungeon is “balanced” (for the sake of this example). But it has very little texture. The game might still be fun — how much gold can you collect before you overreach and snuff it? — but it’s fairly monotonous. The choice of room you go into matters very little — you could go through the dungeon in any direction, and it wouldn’t really matter. Just leave after you’ve pushed your luck far enough, and that’s the only choice to be made, really. Over the long term, you’d get bored of play rather quickly; it has fairly little depth.

But if there are some rooms that are huge scores, and some that are total deathtraps, which should be avoided, now the dungeon has a lot more surprise, tension, and variability. Suddenly it really matters which way you go and which rooms you explore, and in what order. You start worrying about how to, if possible, look ahead, scout, do some reconnaissance, etc.

There is more variability, more tension and excitement, and much more difference in terms of how the game can go and what comes of it. You could step into the dungeon and walk into a deathtrap, finding nothing, and losing many men. Or you could bypass that room and find the treasure and walk out victorious. The gamble is heightened, the tension is through the roof, and players really have to think (and their cleverness is rewarded a lot more). It adds new dimensions to the game.

You can imagine this applying to larger areas of the dungeon — groups of rooms, themed areas, or levels. The upper caves are dangerous but not profitable; the crypt is a well of wealth. Once the players learn this, they can take advantage of it, so it becomes a question of how and when they can manage to figure it out (hopefully before they die!).

Now we scale this even higher, and apply it to dungeons. This gives texture to the whole campaign, overall. Aesthetically, thematically, etc — e.g. the premise of your campaign is that there are Dwarven tombs around, and those are full of wealth, but goblin-holes also exist, and they rarely have much in them but death and offal.

Of course, it does matter a great deal what your social contract is and what kind of timescale you’re playing on. Old-school D&D has the potential to be played at variable depth, and can become an incredibly deep game — but at the cost of increased commitment, patience, and so on.

If I’m doing a one-shot for some friends, I’d never pull out an anti-dungeon. But if we have a larger campaign setting, long scale, and other priorities [as you would find in a West Marches campaign], it might be a great tradeoff for the group if there was a lot of texture in this sense, on a larger scale.

I don’t know many people who are currently using anti-dungeons (except for horror-themed one-shots), but I do know a similar example: Eero, in his campaign, has a rule, which is that any adventure hook has a 1 in 6 chance of being a fake, a lie, or a trap. When he generates adventure hooks, he rolls a die for each. If it’s a 1, it is something like this. The “treasure map” actually leads you into a dead end canyon, where you’ll be surrounded and robbed by bandits. The “missing princess” is long dead, and you’ll be press-ganged into working in the mines, instead. And so on. If you were just playing for one night, and you rolled a 1, that would likely be frustrating and unsatisfying for most people (although there are many/some who really enjoy this kind of thing, as well, whether sincerely or perversely).However, add that to a sandbox campaign setting, and dynamics emerge.

When you know that every adventure has an expected payout perfectly relative to its difficulty, like the rooms in the dungeon, it almost doesn’t matter what you choose. The GM gives you an adventure hook, you strap on your armour and you go in. But if some rooms are jackpots and others are deathtraps… and the same goes for dungeons or adventures, then suddenly you have to get a lot more discerning and more clever. The game takes on new dimensions. You might learn you need to investigate an adventure hook, find clever ways to pursue it without putting yourself in danger, do proper reconaissance or background research, and come up with new ways to approach any apparent problem. There’s an added layer of richness there. Where before your game was all, “hey, there’s a Dwarven mine under the mountain? Ok, let’s go loot it, boys”, now instead it becomes something more like, “well, shit. What do we know about Dwarven mines? Where is this information coming from? Do we know anything about the history of the region? Who else knows about it? Can we interview people who live in the area? Were Dwarves known for hoarding gold, by any chance?” Etc. You have to evaluate and strategize at a higher level; the game takes on a different kind of depth.

This has effects on the kinds of campaigns and settings you might be able to come up with or play in, as well. It can allow you to have a much more anti-ludic orientation in developing your setting or campaign, as well as the kinds of things that happen within it.

Let’s say you know there’s a farm out by the forest, and the farmer is under a curse; anyone who stays in his home turns into an undead, mindless, ravenous creature. Over the years, he has dug a pit under his farmstead, where he keeps all the ravenous undead. If something happened to him or the enclosure, it could endanger the whole area.

If your game presumes that all adventures have payoffs, you can’t even include this in your game; you’d have to finagle some reason why there’s an appropriate amount of gold there, as well (or whatever your game demands). The players can see a rumour of a missing person and zombies and go, “ok, cool, sounds like an adventure, let’s do it!”

But if you like the idea of a living, breathing, more real, more textured, anti-ludic setting and game, you totally can place this cursed farmstead in it: there is nothing to be gained by visiting this place, but it can exist in your setting, and that can lead to a more interesting and variable setting.

After all, you don’t know where the game will go - as Brendan says, every trap is also a weapon. Perhaps the PCs will become the foes of a local band of brigands, and they can lure them onto the farmstead and unleash the undead. Or one is a budding necromancer, and can learn to control them and make them into his own army. Or whatever; the possibilities open up a lot.

[So there is one reason for anti-dungeons.] The game expands and takes on new dimensions; many more and many different outcomes are possible. Some of your play might be unrewarding to the PCs or unsatisfying or dangerous, and players have to be more careful, but now all kinds of things might happen which wouldn’t in your “correct” setting where each adventure has a guaranteed payoff.

