Wednesday, October 30, 2024

Camping! A Save System and Repopulation Procedure for Heroes of Cerulea

"Pokemon Base Camp" - Pokemon Legends Arceus, Game Freak

Howdy, Farmhands!

    Heroes of Cerulea by Blackfisk Publishing comes with 3 separate campaign styles printed in it's rules. The first, Dungeon Campaign, allows Players to skip all overworld travel, teleporting them from entrance to entrance of the main campaign's 3 Dungeons in whatever order they like. In the second style, Overland Campaign, the map is placed before the players with the Dungeon's locations clearly marked, with overland travel being used to fill in the space between them. The final, and most expansive style, Screen Crawl Campaign, is the focus of today's post.

    My current game is run in Screen Crawl style. The map is entirely whited out, with the contents of a square only being made known to my players as they choose to enter it. NPCs will mention the names and general direction of landmarks, but until the players choose to head in that direction, they know nothing about it. Sure, both of my players have access to the PDF with the full map included, but ostensibly, they're traveling blind. Rules as written states that "completed" squares can be ignored for fast travel purposes once the obstacle within it is solved, be it a puzzle or a fight with Monsters. I've decided this is too easy, and have seasoned the game to taste with the following homebrew.

Saturday, October 19, 2024

Disability in Elfgames - Some Guy's Opinion

 

"The Combat Wheelchair" for dnd 5e by Mark Thompson
The homebrew that launched a thousand piss-baby's tantrums
 

Howdy, Farmhands-

    Twitter is dead. Long live... well, preferably Not-Twitter. 

    The following is what was once a tweet-thread, collated here for better archival and perusal. It is sadly devoid of the interesting input received upon it's posting from other people in disabled spaces, but despite those conversations happening, I still think the content reflects where I am at personally with this topic. As always, my opinions are my own and reflect my life experiences and biases, so please do not take anything here as some sort of attempt at being authoritative on the matter. 

    Until Next Time,

        -Farmer Gadda

"Limitless Heroics" by Wyrmworks Publishing

    A mutual approached me with the request that I write an opinion piece on portraying permanent negative effects for pcs in elfgames. My kneejerk reaction was "This isn't my lane", forgetting my wife is permanently disabled, and I use corrective devices for my personal medical issues. So actually, maybe, hey, I AM in a place to have opinions on Some of this topic.

    The tl;dr is that Fifth Edition, especially with it's Conditions as written, is made with the internal assumption that all PCs are able-bodied, with any change to that status quo being a net loss to playability. Mathematically, you're worse than your peers at actions you're expected to be capable of. -if not completely barred from subsections of equipment. A blind individual, if going by 5e's definition of Blinded, is incapable of casting many spells from the outset. This is not a moral judgement or anything, just a statement that RAW, this is how the system is set up to work. I've read a bunch of "fixes" for this. Guidelines for DMs to band-aid over or ignore wording of specific rules, mechanical Feats and Magic Items to "Nuh-uh" those uncomfortable rules away for the one player who wants to play a disabled pc; but none of it addressed (or could address) the core issue.

    5e, and honestly, most elfgames that primarily function as a combat engine, are games about causing violence and physical harm to an opponent, while mitigating physical harm to the party. Any state that isn't able-bodied is mathematically meant to be avoided lest it lead directly to a fail state. From a Game Design perspective, being disabled or negatively affected by any physical or mental ailment is undesirable, with a decent chunk of the game mechanics explaining how to Un-Do or preemptively avoid certain kinds of ailments. Stripped down to it's core, that Is The Game.

    But saying "Play other games" is not actionable here. The individual WANTS to play an Elfgame, and WANTS to not be shitty about disabled rep in said Elfgames, so what does Gadda suggest trying to meld those two desires into an enjoyable game night with the boys?

    As a -baseline-, everyone at the table needs to be aware of the game's biases. They need to understand that the assumptions made while writing the thing were ableist and racist, and that those decisions are unfortunately inherent to the game they've chosen. There are no quick fixes to be had here. And frankly, anyone who claims you CAN fix those issues with the right amount of homebrew is either drinking the Kool-Aid or trying to sell you something. Sorry, not sorry. Being aware of the assumptions the Game makes will make it easier for both players and GM to be able to recognize when the rules are pushing the fiction into uncomfortable territory, and that awareness will then facilitate discussion in the moment of what the table is willing to do to mitigate that

    "Hey, GM, the mechanics say that my disabled character should not be able to do this, but that feels bad and like I'm not as useful as the rest of the party." or "Hey guys, this game clearly would reward us for taking this uncomfortable action, but this reeks of [insert social issue here]." No table will be able to solve the game for everyone, but no table should be worried about that. The focus should be on the comfort of the people At That Table, In That Moment.

