Thursday, 24 July 2014

MORE THINGS EXPLAINED



From an email conversation with +Pearce Shea about the AGENTS HANDBOOK (GET IT FREE HERE ON MY BLOG)
Pearce's stuff can be found at http://gameswithothers.blogspot.com/ - i been following him since he posted monsterparts, which is the d&d where you play as mystery kids and everything is terrifying.

I sent Pearce one of those feelers asking for comments on the book, and he wrote back...
a. As a fan of Hobbes-the-person, this was cool
b. comments enclosed are mostly stylistic
c. core considerations for me are:
          i. what is the game's object? It seems like something between RPG and wargame, which is cool. 
         ii. because like, this is a cool thing, but I'm not totally sure how to use it.
         iii. I said this a few times in a few ways, but this would also benefit from a little more content. I like that you've not added ponderous paragraphs on Nightblades and Assassins but a little more might be useful (Encounter Critical does this well). 
         iv. it may become more apparent if i or ii is fleshed out, but I didn't get a good sense of win or fail states other than character death. (alternatively, is character death necessary? If this is a PvP thing, could you have the PC slink away in defeat until, say, they've lost health?)
         v. how is combat adjudicated? damage dealt? just a touch more in that respect would be helpful, but maybe that's a GM's book thing.
          vi. who controls the non-player agents in the PC's retinue?
d. The writing is really good and the layout is really crisp. nice work.
e. I think this might benefit immensely from either an example of actual play or something like a scenario with various missions and deeds attached to it (if that's how this is meant to work).
f. there is a lot of other stuff I liked on which I didn't comment (because it got boring and too time consuming to add a comment saying, "great" over and over again. So, like, assume that if I didn't say anything about it, I liked it, a lot (and I liked nearly all the things on which I did comment, too).

(he suggested a bunch of stuff here I don’t have yet: a sort of MISSION STATEMENT for the game itself, an EXPLANATION OF STRIPES, an ACTUAL PLAY SCENARIO, (but I think instead I’ll write a adventure module, the DOGLANDS) an in-depth EXPLANATION OF MISSIONS ANS DEEDS, I should consider writing these soon)

what I wrote back was:
no worries. i havent read your attachment yet but just addressing the things in your email:
a. my understanding of hobbes is limited, but hes on my reading list. as a post-enlightenment thinker i am always in the dark for not having read all these enlightenment guys [ edit: honestly im a little embarrassed about not having read hobbes. I want all references to leviathan throughout human history to be veiled metaphors for this LEVIATHAN, so hobbes is an obvious guy to read. ]
ci. it's a babushka-style russian nesting game for d&d (ie wizards and warlords and knights and knaves and dungeons and dragons are supposed to nest together nicely but also work in isolation.) i guess knights and knaves: extended is the wargame and wizards and warlords is the story game.
cii. i want it to be accessible to new players and useful as an alternative to lamentations, old school hack, holmes basic, or new basic. (not that i have any huge issue with any of those. my main issue with new basic is it is not basic enough) it's open, so i want people to fork it and make their own local variation.
ciii. im not familiar with encounter critical. some stuff is left vague or wild to encourage the reader to want to write stuff in.
civ. i want DEFEATED (one stat reduced to 0) to be the slink-away [and maybe lose a level] state and SLAIN (two stats reduced to 0) to be the retire your character state. also death is not strictly the end etc. most groups have local rules for death and dying (etc) so i only really want to put rules that are either essential or new; not published elsewhere.

cv. your collected ability scores are your health. all failed checks do d6 damage to one of your stats. combat is contested stats checks. each stat regens at a rate of one point every day. (again you could replace this with something more d&d but i dont want to put that explicitly in the book, the book is d&d-agnostic.) [this needs to be more explicit in the text.]
cvi. in my game i'd let the player control one dude and travel with 1-3 other dudes,depending on how big that makes the whole group, with a more limited player control over the secondary dudes. the other guys (not on the adventure) are your backlog. again i want this to be vague because everybody has their own hireling rules and this seeems fine to me.

d. thanks
e.i dont like those actual play chatlogs i never read them. but i should write an adventure that uses the leviathan system. maybe if i write some good adventures, people will get excited about it.
other things i got planned.... arnold k asked for a big table instead of all the paragraphs describing populations and upkeep and that sounds right to me. i want a page that just has pixel art sprites of every class; an upgrade tree.