The RPG Epistles of Paul T: Quantum Hit Points

by Ramanan Sivaranjan on July 05, 2023

Tagged: osr epistles

The #TorontOSR posse met up recently and Paul ran a game of D&D for us using his tweaks and house rules. When I run games, I have players re-roll their hit points at the start of each session. This is something I picked up from Brendan. This mitigates how overly impactful a poor dice roll when rolling your hit points can be. Paul takes this idea further, with a scheme that reminds me of the hit dice mechanics from Carcosa, but a little less bananas.


When your character is healthy and unhurt, you don’t have a Hit Point total, just your Hit Dice. When you get attacked, hit, wounded, or otherwise in danger of dying, roll your Hit Dice. Keep the best result. That’s your HP total, from which you subtract the damage taken. So, a character only has an HP total when they are wounded. When you heal again, erase your HP total. Next time you get hurt, that’s when you’ll roll your Hit Dice again.

Some people in my game call this “quantum hit points”. Getting hit is always scary - you never really know how many hit points you have! And it evens out over time, so characters are never effectively crippled by starting the game with a really bad HP roll (Imagine being that 2nd level Fighter who rolled a ‘1’ at first level, and again at second level! Ouch!).

You get a new Hit Die every level. (Roughly speaking; there are some exceptions.) Following the old idea of the Hero and the Superhero (from Chainmail, and/or Arneson), at level 4 you get to keep two Hit Dice (you’re now a Hero!), and at level 8, you get to keep three Hit Dice (you’re a Superhero!).

But we can also do some fun things, like a long-term crippling injury: this means you lose a Hit Die for good. I’ve used this for “gambling away parts of your soul”, as well, when I adapted the “ghost” in the Tower of the Stargazer to something more to my liking than pausing D&D to play Chess for an hour. — Paul T, July 5th, 2023

The RPG Epistles of Paul T: Choosing Left or Right

by Ramanan Sivaranjan on April 01, 2022

Tagged: storygames cartel epistles

In a plot twist of sorts, the #TorontOSR has been playing more narrative games of late. (You can call us #StorYYZ, of course.) We recently wrapped up a 4 session arc of Cartel, which prompted some interesting discussion in our Discord. In a double plot twist, Paul T, who you may recognize from storygames.com, was the person who ran the game. He has somehow been sucked into the #TorontOSR, and joins us often, like some sort of ethnographer. Paul writes way too much and just throws it into the ether. A waste! So I have taken his words and shared them below (with his permission, of course). The conversational tone below is because it was part of a conversation. I thought this was an interesting view into how to think about playing so-called story games. The emphasis below is my own: this was maybe the idea that jumped out at me the most.

Cartel

Choosing Left or Right

​In any game, there are important decisions to be made, which push things forward to move us towards escalation and resolution. Part of player skill in these endeavours is a) being able to identify which decisions are important, which are arbitrary, and which are both, and then b) making them so the game can move forward.

In an OSR game, very often that’s “do we go left or right here?” Good players know when it’s a meaningful decision and when it’s an arbitrary one (so you can just flip a coin or whatever), and play accordingly. Move the game forward—it doesn’t go anywhere unless you choose a corridor, bub.

In a dramatic game, though, those spatial decisions often/generally don’t have any weight or importance. What really matters is morality, theme, and character drive. That’s where the game doesn’t do anything if the players don’t move. Especially if we’re trying to play on a short time frame (as happens if you play a handful of 2 hour sessions online: it’s basically an extended one-shot). So it’s important to identify those crucial points, and make a strong move on them. Strong means dramatic, important, or resonant.

In an OSR game, failing to choose left or right when there’s no real info to go on will just stall the game. In a dramatic game, similarly failure to decide whether you hate your mother or whether you want to poison or sleep with your rival will stall the game. The GM has tools to push things along, but the game doesn’t really “go” until the players take strong positions on those things.

And often, like left or right (especially in a short-form game), they are arbitrary, so you can go with your gut. However, it’s important to pick one, make it strong, and make your choice quickly.

There are two main ways this happens in dramatic games:

  1. The player thinks about the story as an author, picking something that excites them or the people around them.
  2. We set up a pregnant situation, usually with the player heavily involved and bought in emotionally, and then in play the player can think as the character and react passionately and instinctively. Follow your gut and react powerfully from the mindset of the character.

You know when you’re playing a character and suddenly you just know that they hate this new person who appeared? You don’t even know why, it’s just clear as day to you? That’s the feeling. The second way is generally more exciting (for me, anyway) because it’s visceral, but it requires some setup. You build a situation with that potential energy in it already, get excited about it, and then dive into character and play from the gut. This means driven, passionate characters, and a situation which puts pressure on them.

This is very exciting in play! A form of unconscious authoring which is both powerful and moving. However, when the conditions for it do not exist (as often happens in more short-term play), you have to make a choice: help the game move ahead by making the first move.

A good player in this style often makes bold moves like this. It can be complex or nuanced, or it can be simple, like announcing that you feel a certain way when an NPC is introduced (“Oh, a noble! I hate all nobles, and, by extension, hate this guy with a totally irrational passion”). It’s like playing White in Chess - there’s no battle yet, but you’ve got to advance a pawn and start one.

Next time you see a movie or TV show, note how the writers do this. Why’s Batman so angry? A criminal killed his parents.

In our Cartel game, I was happy when Sofia and Alvaro took a strong stance and made a move by choosing to kill her husband and his boss in order to take over the family. That’s what allowed us to reach a sense of conclusion and forward motion. Nice!

That’s an angle on it, anyway. Questions, comments, criticism are all welcome if anyone wants to discuss! — Paul T, March 24th, 2022