    How would -I- go about it, as a GM? I would assume that, mathematically, a disabled character's "Normal" is on par with an able-bodied character. Conditions that connect to a disability on a flavor level would not be substituted for that disability. If a player wishes to ROLE-PLAY that their disability would negatively affect the NARRATIVE in a scene, I wouldn't hold them back from doing so, but at no point would I attribute a negative roll modifier or bar them from a mechanic for doing so. For Players who intend to role-play the story of an individual OVERCOMING a physical or mental disability, I might offer a small de-buff, but ONLY for that Player, and ONLY if everyone else at the table is comfortable with it. Then I'd dangle an obvious quest with a Feat at the end that "Nuh-uh"s it.

    But also, I just wouldn't use 5e or an associated Elfgame to tell those kinds of stories in the first place, but what can ya do.


Wednesday, October 16, 2024

The Realms I Never Knew

 

"Elminster's Tale"- Sword Coast Adventurer's Guide

Howdy, Farmhands- 

    I almost didn't blog this at first, wanting the opinions and input of people more learned than me. After typing out the third paragraph into the group discord, though, I knew this would just save everyone's time. 

    In the same 24 hour period, I encountered two separate author's works of writing that aligned together in a way I can only describe as serendipitous. I want to walk you through my thoughts about them, as something deep and burning within me insists there is something of value to be learned or discussed, if only for my own personal growth as someone with TTRPG opinions.

    Firstly, a rabbit hole of blog links lead me to Dwiz' 2019 4-part series "The Differences in Mystara, Greyhawk, and Forgotten Realms". Though my personal history with Dungeons and Dragons didn't BEGIN until late in the same year this series was posted, I still feel a sense of regret that I missed out on it as it was being released. What's important for my current Thought is this: I've never really needed to engage with Mystara or Greyhawk as settings, outside of passing curiosity with D&D's wacky lore. Dwiz' summarization of them; where they shined and what elements needed to be emphasized to fulfill their fantastical conceits, finally gave me a moment to appreciate how "D&D" evolved as a set of fantasy worlds alongside it's mechanical changes. This post was ALSO where I finally understood what the Forgotten Realms as a setting was before it became the de-facto sandbox for every cool dnd concept ever, as Fifth edition expanded and stuffed more and more ideas into it's confines. Having begun my experience with the game in the latter half of 5E's life cycle meant I had only ever seen it as a generic fantasy-land, where all the greatest hits were played.

    The second work I found, "Knaves of the Realms" by Seba G. M., took the kindling provided by Dwiz and ignited it into a flame. This series of Tri-fold pamplets, a GM and Player facing duo for running Ben Milton's Knave in the Forgotten Realms setting, and "Knaves in the Mist", a similar supplement for GMs running Knave in Ravenloft, does something incredibly similar to Dwiz's blogposts, in a smaller, more gameable way. They begin with something of a mission statement, declaring which Four or Five key concepts the setting should enforce, and follow with tables and procedures to facilitate a game that makes use of those concepts; even if the system being used wasn't written with those settings in mind.

    And this just

    Fascinates me.

    But it also somewhat concerns me, on a personal level. I am on the record as having significantly negative opinions about Fifth edition D&D, D&D as a brand, and Wizards of the Coast as a company- but a good amount of my vitriol is aimed specifically at the "Just Homebrew It" mentality that has seen countless players become laser focused on only ever playing a game system that isn't designed to support the genres they would like it to. Sure, Knave is a considerably smaller and less mechanically complex system compared to 5e, but Knaves of the Realms rebalances the existing magic system wholly. Is there not an obvious contradiction between my loud and public distaste of a practice and my sudden appreciation of it here? If I were cheeky, I'd say No; but I genuinely don't know.

    The distillation of the themes and tone of a fantasy setting down to their basic elements, limiting choices or emulating and promoting the choices of entire other games intrigues me and by highlighting them in their respective works, both Dwiz and Seba manage to endear me to these settings where their official releases have failed to. And my mind races with the possibilities of similar works being made that distill other settings down for use with... Who knows? I've seen conversions of stats and items to allow Vaults of Vaarn to be played with Cairn; but nothing that explains to me why that should excite me. Starfinder is continually marketed to me as THE sci-fi ttrpg, but I don't understand it's lore anymore than I understand actual rocket science. Is there something in this concept that could go beyond specifically adapting these two official D&D settings into this specific OSR game system, something that promotes why these fantasy worlds became remembered so fondly outside the game they were created to sell?

    I have no fucking idea.

    Until next time,

        -Farmer Gadda

Slip-Wreck Rock

 Slip-Wreck Rock  (An Island Adventure Site for your elfgame of choice.) "Island of Dragons Bones" by Zhang Li        A simple jut...