Wednesday, November 30, 2022

Gaming with Kids: Danger and Violence

 Kids are exposed to too much violence in media. I know this is a controversial subject, and I may seem a little old fashioned for putting it forward. So be it.

Now, I don't think all violence is bad. It's all about context. When you're dealing with kids you always have to ask yourself 'what message am I giving?' Kids are gonna take whatever you're doing at face value and if it clashes with their lived experience it'll be hard to process.

The stories you give kids tell them what the world is like and how we solve problems. Children are still in the process of developing their symbol system, so all new symbols will become part of that.

Yes, this is an esoteric subject, and I'm not explaining everything. There's a reason for this.

As adults we've built our symbol system - we know what the world is like. If we are exposed to something that doesn't fit our expectations, we reject it. This is an evolutionary part of our development.

As children grow every new experience becomes part of their dictionary of what 'is'. The psyche, or subconscious, takes everything at face value and accepts it. This is why mantras, dream interpretation, tarot, and creative visualization work. Since the psyche has so little to work with in kids it's especially sensitive to new symbols to use.

So anyway, violence without context creates a system shock. It's important that we instill in kids a sense that the world is safe and good, that morality matters, and that there is abundance. They can learn the hard lessons when they're older, but when they're still vulnerable it's important that their primary symbols are ones they can draw strength from later in life. If they're imprinted with symbols that the world is dangerous and help won't come and violence is random and unavoidable, these negative primary symbols set them up for a hard time at life.

I strongly feel that exposure to violent media at a young age, before children have built a resilient symbol system strongly contributes to a weakened psychic immune system. It's like building your body on frozen pizzas and fast food. The nutrition isn't there.

So when are kids old enough to be introduced to d&d? The short answer is not before age 10.

Up until this point the child's mind is wide open - they're totally dependent on their caretakers. Anything that threatens them physically, emotionally, spiritually, teaches 'this world is not safe". If the world is not safe development is hindered.

From 7 to 9 children are beginning to develop enough that they can perceive a wider world beyond the scope of their parental matrix. Around the age of 9 kids begin to see themselves as fundamentally separate from their caretakers, with their own power and agency. Yet they're still fragile. Repeated failures and exposure to danger outside their abilities can hinder development. By 10 they've hopefully had enough time to begin to build a suite of skills to prepare them for life outside their parents. This skill set won't be fully developed until much later, but it's a good time to be testing themselves against danger. 

I could go deeper into this subject, but I'll leave it surface level for now. I know this is very different from how most people think about child development, but I think they if you spend some time with these ideas you'll find a kernel of truth.

What do you do if your kids are younger than 10?

7 and younger read them folk tales from a variety of different cultures. The D'aulaires Book of Norse Myths is great, the 7 Year Old Wonder Book, Beetle Tamer and Other Stories, the Andrew Lang Fairy Books, and Grimm Fairy Tales. Many of these stories have violence, but within the context of a moral worldview which renders then comprehensible to children. Heroes always win and there is meaning and goodness.

8 and 9 you can do more realistic hero stories and mythologies. The Old Testament has a bunch of great stories (disclaimer: we're not Christian, we present them as myths like any other), the Norse Ragnarok stories, King Arthur, maybe some tamer Greek myths. At this age it's good for kids to be exposed to stories like Adam and Eve's expulsion from Eden, the Hobbit, or Pandora's Box, the idea that there IS suffering and evil in the world, and that we are separate from God, and that there is a darker world outside the doorstep. This is because at this age children are awaiting to their separation from their caretakers.

9 to 10 kids are ready for subtlety. Robin Hood is a great example - Robin does bad things for good reasons. At this stage kids should be exposed to life skills, such as gardening, woodworking, house building. If you can take them hiking, primitive camping, and introduce them to stories where people defy the odds or commune with nature all the better. I recommend My Side of the Mountain, the Chronicles of Prydain, Septims Heap, and the Giver for this age. In these stories kids are thrust into dire situations without their caretakers, which challenge and strength their abilities to rely on themselves. Along the way the young kids meet older adults who are good role models and sources of advice and strength, but the kids are still forced to prove themselves in the end rather than relying on adults to bail them out. A careful balance to strike.

From 8 to 10 you can play roleplaying games with kids that aren't about using violence to solve your problems. If they struggle against an enemy the threats should be transformation, capture, losing something dear, getting lost, but never overtly life threatening. When you fail you have a set back, but you don't die.

At 10 I think it's okay to start introducing life or death situations as long as they aren't too gratuitous. I think Cairn is a great introduction to this kind of gameplay. I don't think kids of any age should be shielded from natural consequences or failure, I just think it's a little much for children younger than this to have their avatar torn limb from limb, get their head cut off, eaten alive, boiled, burned, or gutted. They experience their imaginative characters as part of themselves. 10 is just right because they can now understand the difference between imaginary-for-fun and imaginary-as-practice-for-life.