Okay yeah I need a BIG TABLE and an UPGRADE TREE. I also want at least one PAPERLESS ECONOMY page for each level of agency.


Pearce also put comments inside the word document, so responding to some of those:
[re: ELF KINGS and WITCH QUEENS] gender - mostly just for flavor, i wouldnt stop someone from playing any class as any gender. i guess the elves are nonbinary [I should say, they are coercively assigned human at birth but their real gender is ELF] and the humans and dwarfs male-centric [patriarchy in human civs and two men to each one woman in dwarf populations]. i dont want to be too explicit with it.
TALKY, CRAFTY, SMELLY, STEALY - i havent defined these terms at all, i'd like to know if you think this is okay. I think dms and groups can determine locally what is and isnt TALKY or whatever.
why keep track of which item is in which bag? so the dm can say 'alright he steals your bag number (roll) 2'
thanks for your feedback this is very useful.

also

ci. the object of the game is to expand the late-game stuff old school d&d promises and push it into the basic game. i like how at level 10 you get a castle and
  bunch o guys but the games i play in all focus on lv 1-4

and Pearce’s reply:
"I haven't defined these terms at all," yeah that seems OK because they're pretty obvious (ad)verbs and there isn't a ton of overlap. How do you envision the players and GM wrangling what does and doesn't fall within one of these four buckets? Or is there no wrangling and the GM just includes a list of things (which seems preferable).
in re bags. I might include a short line about, "the life of an agent is tumultuous, and bags may be lost, damage or stolen" or something. I dunno. I just know that I've played in games where I had to say what was in what bag and then it never really mattered other than carrying capacity. A smart player will ask why they're deciding what's where, but a smart, tired or smart, distracted player may not...
in re object. OK, I just think you need to come up with a couple of sentences to describe that to players (if the player handbook is something they're meant to take and read and not like _just_ a workbook they use at the table.
To which:
"I just know that I've played in games where I had to say what was in what bag and then it never really mattered..." hm i know how you mean, ive had the same problem.. ill have to think about it more

Wednesday, 23 July 2014

MICE and OWLS, CURRENCY, WEIGHTS and MEASURES

agent HOG WILD was here fixing up his motorbike. HOG WILD is the guy who got me into playing d&d, we used to play 4e and he was the DM. We had a conversation about coin weight and most of the good ideas here is stuff he come up with.

Ok so in the 70s monster manual if a guy can carry a lot of stuff they tell you how much that is in coins, like, a giant eagle (i crossed this out and put VULTURE) can carry 2000 gold but is slowed, and a EFREET can carry 7500 gold pieces freely or twice that and be slowed.




Mice are a staple of the peasant diet, like: if you don't have mice you'll probably have gruel or something; but a mouse will liven up the gruel, it'll get some red in the bowl.

Um, MICE and OWLS is the best-beloved part of the AGENTS HANDBOOK. In my schema everything is paid for in mice and owls. A mouse is worth its WEIGHT in copper, and an owl is worth its weight in silver. These are just the STANDARD MEASURES, like, sometimes you can't always trade in live mice and owls. Common small prey animals are measured in mice (like a goose from a human merchant weights 3d6 mice) and a larger or more predatory animal (maybe like a stag) is measured in owls. Dead animals are worth half that. Rare animals like predator eaters (like an owl-sentinel if you could find one, or like a dragon) would be worth their weight in gold if you can find a king or someone rich enough to pay for stuff in gold.

So that VULTURE probably isnt gonna pick up 2000 gold coins anywhere but he could carry a lot of sheep and lions if you strung them together.

Persons weigh one coin for each point of strength and ten coins for each point of armor, something like that. Richer guys are worth their weight in silver or gold.

It's tempting to start like a MICE FARM to produce counterfeit mice, but obviously the best mice are wild field mice: any fool can taste that a farm mice doesnt taste like a wild mice, and they'll be obvious if you look at them: malnourished farm mice eat their own tails, so you can tell the quality of a mouse by how long its tail is. A counterfeit OWL-SENTINEL is probably just a bunch of crows glued together, but a real sentinel will at least be good at catching owls.