This is such a big subject and there's a lot more to cover. Kids 10 and younger will act out in their games with other kids stuff they experience in their media. So fairy tale stories might lead to situations where one child is threatening to eat another in an imaginary game. Play between children is different from play between children and adults. It's important to understand that they view us as providers of symbols. Our imaginary play with them has a wholley different character of instruction that play with other kids does not. It's the difference between exploring the woods with your peers and exploring the woods with your science teacher. As an adult we cannot and should not strive to form the first relationship, and always remember our role is the secondary one.

Parents teach, children rehearse.


Rules to modify death in Cairn.

When failing critical damage you are knocked unconscious and out of the combat. You come to an hour later. Put a tally mark in the corner of your sheet.

The second time you take critical damage you are wounded - you can't walk unaided. If you perform any check or roll you collapse afterwards, too weak to move. You are Deprived.

If you aren't treated in 24 hours you develop a fever only powerful medicines or magic can cure. Three days later, if still untreated, you die.

If at any time you recieve a third critical damage you die.

After several weeks of rest and healing, say a couple months in a Haven between adventures, all tallies go away and you're fit to quest again.

The point of these changes isn't to reduce the danger. A character who fails is still 'out of the game' for a while. Instead, it increases the *threat* of danger while still giving players a chance to overcome and learn from their mistakes. This fits in with a lot of youth fiction



Friday, November 18, 2022

Eldritch Sorcery

 Here's some notes I have about elves, magic, and low fantasy campaigns. The part about elves is lifted almost directly from the Japanese Wizardry TTRPG. The campaign thing came from a discussion on the discord.

From Reddit


Elves are a truly ancient race with a long history. They prefer solitude and do not readily share their sacred knowledge with outsiders. No elf is known to have died from natural causes.


Their race is slender and light-boned, like a bird's. Average height is about 5' 6" for both men and women. Elven skin is greenish-white and their facial expressions stoic, almost humorless, except for an occasional tell-tale reddening of the cheeks.

 Elves live in small, isolated bands of 30 to 100 individuals. Some larger communities contract dwarves to build elegant castles deep in the mountains or near waterfalls, though most prefer to live nomadically, wandering the ancient forests.

 Because elves are, by nature, only concerned with the pursuit of knowledge, they are often dependent on other races for their material existence, hiring gnomes and hobbits to do household chores. This makes the originally incapacitated elves an even weaker race. They feed on the production of magical medicines and scrolls. You can think of most of the magical things you see today as being made by elves.

From Reddit


Would be a cool setting for a low fantasy campaign with no magic

City is beseiged, plague corpses thrown in and the dead walk again, the city flees to the depths of the tunnels walling up the underground until they find something even worse creeping in from below them. Now they've been huddled in enclaves of the undercity for a generation and the plague corpses are rotted and withered to dust as adventurers go in looking for the riches that the church supposedly hauled with them to the tunnels to escape destruction by the seige.

So are the descendents like reduced to cannibal cretinism or what

Magic=science+meritocracy+fascism

there's an idea - to perform magic on something, you have to sincerely believe that it is lesser than you

it's easy to telekinesis rocks around, set plants on fire, whatever, and generally people can do magic at animals but doing it to people requires that you believe that you're just better than them, whether through lichdom, connection to the divine, or godawful racial theocracy or godawful racial theory

AI generated fantasy art


This thing I think came from doris2, for generating a campaign setting:

You have traveled centuries into the future to find that there has been a _____ and the area is now controlled by _____ wielding _____


1. TERRIBLE PLAGUE

2. ECOLOGICAL DISASTER

3. WORKING-CLASS REVOLUTION

4. INDUSTRIAL UPHEAVAL

5. GREAT WAR

6. ALIEN INVASION

7. RELIGIOUS AWAKENING

8. INCURSION FROM HELL


1. CARNIVOROUS PLANTS

2. COMPETING CULTS

3. EXTREME PACIFISTS

4. DEMOCRATIC DIEHARDS

5. HUNTER-GATHERERS

6. ANNOYING THEOCRATS

7. OLD BLOOD

8. WIZARDS


1. ADVANCED GEMSTONE TECHNOLOGY

2. ANALOG INFORMATICS

3. DEMONIC PACTS

4. ALIEN ARTIFACTS

5. CRUEL MAGICKS

6. AGRICULTURAL SUPREMACY

7. CRUDE FIREARMS

8. THE DIVINE MANDATE

AI generated fantasy art


Here's a snipped discussion about running hexcrawl campaigns


Maple:

i guess, for the sake of being helpful, a summary of my stocking process

- step 1: ok yes you have to figure out the terrain first (this is art and the hardest step, but I have had good results from the welsh piper method linked above, though I modify it significantly)

-step 2: decide # of known settlements based on map size, probably between 4-8 for the maps I tend to do (10x10 to 12x12 is my favorite size). Connect settlements with roads, add forts and inns in logical locations

- step 3: add some significant monster lairs, small dungeons based on a single big monster threat. probably equal to settlements. 

-step 4: define a handful of world factions. things like mercenary groups, religious groups, old nobility, friendly monster towns, stuff like that, and key them to a hex. Mercenary camps, Monastaries deep in the woods, isolated gothic castles, the monster's towns, would be examples of how I'd do that. Again, might as well match the # of settlements, give or take 1. 

step 5: add some magical waystones, petty god shrines, places of power, this stuff is FUN and I find it usually is pretty easy to come up with fun effects for messing with magic and making deals with Entities

step 6: Add a bunch of ruins, not necessarily full dungeons, I have a table I use for generating this stuff. Some of the ruins should have loot, treasure caches, magic weapons. Using the word ruins real liberally here- an abandoned farmstead counts, for example. 

at this point I usually end up with a really well stocked map, at which point I start thinking about any other specific coolness I want to add that isn't quite so formulaic. The sky's the limit there but following these 6 steps (5 steps, really) tends to result in a pretty decently stocked map as long as you aren't running a gargantuan hexcrawl

As for running them- I try to give fairly strong directed quest hooks, the players are free to ignore them but that gives direction. The first few journeys into the hexmap are usually spent with very specific goals in mind, then they see something off in the distance and have to explore it, then they see another thing off in the distance, it's good fun. 

The worst thing you can do is just give the players a map and say "go explore it, have fun!" without any hooks, in my experience. 

I use fairly complex random encounter tables to make travel interesting but that's a whole other rant, lol. I will say a key bit is that they encounter other travelers on the road, who can point them to new locations through rumors.

I also am very loose with distance traveled measurements, I mostly count movement in hexes traveled rather than miles traveled. trying to squeeze as much utility out of the hex format as possible.


Evilscientist42:

This is a very good point. I've seen newcomers struggle with this, this is seen as a contradiction - "I want to run a sandbox game, I don't want to railroad my players with quests". But at the initial stage, the first couple of sessions, a basic hook is very much needed to introduce them into the setting

And bypass analysis paralysis

"escort this rich pilgrim to magic mountain, 6 hexes away" gives a waypoint, an incentive, a quick intro to crawling hexes

And the way will take them by features they can mark for future exploration


Jenx

It also really REALLY depends on the players.

I started my game with just two things - a town and a dungeon an hour away from it. The players then spent the first 3 sessions only going there, and not exploring any of the other elements I placed on their map. Once I put in some news and rumors, they basically latched onto them. I've only had one session where players just went out exploring (it was also probably the most fun and rewarding one in terms of play experience).

Unless you're already playing with people who are deep into old school play and more or less don't need ANY prompts, most other players will basically refuse to just go out and do stuff unless there's some kind of hook there.

I've noticed that there's a non-insignificant lack of creativity, drive and curiosity with a lot of my players. And a truly sandbox experience kind of requires the players to have those things

Instead of the GM just telling them where there's interesting stuff, and them beelining for it while ignoring everything else.

Thursday, November 17, 2022

Tavern games and gambling

 What's a tavern without a bit of gambling?

Here's a few quick mini games so you're players can test their luck against brigands, orcs, and mercs. 


Hangman's Hand

Each player antes. Chooses to roll 1, 2, or 3 dice.

Any player that rolls a 6 busts.

Highest score wins. Doubles and triples multiply.


Brigand's Bluff

Each player rolls 3 dice, hiding their score, and go rounds making wagers or folding. Once last player has folded scores are revealed.

Dice are added up.

Low straights (1,2,3) add +5

High straights (3,4,6) add +10

Doubles are worth 2x

Triples are x3 score

Alternative: Red Sparrow

As above but three dice are also thrown for all to see. Each round an ante is made and another die thrown in the pool. Once 5 dice are in the pool players reveal their hands and try to make the highest score between their hand and the pool. Winner takes lot. Popular in Red Light district of Domzwolek.


Cockroach racing

DM prepares a number of roaches, each with a score of 1 - 6. Players bet on the roach they want to win. D20s are thrown for each and their bonuses added. Lower ranked roaches earn bigger payouts (x6 - rank)


Gladiator fights

Similar to above, but with fighters. Gladiators ranked 1 - 3 exchange three rounds of combat. Most damage dealt wins. If one gladiator is killed they lose. Roll random weapons/armor.


Monster battles

As above but random groups of monsters are pitted against each other. Selling captured monsters to colosseum could be extra bit of income for players.