Tuesday, 22 July 2014

LEVIATHAN EXPLAINED MAYBE


i been sending out feelers to various people on googleplus about the AGENTS HANDBOOK, like so:

 
hi jeff rients, i would like feedback on this players handbook type document, only if you want to check it out.



I'll take a lookee tomorrow.

cheers.

Some thoughts:
The layout is quite good overall.
I like the muted green used in the divider bars, special terms and whatnot.  IIRC your blog is like that too?  Either way, it’s a nice element.
Mice and owls?  Are these weirdly named coins or is the economy around here based on small animals as a medium of exchange?  Perhaps I’ll know more later…
The header for ABILITY CHECKS, DEATH, AND DEFEAT is unwieldy.  I don’t think Death should be in allcaps.
The term Agents is initially disorienting.  If that is not the intended then you might want to explain that you don’t mean James Bond spy guys, but possessors of agency.
Speaking of disorienting, why are we suddenly talking about dogs?  I like dogs, but they snuck up on me.
Elves have two hierarchy schemes but dogs and dwarfs only one.  Why the difference?
I may have to steal the term Goblin Kaiser.
Hmm, I haven’t been checking all the math but I don’t see how 5 baronies of 41 people each can make up an 807 person duchy.
Okay, so we really are talking about owls and mice.
How often is upkeep paid?
Just as I’m asking myself that, I find out it’s per day.  Nice.

Overall, it looks like you've got a nifty system going.  It seems more mechanically coherent than the crappy old D&D I prefer, but unlike a lot of post-D&D fantasy games that coherence isn't the only thing going for it.
ah, thank you.

two things that arent explained clearly enough in the document, i think:

1) LEVIATHAN is a secret soviet/biblical spy organization/evil empire/book publisher. a sort of anonymous, sinister, no-hierarchy or only-local-hierarchy sleeper-cell based alternative to WOTC or what have you.

I'm not sure how this relates to the fantasy game. It was relevant for a cthulhu game that jack macnamee was running a year or two ago, that i played in locally, but this is a players handbook organised around sinister open source principles, in theory.

2) This book is broken is a bunch of places by default. The elves are too interesting, the dwarves too boring, the dogs too secret, the goblins too wild. So the dm has to make local substitutions and house rules out of the box. this seems a little hefty, and maybe too arty, though. I do intend to rectify these issues in a later release but im hoping that someone will fork it and make their own agents handbook to correct these issues before i do.

3) (i guess theres three things now) so yeah, the math is a little inconsistent, like theres no glossary so all words have all the meanings they can have until you get to the page that unpacks it, which collapses the waveform.  so agents are both secret agents and game objects. So while mice and owls are almost explained onthe first paperless economy page, and the exchange rate is almost explained on the zero-level page, and they're explicitly explained long ago on my blog somewhere (here: http://evilbaboons.blogspot.com.au/search/label/arcadia) until they're explained you have to make mental substitutions; so the reader decides if mice are coppers or silvers or live animals or what.

the answer key is something like (perdiem)
1 mouse = 1 basic zero level guy
+ 1 mouse for a burgher
+ 2 mice for a zero level fighter
1 owl = 1 first level guy
2 owls = 1 second level guy
4 owls = 1 third level guy

and it would keep doubling like that until you get to kings or god kings or something which would use more bigger coins (i got one called a sentinel which is a mysterious bird noone has ever seen, which eats owls, so i guess kings or god-kings or whatever, at the advanced level of LEVIATHAN d&d, are paid one of those a day)

i should really correct the upkeep so that theres no errors though the thing you mention with baronies not adding up is an error, of course, and if i move all my math to a chart instead of these form-filled paragraphs i could check all my sums in one place, and it'd be easier to read, so i'll do this in the next release, version 1.0.0.1 or something. i should also have a tree showing all units and how the heirarchies look
Groovy almost-clarifications.  Now I'm going to have to reread it!
apologies. thank you for your notes though.

No apologies needed!  This is nifty stuff!

i guess what im trying to build is an alternative to new BASIC thats easier to print, but also works as an alternative (an open alternative) to lamentations or old school hack or what have you. (not that these are especially non-open)

the main problem i have with the new BASIC is its not basic enough