Languages

 Languages are often underutilized in OSR, while I believe that they were used extensively in early editions of the game. This is probably due to people not understanding why they are there.

In the base game you roll for reaction when you meet monsters. Only on a 2 do they immediately attack. Otherwise you have some opportunity of talking to them and potentially reaching some mutual agreement.

But not all intelligent monsters speak human language. Instead, they all have special languages of their race.

Hobgoblins speak hobgoblin. Goblins speak goblin. Giants speak giant. Lammasu speak Lammasu.

Early d&d didn't care about approximating real life. It was a game, for fun. Certain concessions were made.

So, why does every monster have it's own language? And what's the deal with alignment languages?

Each monster has a language so players can parlay better with them, while making interactions with monsters they didn't share a language with more difficult and dangerous.

It leans a little bit into skilled play at character creation. What monsters do you want to parlay with? Do you pick the dangerous ones, the helpful ones, the common ones?

Alignment languages is a fail-safe. I think if it like native American sign language - a shared tongue capable of identifying friend or foe and discussing basic concepts. Speaking neutral with lizardmen might get you a few basic directions or confusion. Also, you can't lie in alignment, which is why you can only learn one 


Here's the languages in my campaign

Trade-common : known by all Domzweleki

Sacred Imperial : language of the old empire

Faerie : language of goblins, elves, and dwarves

Wild Wood : tongue of witches, barbarians,  and wild men

Celestial : angelic beings, lingua franca of Cult of Dawnbringer

Infernal : daemons

Black Tongue : a fell language spoken by crows, spiders, and humanoids

Tinker’s Cant : trade tongue of beggars and thieves

Alchemist’s Cant : trade tongue of petty sorcerers

Tongue of beasts : cost 2 languages

Tongue of birds : cost 2 languages

Tongue of fish : cost 2 languages

Tongue of vermin : cost 2 languages

Wyrmish : spoken by dragons, worms, naga, and serpents. Cost 2 languages.


Named Spellbooks & Traps

 I'm gonna start cleaning out all my old notes and scribbled ideas by posting them unfinished to the blog. This is my style and it's best I come to terms with it 

---

Spellbooks should be named. The best ones have personalities and egos like magic swords. There's only a few dozen legitimate spellbooks in existence, all the others are cut up redrafts, splintered manuscripts, hastily jotted pamphlets, xeroxed fakes, and general rip offs.

Start off Mediums with one of these knock offs, with a number of spells in it equal to the limit allowed in Greyhawk. Let the player pick the first spell then roll for the others.

All DM-made spellbooks should have names reflecting the spells they contain. Any caster worth their salt will have hexes, curses, and traps laid on their books &/or libraries to protect them from prying eyes and thieves. Stronger casters lay stronger, meaner hexes. Disabling these requires 1. Suffering the consequences 2. Spending money and time on research, or 3. Hiring a Sage to do it but they might just make off with the book themselves.


The Orbital Servitor and Other Injunctions

A Commentary on Transversing Celestyal Sphears

Treaties Concerning Numinous Omniphorms

Potent Regulations of Cosmic Conducement

Paleologghorithmic Triganometries for the Advanced Student

Grimore Rogus Pandebutic

Encapsulating Daemonic Servitors


1. Erase pupils

2. Dismal itch

3. Spreading fur

4. Engorged tongue

5. Hair falls out

6. Putrid stench

7. Hungry for soil

8. Bone collector

9. Fear of water

10. Extremely boyany

11. Insomnia

13. Metallic skin

14. Fungal growth

15. Attracts insects

16. Poor posture

17. Age 10 years

18. Combustible flatulence

19. Enlarged hands

20. Casts no reflection

21. Penchant for humming tunelessly

22. Difficult to awaken

23. Size increases or decreases each day

24. 1 in 20 chance any spell backfires

25. Copper turns to dust at touch

26. Sheds cobwebs

27. Glowing eyes

28. Infectious rash

29. Liver parasite with its own opinions

30. Tormenting imp companion

31. Obnoxious crow familiar occupies retainer slot

32. Mouth on stomach talks, eats

33. Smoke from ears

34. Sensitive hearing

35. Compulsive lying

36. Compulsive truth telling

37. Poor night vision

38. Bunyons

39. Bone spurs

40. Invisible Servitor misinterprets orders

41. Only speak in black tongue

42. Spells cast leave run identifying enchanter

43. Hated by lawful magic swords

44. Missile magnet

45. Mildly magnetic

46. Usually wet

47. Debilitating tinitus

48. Nearsightedness

49. Agoraphobia

50. Useless spell occupies random spell slot, changes daily

51. Constantly starving

52. Can only drink wine

53. Skin mildly acidic

54. Leaves slime trail in wake

55. Haunted by poltergeist

56. Retainers have poor morale

57. Tormented by tedium